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ComfyFactorio/maps/modules/dynamic_landfill.lua

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-- changes placed landfill tiles, adapting the new tile to adjecant tiles -- by mewmew
local regenerate_decoratives = true
local event = require 'utils.event'
local math_random = math.random
local table_insert = table.insert
local water_tile_whitelist = {
["water"] = true,
["deepwater"] = true,
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["water-green"] = true,
["deepwater-green"] = true
}
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function get_chunk_position(position)
local chunk_position = {}
position.x = math.floor(position.x, 0)
position.y = math.floor(position.y, 0)
for x = 0, 31, 1 do
if (position.x - x) % 32 == 0 then chunk_position.x = (position.x - x) / 32 end
end
for y = 0, 31, 1 do
if (position.y - y) % 32 == 0 then chunk_position.y = (position.y - y) / 32 end
end
return chunk_position
end
local function regenerate_decoratives(surface, position)
local chunk = get_chunk_position(position)
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if not chunk then return end
surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
--surface.destroy_decoratives({{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}})
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
surface.regenerate_decorative(decorative_names, {chunk})
end
local function is_this_a_valid_source_tile(pos, tiles)
for _, tile in pairs(tiles) do
if tile.position.x == pos.x and tile.position.y == pos.y then
return false
end
end
return true
end
local function place_fitting_tile(position, surface, tiles_placed)
local tiles = {}
for i = 1, 64, 0.5 do
local area = {{position.x - i, position.y - i}, {position.x + i, position.y + i}}
for _, found_tile in pairs(surface.find_tiles_filtered({area = area, collision_mask = "ground-tile"})) do
local valid_source_tile = is_this_a_valid_source_tile(found_tile.position, tiles_placed)
if found_tile.name == "out-of-map" then valid_source_tile = false end
if valid_source_tile then
if found_tile.hidden_tile then
table_insert(tiles, found_tile.hidden_tile)
else
table_insert(tiles, found_tile.name)
end
end
end
if #tiles > 0 then break end
end
if #tiles == 0 then return false end
tiles = shuffle(tiles)
surface.set_tiles({{name = tiles[1], position = position}}, true)
end
local function on_player_built_tile(event)
if event.item.name ~= "landfill" then return end
local surface = game.surfaces[event.surface_index]
for _, placed_tile in pairs(event.tiles) do
if water_tile_whitelist[placed_tile.old_tile.name] then
place_fitting_tile(placed_tile.position, surface, event.tiles)
if regenerate_decoratives then
if math_random(1, 4) == 1 then
regenerate_decoratives(surface, placed_tile.position)
end
end
end
end
end
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local function on_robot_built_tile(event)
if event.item.name ~= "landfill" then return end
local surface = event.robot.surface
for _, placed_tile in pairs(event.tiles) do
if water_tile_whitelist[placed_tile.old_tile.name] then
place_fitting_tile(placed_tile.position, surface, event.tiles)
if regenerate_decoratives then
if math_random(1, 4) == 1 then
regenerate_decoratives(surface, placed_tile.position)
end
end
end
end
end
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_robot_built_tile, on_robot_built_tile)