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explosives - minor change
Whenever collapse is active make sure that we don't fill with landtile below it.
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@ -43,7 +43,7 @@ local function check_y_pos(position)
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end
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local collapse_pos = Collapse.get_position()
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local radius = 50
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local radius = 10
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local dy = position.y - collapse_pos.y
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if dy ^ 2 < radius ^ 2 then
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@ -205,7 +205,9 @@ local function damage_area(cell)
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cell.health = cell.health - this.explosives.tiles[key]
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this.explosives.tiles[key] = nil
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if math_abs(tile.position.y) < surface.map_gen_settings.height * 0.5 and math_abs(tile.position.x) < surface.map_gen_settings.width * 0.5 then
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surface.set_tiles({{name = 'landfill', position = tile.position}}, true)
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if not check_y_pos(tile.position) then
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surface.set_tiles({{name = 'landfill', position = tile.position}}, true)
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end
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end
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else
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this.explosives.tiles[key] = this.explosives.tiles[key] - cell.health
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@ -263,11 +265,6 @@ local function on_entity_died(event)
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return
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end
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local below_void = check_y_pos(entity.position)
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if below_void then
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return
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end
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cell_birth(
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entity.surface.index,
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{x = entity.position.x, y = entity.position.y},
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@ -304,11 +301,6 @@ function Public.detonate_chest(entity)
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return false
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end
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local below_void = check_y_pos(entity.position)
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if below_void then
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return
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end
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cell_birth(
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entity.surface.index,
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{x = entity.position.x, y = entity.position.y},
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