local Memory = require 'maps.pirates.memory' local Math = require 'maps.pirates.math' local Balance = require 'maps.pirates.balance' local Common = require 'maps.pirates.common' local Loot = require 'maps.pirates.loot' local Utils = require 'maps.pirates.utils_local' local inspect = require 'utils.inspect'.inspect local Public = {} local enum = { BOATS = 'Boats', ISLANDSTRUCTURES = 'IslandStructures', } Public.enum = enum Public[enum.BOATS] = require 'maps.pirates.structures.boats.boats' Public[enum.ISLANDSTRUCTURES] = require 'maps.pirates.structures.island_structures.island_structures' function Public.post_creation_process(special_name, components) local destination = Common.current_destination() for _, c in pairs(components) do local type = c.type local force_name = c.force_name local force if force_name then force = game.forces[force_name] end if type == 'static' then for _, e in pairs(c.built_entities) do if e and e.valid then e.destructible = false e.minable = false e.rotatable = false end end elseif type == 'static_destructible' then for _, e in pairs(c.built_entities) do if e and e.valid then e.minable = false e.rotatable = false end end elseif type == 'plain' then for _, e in pairs(c.built_entities) do -- end elseif type == 'static_inoperable' then for _, e in pairs(c.built_entities) do if e and e.valid then e.destructible = false e.minable = false e.rotatable = false e.operable = false end end elseif type == 'entities' then for _, e in pairs(c.built_entities) do if e and e.valid then e.minable = false e.rotatable = false end end elseif type == 'entities_minable' then for _, e in pairs(c.built_entities) do -- end end for _, e in pairs(c.built_entities) do if e and e.valid then e.update_connections() if e.name == 'iron-chest' then local inv = e.get_inventory(defines.inventory.chest) local loot = Loot.iron_chest_loot() for i = 1, #loot do local l = loot[i] inv.insert(l) end elseif e.name == 'stone-furnace' then local inv = e.get_inventory(defines.inventory.fuel) local loot = Loot.stone_furnace_loot() for i = 1, #loot do local l = loot[i] inv.insert(l) end elseif e.name == 'roboport' then local inv = e.get_inventory(defines.inventory.roboport_robot) local loot = Loot.roboport_bots_loot() for i = 1, #loot do local l = loot[i] inv.insert(l) end elseif e.name == 'centrifuge' then local inv = e.get_inventory(defines.inventory.assembling_machine_input) e.set_recipe('kovarex-enrichment-process') inv.insert{name = 'uranium-235', count = 20} elseif e.name == 'gun-turret' and special_name == 'small_radioactive_centrifuge' then local memory = Memory.get_crew_memory() e.force = game.forces[memory.force_name] elseif e.name == 'storage-tank' and special_name == 'lonely_storage_tank' then e.insert_fluid(Loot.storage_tank_fluid_loot()) elseif e.name == 'storage-tank' and special_name == 'swamp_lonely_storage_tank' then e.insert_fluid(Loot.swamp_storage_tank_fluid_loot()) elseif e.name == 'storage-tank' and special_name == 'small_oilrig_base' then e.insert_fluid(Loot.storage_tank_fluid_loot(true)) end if force_name and string.sub(force_name, 1, 15) and string.sub(force_name, 1, 15) == 'ancient-hostile' then if e.name == 'gun-turret' then -- TODO: make ammo type depend on x-coord e.insert({name = "piercing-rounds-magazine", count = 64}) end elseif force_name and string.sub(force_name, 1, 16) and string.sub(force_name, 1, 16) == 'ancient-friendly' then if e.name == 'oil-refinery' then e.set_recipe('advanced-oil-processing') end end end end end end function Public.try_place(structureScope, specialsTable, left_top, areawidth, areaheight, placeability_function) local structureData = structureScope.Data local attempts = 6 local succeeded = false while attempts > 0 and (not succeeded) do attempts = attempts - 1 local structure_topleft = { x = left_top.x + Math.random(areawidth + 1 - structureData.width) - 1, y = left_top.y + Math.random(areaheight + 1 - structureData.height) - 1, } local structure_center = { x = structure_topleft.x + structureData.width/2, y = structure_topleft.y + structureData.height/2, } local structure_topright = { x = structure_topleft.x + structureData.width, y = structure_topleft.y, } local structure_bottomleft = { x = structure_topleft.x, y = structure_topleft.y + structureData.height, } local structure_bottomright = { x = structure_topleft.x + structureData.width, y = structure_topleft.y + structureData.height, } if placeability_function(structure_topleft) and placeability_function(structure_topright) and placeability_function(structure_bottomleft) and placeability_function(structure_bottomright) and placeability_function(structure_center) then specialsTable[#specialsTable + 1] = { position = structure_center, components = structureData.components, width = structureData.width, height = structureData.height, name = structureData.name, } succeeded = true if _DEBUG then log('structure_yes: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y) end else -- if _DEBUG then -- log('structure_no: ' .. structureData.name .. ' at ' .. structure_center.x .. ', ' .. structure_center.y) -- end end end end return Public