-- placing landfill in another surface will reveal nauvis -- 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, ["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) position.y = math.floor(position.y) 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 place_entity(surface, entity) if entity.type == "tree" then if not surface.can_place_entity({name = entity.name, position = entity.position}) then return end entity.clone({position=entity.position, surface=surface, force="neutral"}) return end if entity.type == "simple-entity" then local new_e = {name = entity.name, position = entity.position, direction = entity.direction} if not surface.can_place_entity(new_e) then return end local e = surface.create_entity(new_e) e.graphics_variation = entity.graphics_variation return end if entity.type == "cliff" then local new_e = {name = entity.name, position = entity.position, cliff_orientation = entity.cliff_orientation} if not surface.can_place_entity(new_e) then return end surface.create_entity(new_e) return end if entity.type == "resource" then entity.clone({position=entity.position, surface=surface, force="neutral"}) return end if entity.type == "unit-spawner" or entity.type == "unit" or entity.type == "turret" then local area = {{entity.position.x - 1, entity.position.y - 1}, {entity.position.x + 1, entity.position.y + 1}} if surface.count_entities_filtered({area = area, force = "enemy"}) > 0 then return end local new_e = {name = entity.name, position = entity.position, direction = entity.direction} surface.create_entity(new_e) return end if entity.name == "character" then return end if entity.name == "fish" then local area = {{entity.position.x - 1, entity.position.y - 1}, {entity.position.x + 1, entity.position.y + 1}} if surface.count_entities_filtered({area = area, name = "fish"}) > 0 then return end surface.create_entity({name = entity.name, position = entity.position, direction = entity.direction}) return end end local function generate_chunks(position) local nauvis = game.surfaces.nauvis local chunk = get_chunk_position(position) if nauvis.is_chunk_generated(chunk) then return end nauvis.request_to_generate_chunks(position, 1) nauvis.force_generate_chunk_requests() end local function process_tile(surface, position, old_tile, inventory) local nauvis = game.surfaces.nauvis generate_chunks(position) local new_tile = nauvis.get_tile(position) surface.set_tiles({new_tile}) if new_tile.name == old_tile.name then surface.set_tiles({{name = "grass-1", position = new_tile.position}}, true) --if inventory.valid then inventory.insert({name = "landfill", count = 1}) end return end local area = {{position.x - 0, position.y - 0}, {position.x + 0.999, position.y + 0.999}} for _, e in pairs(nauvis.find_entities_filtered({area = area})) do place_entity(surface, e) end local area = {{position.x - 1, position.y - 1}, {position.x + 0.999, position.y + 0.999}} for _, d in pairs(nauvis.find_decoratives_filtered{area = area}) do surface.create_decoratives{check_collision = true, decoratives = {{amount = d.amount, position = d.position, name = d.decorative.name}}} end end local function reveal(surface, tiles, inventory) for _, placed_tile in pairs(tiles) do if water_tile_whitelist[placed_tile.old_tile.name] then process_tile(surface, placed_tile.position, placed_tile.old_tile, inventory) end end end local function on_player_built_tile(event) if event.item.name ~= "landfill" then return end reveal(game.surfaces[event.surface_index], event.tiles, game.players[event.player_index].get_main_inventory()) end local function on_robot_built_tile(event) if event.item.name ~= "landfill" then return end reveal(event.robot.surface, event.tiles, event.robot.get_inventory(defines.inventory.robot_cargo)) end event.add(defines.events.on_robot_built_tile, on_robot_built_tile) event.add(defines.events.on_player_built_tile, on_player_built_tile)