require 'modules.mineable_wreckage_yields_scrap' require 'modules.no_deconstruction_of_neutral_entities' local get_noise = require 'utils.get_noise' local math_random = math.random local math_floor = math.floor local math_abs = math.abs local scrap_entities = { 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-2-broken', 'crash-site-lab-broken', 'medium-ship-wreck', 'small-ship-wreck', 'crash-site-chest-1', 'crash-site-chest-2', 'crash-site-chest-1', 'crash-site-chest-2', 'crash-site-chest-1', 'crash-site-chest-2', 'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3', 'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3', 'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3' } local scrap_entities_index = #scrap_entities local mining_chance_weights = { {name = 'iron-plate', chance = 1000}, {name = 'iron-gear-wheel', chance = 750}, {name = 'copper-plate', chance = 750}, {name = 'copper-cable', chance = 500}, {name = 'electronic-circuit', chance = 300}, {name = 'steel-plate', chance = 200}, {name = 'solid-fuel', chance = 150}, {name = 'pipe', chance = 100}, {name = 'iron-stick', chance = 50}, {name = 'battery', chance = 20}, {name = 'empty-barrel', chance = 10}, {name = 'crude-oil-barrel', chance = 30}, {name = 'lubricant-barrel', chance = 20}, {name = 'petroleum-gas-barrel', chance = 15}, {name = 'sulfuric-acid-barrel', chance = 15}, {name = 'heavy-oil-barrel', chance = 15}, {name = 'light-oil-barrel', chance = 15}, {name = 'water-barrel', chance = 10}, {name = 'green-wire', chance = 10}, {name = 'red-wire', chance = 10}, {name = 'explosives', chance = 5}, {name = 'advanced-circuit', chance = 5}, {name = 'nuclear-fuel', chance = 1}, {name = 'pipe-to-ground', chance = 10}, {name = 'plastic-bar', chance = 5}, {name = 'processing-unit', chance = 2}, {name = 'used-up-uranium-fuel-cell', chance = 1}, {name = 'uranium-fuel-cell', chance = 1}, {name = 'rocket-fuel', chance = 3}, {name = 'rocket-control-unit', chance = 1}, {name = 'low-density-structure', chance = 1}, {name = 'heat-pipe', chance = 1}, {name = 'engine-unit', chance = 4}, {name = 'electric-engine-unit', chance = 2}, {name = 'logistic-robot', chance = 1}, {name = 'construction-robot', chance = 1}, {name = 'land-mine', chance = 3}, {name = 'grenade', chance = 10}, {name = 'rocket', chance = 3}, {name = 'explosive-rocket', chance = 3}, {name = 'cannon-shell', chance = 2}, {name = 'explosive-cannon-shell', chance = 2}, {name = 'uranium-cannon-shell', chance = 1}, {name = 'explosive-uranium-cannon-shell', chance = 1}, {name = 'artillery-shell', chance = 1}, {name = 'cluster-grenade', chance = 2}, {name = 'defender-capsule', chance = 5}, {name = 'destroyer-capsule', chance = 1}, {name = 'distractor-capsule', chance = 2} } local scrap_yield_amounts = { ['iron-plate'] = 16, ['iron-gear-wheel'] = 8, ['iron-stick'] = 16, ['copper-plate'] = 16, ['copper-cable'] = 24, ['electronic-circuit'] = 8, ['steel-plate'] = 4, ['pipe'] = 8, ['solid-fuel'] = 4, ['empty-barrel'] = 3, ['crude-oil-barrel'] = 3, ['lubricant-barrel'] = 3, ['petroleum-gas-barrel'] = 3, ['sulfuric-acid-barrel'] = 3, ['heavy-oil-barrel'] = 3, ['light-oil-barrel'] = 3, ['water-barrel'] = 3, ['battery'] = 2, ['explosives'] = 4, ['advanced-circuit'] = 2, ['nuclear-fuel'] = 0.1, ['pipe-to-ground'] = 1, ['plastic-bar'] = 4, ['processing-unit'] = 1, ['used-up-uranium-fuel-cell'] = 1, ['uranium-fuel-cell'] = 0.3, ['rocket-fuel'] = 0.3, ['rocket-control-unit'] = 0.3, ['low-density-structure'] = 0.3, ['heat-pipe'] = 1, ['green-wire'] = 8, ['red-wire'] = 8, ['engine-unit'] = 2, ['electric-engine-unit'] = 2, ['logistic-robot'] = 0.3, ['construction-robot'] = 0.3, ['land-mine'] = 1, ['grenade'] = 2, ['rocket'] = 2, ['explosive-rocket'] = 2, ['cannon-shell'] = 2, ['explosive-cannon-shell'] = 2, ['uranium-cannon-shell'] = 2, ['explosive-uranium-cannon-shell'] = 2, ['artillery-shell'] = 0.3, ['cluster-grenade'] = 0.3, ['defender-capsule'] = 2, ['destroyer-capsule'] = 0.3, ['distractor-capsule'] = 0.3 } local scrap_raffle = {} for _, t in pairs(mining_chance_weights) do for _ = 1, t.chance, 1 do table.insert(scrap_raffle, t.name) end end local size_of_scrap_raffle = #scrap_raffle local function place_scrap(surface, position) if math_random(1, 700) == 1 then if position.x ^ 2 + position.x ^ 2 > 4096 then local e = surface.create_entity({name = 'gun-turret', position = position, force = 'enemy'}) e.insert({name = 'piercing-rounds-magazine', count = 100}) return end end if math_random(1, 128) == 1 then local e = surface.create_entity({name = scrap_entities[math_random(1, scrap_entities_index)], position = position, force = 'neutral'}) local i = e.get_inventory(defines.inventory.chest) if i then for _ = 1, math_random(6, 18), 1 do local loot = scrap_raffle[math_random(1, size_of_scrap_raffle)] i.insert({name = loot, count = math_floor(scrap_yield_amounts[loot] * math_random(5, 35) * 0.1) + 1}) end end return end surface.create_entity({name = 'mineable-wreckage', position = position, force = 'neutral'}) end local function is_scrap_area(noise) if noise > 0.25 then return true end if noise < -0.25 then return true end end local function move_away_biteys(surface, area) for _, e in pairs(surface.find_entities_filtered({type = {'unit-spawner', 'turret', 'unit'}, area = area})) do local position = surface.find_non_colliding_position(e.name, e.position, 96, 4) if position then surface.create_entity({name = e.name, position = position, force = 'enemy'}) e.destroy() end end end local vectors = {{0, 0}, {1, 0}, {-1, 0}, {0, 1}, {0, -1}} local function on_player_mined_entity(event) local entity = event.entity if not entity.valid then return end if entity.name ~= 'mineable-wreckage' then return end local surface = entity.surface for _, v in pairs(vectors) do local position = {entity.position.x + v[1], entity.position.y + v[2]} if not surface.get_tile(position).collides_with('resource-layer') then surface.set_tiles({{name = 'landfill', position = position}}, true) end end end local function on_entity_died(event) if not event.entity.valid then return end on_player_mined_entity(event) end local function on_chunk_generated(event) local surface = event.surface local seed = surface.map_gen_settings.seed local left_top_x = event.area.left_top.x local left_top_y = event.area.left_top.y local position local noise for x = 0, 31, 1 do for y = 0, 31, 1 do if math_random(1, 3) > 1 then position = {x = left_top_x + x, y = left_top_y + y} if not surface.get_tile(position).collides_with('resource-layer') then noise = get_noise('scrapyard', position, seed) if is_scrap_area(noise) then surface.set_tiles({{name = 'dirt-' .. math_floor(math_abs(noise) * 6) % 6 + 2, position = position}}, true) place_scrap(surface, position) end end end end end move_away_biteys(surface, event.area) end local Event = require 'utils.event' Event.add(defines.events.on_chunk_generated, on_chunk_generated) Event.add(defines.events.on_player_mined_entity, on_player_mined_entity) Event.add(defines.events.on_entity_died, on_entity_died)