-- 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, ["water-green"] = true } local water_tiles = { "water", "deepwater", "water-green" } 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) 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 event.add(defines.events.on_player_built_tile, on_player_built_tile)