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 small_scraps = { "crash-site-spaceship-wreck-small-1", "crash-site-spaceship-wreck-small-1", "crash-site-spaceship-wreck-small-2", "crash-site-spaceship-wreck-small-2", "crash-site-spaceship-wreck-small-3", "crash-site-spaceship-wreck-small-3", "crash-site-spaceship-wreck-small-4", "crash-site-spaceship-wreck-small-4", "crash-site-spaceship-wreck-small-5", "crash-site-spaceship-wreck-small-5", "crash-site-spaceship-wreck-small-6" } local scraps_inv = { "crash-site-spaceship", "crash-site-spaceship-wreck-big-1", "crash-site-spaceship-wreck-big-1", "crash-site-spaceship-wreck-big-2", "crash-site-spaceship-wreck-big-2", "crash-site-spaceship-wreck-medium-1", "crash-site-spaceship-wreck-medium-1", "crash-site-spaceship-wreck-medium-1", "crash-site-spaceship-wreck-medium-2", "crash-site-spaceship-wreck-medium-2", "crash-site-spaceship-wreck-medium-2", "crash-site-spaceship-wreck-medium-3", "crash-site-spaceship-wreck-medium-3", "crash-site-spaceship-wreck-medium-3", "crash-site-chest-1", "crash-site-chest-1", "crash-site-chest-2", "crash-site-chest-2", } local function is_scrap(name) for i = 1, #small_scraps, 1 do if name == small_scraps[i] then return true end end for i = 1, #scraps_inv, 1 do if name == scraps_inv[i] then return true end end return false end 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 x = 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 = scraps_inv[math_random(1, #scraps_inv)], position = position, force = "neutral"}) local i = e.get_inventory(defines.inventory.chest) if i then for x = 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 = small_scraps[math_random(1, #small_scraps)], 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 replace_ground(entity) 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_player_mined_entity(event) local entity = event.entity if not entity.valid then return end if not is_scrap(entity.name) then return end replace_ground(entity) event.buffer.clear() local scrap = scrap_raffle[math.random(1, size_of_scrap_raffle)] local amount_bonus = (game.forces.enemy.evolution_factor * 2) + (game.forces.player.mining_drill_productivity_bonus * 2) local r1 = math.ceil(scrap_yield_amounts[scrap] * (0.3 + (amount_bonus * 0.3))) local r2 = math.ceil(scrap_yield_amounts[scrap] * (1.7 + (amount_bonus * 1.7))) local amount = math.random(r1, r2) local player = game.players[event.player_index] local inserted_count = player.insert({name = scrap, count = amount}) if inserted_count ~= amount then local amount_to_spill = amount - inserted_count entity.surface.spill_item_stack(entity.position,{name = scrap, count = amount_to_spill}, true) end entity.surface.create_entity({ name = "flying-text", position = entity.position, text = "+" .. amount .. " [img=item/" .. scrap .. "]", color = {r=0.98, g=0.66, b=0.22} }) end local function on_entity_died(event) if not event.entity.valid then return end if not is_scrap(event.entity.name) then return end replace_ground(event.entity) 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)