-- landfill is sticky, making it difficult to isolate local math_sqrt = math.sqrt local math_floor = math.floor local table_insert = table.insert local vectors = {} table_insert(vectors, { 0, 0 }) for r = 1, 64, 1 do table_insert(vectors, { 0, r }) table_insert(vectors, { 0, r * -1 }) table_insert(vectors, { r, 0 }) table_insert(vectors, { r * -1, 0 }) end local vectors_2 = { { 0, -1 }, { 0, 1 }, { -1, 0 }, { 1, 0 } } local function is_position_sticky(surface, position) local tile = surface.get_tile(position) if not tile.collides_with('resource') then return end for _, v in pairs(vectors_2) do tile = surface.get_tile({ position.x + v[1], position.y + v[2] }) if not tile.collides_with('resource') then return true end end end local function move_tile(surface, tile_name, position) for key, v in pairs(vectors) do local p = { x = position.x + v[1], y = position.y + v[2] } if is_position_sticky(surface, p) then surface.set_tiles({ { name = tile_name, position = p } }, true) return end end end local function safe_players_from_drowning(surface, tiles) local a = math_floor(math_sqrt(#tiles)) + 2 local left_top = { x = tiles[1].position.x - 1, y = tiles[1].position.y - 1 } local area = { { left_top.x, left_top.y }, { left_top.x + a + 2, left_top.y + a + 2 } } local players = {} for _, character in pairs(surface.find_entities_filtered({ area = area, name = 'character' })) do if character.player then table_insert(players, { character.player, { character.player.position.x, character.player.position.y } }) character.player.teleport({ 0, 0 }, surface) end end return players end local function sticky(surface, tiles, tile_name) local revert_tiles = {} local revert_entities = {} local i = 1 local i2 = 1 for _, placed_tile in pairs(tiles) do revert_tiles[i] = { name = placed_tile.old_tile.name, position = placed_tile.position } local resources = surface.find_entities_filtered( { type = 'resource', area = { { placed_tile.position.x - 1, placed_tile.position.y - 1 }, { placed_tile.position.x + 1, placed_tile.position.y + 1 } } } ) for _, resource in pairs(resources) do revert_entities[i2] = { name = resource.name, position = resource.position, amount = resource.amount } resource.destroy() i2 = i2 + 1 end i = i + 1 end local players = safe_players_from_drowning(surface, tiles) surface.set_tiles(revert_tiles, true) for _, placed_tile in pairs(tiles) do move_tile(surface, tile_name, placed_tile.position) end for _, entity in pairs(revert_entities) do surface.create_entity(entity) end for _, v in pairs(players) do v[1].teleport(v[2], surface) end end local function on_player_built_tile(event) if event.item.name ~= 'landfill' then return end sticky(game.surfaces[event.surface_index], event.tiles, event.tile.name) end local function on_robot_built_tile(event) if event.item.name ~= 'landfill' then return end sticky(event.robot.surface, event.tiles, event.tile.name) end local Event = require 'utils.event' Event.add(defines.events.on_robot_built_tile, on_robot_built_tile) Event.add(defines.events.on_player_built_tile, on_player_built_tile)