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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/modules/landfill_reveals_nauvis.lua
2019-05-23 05:10:26 +02:00

125 lines
4.6 KiB
Lua

-- 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)