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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/towny/building.lua
MewMew df71d20de1 updates
unique color for towns
landfill painting when mining scrap
bugfixes
2019-12-23 14:23:41 +01:00

142 lines
3.8 KiB
Lua

local Public = {}
local connection_radius = 7
local entity_type_whitelist = {
["accumulator"] = true,
["ammo-turret"] = true,
["arithmetic-combinator"] = true,
["artillery-turret"] = true,
["assembling-machine"] = true,
["boiler"] = true,
["constant-combinator"] = true,
["container"] = true,
["curved-rail"] = true,
["decider-combinator"] = true,
["electric-pole"] = true,
["electric-turret"] = true,
["fluid-turret"] = true,
["furnace"] = true,
["gate"] = true,
["generator"] = true,
["heat-interface"] = true,
["heat-pipe"] = true,
["infinity-container"] = true,
["infinity-pipe"] = true,
["inserter"] = true,
["lamp"] = true,
["land-mine"] = true,
["loader"] = true,
["logistic-container"] = true,
["market"] = true,
["mining-drill"] = true,
["offshore-pump"] = true,
["pipe"] = true,
["pipe-to-ground"] = true,
["programmable-speaker"] = true,
["pump"] = true,
["radar"] = true,
["rail-chain-signal"] = true,
["rail-signal"] = true,
["reactor"] = true,
["roboport"] = true,
["rocket-silo"] = true,
["solar-panel"] = true,
["splitter"] = true,
["storage-tank"] = true,
["straight-rail"] = true,
["train-stop"] = true,
["transport-belt"] = true,
["underground-belt"] = true,
["wall"] = true,
}
local function is_position_isolated(surface, force, position)
local position_x = position.x
local position_y = position.y
local area = {{position_x - connection_radius, position_y - connection_radius}, {position_x + connection_radius, position_y + connection_radius}}
local count = 0
for _, e in pairs(surface.find_entities_filtered({area = area, force = force.name})) do
if entity_type_whitelist[e.type] then
count = count + 1
if count > 1 then return end
end
end
return true
end
local function refund_item(event, item_name)
if event.player_index then
game.players[event.player_index].insert({name = item_name, count = 1})
return
end
if event.robot then
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = item_name, count = 1})
return
end
end
local function error_floaty(surface, position, msg)
surface.create_entity({
name = "flying-text",
position = position,
text = msg,
color = {r=0.77, g=0.0, b=0.0}
})
end
function Public.prevent_isolation(event)
local entity = event.created_entity
if not entity.valid then return end
if entity.force.index == 1 then return end
if not entity_type_whitelist[entity.type] then return end
local surface = event.created_entity.surface
if is_position_isolated(surface, entity.force, entity.position) then
error_floaty(surface, entity.position, "Building is not connected to town!")
refund_item(event, event.stack.name)
entity.destroy()
return true
end
end
function Public.prevent_isolation_landfill(event)
if event.item.name ~= "landfill" then return end
local surface = game.surfaces[event.surface_index]
local tiles = event.tiles
local force
if event.player_index then
force = game.players[event.player_index].force
else
force = event.robot.force
end
for _, placed_tile in pairs(tiles) do
local position = placed_tile.position
if is_position_isolated(surface, force, position) then
error_floaty(surface, position, "Tile is not connected to town!")
surface.set_tiles({{name = "water", position = position}}, true)
refund_item(event, "landfill")
end
end
end
local square_min_distance_to_spawn = 96 ^ 2
function Public.protect_spawn(event)
local entity = event.created_entity
if not entity.valid then return end
if entity.force.index == 1 then return end
if not entity_type_whitelist[entity.type] then return end
if entity.position.x ^ 2 + entity.position.y ^ 2 > square_min_distance_to_spawn then return end
refund_item(event, event.stack.name)
error_floaty(entity.surface, entity.position, "Building too close to spawn!")
entity.destroy()
end
return Public