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https://github.com/ComfyFactory/ComfyFactorio.git
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135 lines
4.1 KiB
Lua
135 lines
4.1 KiB
Lua
-- changes placed landfill tiles, adapting the new tile to adjecant tiles -- by mewmew
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local regenerate_decoratives_value = true
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local Event = require 'utils.event'
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local math_random = math.random
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local table_insert = table.insert
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local water_tile_whitelist = {
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['water'] = true,
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['deepwater'] = true,
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['water-green'] = true,
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['water-mud'] = true,
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['water-shallow'] = true,
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['deepwater-green'] = true
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}
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local spiral_coords = {}
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for r = 1, 96, 1 do
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for x = r * -1, r - 1, 1 do
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table_insert(spiral_coords, {x = x, y = r * -1})
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end
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for y = r * -1, r - 1, 1 do
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table_insert(spiral_coords, {x = r, y = y})
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end
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for x = r, r * -1 + 1, -1 do
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table_insert(spiral_coords, {x = x, y = r})
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end
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for y = r, r * -1 + 1, -1 do
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table_insert(spiral_coords, {x = r * -1, y = y})
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end
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end
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local function get_chunk_position(position)
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local chunk_position = {}
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position.x = math.floor(position.x, 0)
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position.y = math.floor(position.y, 0)
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for x = 0, 31, 1 do
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if (position.x - x) % 32 == 0 then
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chunk_position.x = (position.x - x) / 32
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end
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end
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for y = 0, 31, 1 do
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if (position.y - y) % 32 == 0 then
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chunk_position.y = (position.y - y) / 32
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end
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end
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return chunk_position
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end
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local function regenerate_decoratives(surface, position)
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local chunk = get_chunk_position(position)
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if not chunk then
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return
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end
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surface.destroy_decoratives({area = {{chunk.x * 32, chunk.y * 32}, {chunk.x * 32 + 32, chunk.y * 32 + 32}}})
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local decorative_names = {}
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for k, v in pairs(game.decorative_prototypes) do
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if v.autoplace_specification then
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decorative_names[#decorative_names + 1] = k
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end
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end
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surface.regenerate_decorative(decorative_names, {chunk})
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end
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local function is_this_a_valid_source_tile(pos, tiles)
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for _, tile in pairs(tiles) do
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if tile.position.x == pos.x and tile.position.y == pos.y then
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return false
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end
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end
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return true
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end
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local function place_fitting_tile(position, surface, tiles_placed)
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for _, coord in pairs(spiral_coords) do
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local tile = surface.get_tile({position.x + coord.x, position.y + coord.y})
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if not tile.collides_with('player-layer') then
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local valid_source_tile = is_this_a_valid_source_tile(tile.position, tiles_placed)
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if tile.name == 'out-of-map' then
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valid_source_tile = false
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end
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if valid_source_tile then
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if tile.hidden_tile then
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surface.set_tiles({{name = tile.hidden_tile, position = position}}, true)
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else
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surface.set_tiles({{name = tile.name, position = position}}, true)
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end
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return
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end
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end
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end
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end
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local function on_player_built_tile(event)
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if not event.item then
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return
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end
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if event.item.name ~= 'landfill' then
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return
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end
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local surface = game.surfaces[event.surface_index]
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for _, placed_tile in pairs(event.tiles) do
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if water_tile_whitelist[placed_tile.old_tile.name] then
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place_fitting_tile(placed_tile.position, surface, event.tiles)
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if regenerate_decoratives_value then
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if math_random(1, 5) == 1 then
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regenerate_decoratives(surface, placed_tile.position)
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end
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end
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end
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end
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end
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local function on_robot_built_tile(event)
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if event.item.name ~= 'landfill' then
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return
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end
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local surface = event.robot.surface
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for _, placed_tile in pairs(event.tiles) do
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if water_tile_whitelist[placed_tile.old_tile.name] then
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place_fitting_tile(placed_tile.position, surface, event.tiles)
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if regenerate_decoratives then
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if math_random(1, 4) == 1 then
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regenerate_decoratives(surface, placed_tile.position)
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end
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end
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end
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end
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end
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Event.add(defines.events.on_player_built_tile, on_player_built_tile)
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Event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
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