mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-01-10 00:28:22 +02:00
589 lines
23 KiB
Lua
589 lines
23 KiB
Lua
-- Code tracks all chunks generated and allows for deleting of inactive chunks.
|
|
--
|
|
-- Basic rules of regrowth:
|
|
-- 1. Area around player is safe for quite a large distance.
|
|
-- 2. Chunks with pollution won't be deleted.
|
|
-- 3. Chunks with any player buildings won't be deleted.
|
|
-- 4. Anything within radar range won't be deleted, but radar MUST be active.
|
|
-- -- This works by refreshing all chunk timers within radar range using
|
|
-- the on_sector_scanned event.
|
|
-- 5. Chunks timeout after 1 hour-ish, configurable
|
|
|
|
-- TODO: Make this a mod startup setting?
|
|
REGROWTH_TIMEOUT_TICKS = TICKS_PER_HOUR -- TICKS_PER_HOUR TICKS_PER_MINUTE
|
|
|
|
--- If a chunk is marked "active", then it will only be checked by the "world eater" system if that is enabled.
|
|
--- World eater does more extensive checks to see if a chunk might be safe to delete. For example, if a player builds
|
|
--- stuff in a chunk it will be marked as "active" and won't be checked by the regrowth system.
|
|
REGROWTH_FLAG_ACTIVE = -1
|
|
|
|
--- These chunks will NEVER be deleted by the regrowth + world eater systems. However, they can be overwritten in some
|
|
--- cases. Like when a player leaves the game early and their spawn is deleted.
|
|
REGROWTH_FLAG_PERMANENT = -2
|
|
|
|
--- Radius in chunks around a player to mark as safe.
|
|
REGROWTH_ACTIVE_AREA_AROUND_PLAYER = 4
|
|
|
|
---The removal list contains chunks that are marked for removal. Each entry is a table with the following fields:
|
|
---@alias RemovalListEntry { pos : ChunkPosition, force: boolean, surface: string }
|
|
|
|
|
|
---Init globals for regrowth
|
|
---@return nil
|
|
function RegrowthInit()
|
|
global.rg = {}
|
|
global.rg.player_refresh_index = nil
|
|
|
|
global.rg.force_removal_flag = -2000 -- Set to a negative number to disable it by default
|
|
global.rg.timeout_ticks = REGROWTH_TIMEOUT_TICKS
|
|
|
|
global.rg.current_surface = nil -- The current surface we are iterating through
|
|
global.rg.current_surface_index = 1
|
|
global.rg.active_surfaces = {} -- List of all surfaces with regrowth enabled
|
|
global.rg.chunk_iter = nil -- We only iterate through onface at a time
|
|
|
|
|
|
global.rg.world_eater_iter = nil
|
|
global.rg.we_current_surface = nil
|
|
global.rg.we_current_surface_index = 1
|
|
|
|
---@type table<integer, RemovalListEntry>
|
|
global.rg.removal_list = {}
|
|
|
|
for surface_name,_ in pairs(game.surfaces) do
|
|
InitSurface(surface_name --[[@as string]])
|
|
end
|
|
end
|
|
|
|
---Called when a new surface is created. This is used to add new surfaces to the regrowth map.
|
|
---@param event EventData.on_surface_created
|
|
---@return nil
|
|
function RegrowthSurfaceCreated(event)
|
|
InitSurface(game.surfaces[event.surface_index].name)
|
|
end
|
|
|
|
---Called when a surface is deleted. This is used to remove surfaces from the regrowth map.
|
|
---@param event EventData.on_pre_surface_deleted
|
|
---@return nil
|
|
function RegrowthSurfaceDeleted(event)
|
|
local surface_name = game.surfaces[event.surface_index].name
|
|
global.rg[surface_name] = nil
|
|
for key,value in pairs(global.rg.active_surfaces) do
|
|
if (value == surface_name) then
|
|
table.remove(global.rg.active_surfaces, key)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
---Initialize the new surface for regrowth
|
|
---@param surface_name string - The surface name to act on
|
|
---@return nil
|
|
function InitSurface(surface_name)
|
|
|
|
local enable_regrowth_on_surface = true -- TODO: Default to true? Or make it a setting?
|
|
for _, blacklist_surface_name in pairs(global.ocfg.regrowth.surface_blacklist) do
|
|
if (surface_name == blacklist_surface_name) then
|
|
log("RegrowthInit: Blacklisted surface found: " .. surface_name)
|
|
enable_regrowth_on_surface = false
|
|
return
|
|
end
|
|
end
|
|
|
|
if (enable_regrowth_on_surface) then
|
|
-- Add a new surface to the regrowth map
|
|
global.rg[surface_name] = {}
|
|
|
|
-- This is a 2D array of chunk positions and their last tick updated / status
|
|
global.rg[surface_name].map = {}
|
|
|
|
-- Set the current surface tone found
|
|
if (global.rg.current_surface == nil) then
|
|
global.rg.current_surface = surface_name
|
|
global.rg.we_current_surface = surface_name
|
|
end
|
|
|
|
table.insert(global.rg.active_surfaces, surface_name)
|
|
end
|
|
end
|
|
|
|
---Trigger an immediate cleanup of any chunks that are marked for removal.
|
|
---@return nil
|
|
function TriggerCleanup()
|
|
global.rg.force_removal_flag = game.tick
|
|
end
|
|
|
|
-- Turn this into a admin GUI button.
|
|
-- function RegrowthForceRemoveChunksCmd(cmd_table)
|
|
-- if (game.players[cmd_table.player_index].admin) then
|
|
-- TriggerCleanup()
|
|
-- end
|
|
-- end
|
|
|
|
---Get the next player index available. This is used to loop through players to refresh the areas around them.
|
|
---@return integer
|
|
function GetNextPlayerIndex()
|
|
if (not global.rg.player_refresh_index or not game.players[global.rg.player_refresh_index]) then
|
|
global.rg.player_refresh_index = 1
|
|
else
|
|
global.rg.player_refresh_index = global.rg.player_refresh_index + 1
|
|
end
|
|
|
|
-- TODO: This may be an issue since I think the player index might be a sparse array?
|
|
if (global.rg.player_refresh_index > #game.players) then
|
|
global.rg.player_refresh_index = 1
|
|
end
|
|
|
|
return global.rg.player_refresh_index
|
|
end
|
|
|
|
---@alias ActiveSurfaceInfo { surface : string, index : integer }
|
|
|
|
---Sets the current surface to the next active surface. This is used to loop through surfaces.
|
|
---@param current_index integer - The current index in the active surfaces list
|
|
---@return ActiveSurfaceInfo - The new current surface name and index
|
|
function GetNextActiveSurface(current_index)
|
|
|
|
local count = #(global.rg.active_surfaces)
|
|
local next_index = current_index + 1
|
|
|
|
if (next_index > count) then
|
|
next_index = 1
|
|
end
|
|
|
|
local next_surface = global.rg.active_surfaces[next_index]
|
|
|
|
return { surface = next_surface, index = next_index }
|
|
end
|
|
|
|
---Adds new chunks to the global table to track them.
|
|
---This should always be called first in the chunk generate sequence
|
|
---(Compared to other RSO & Oarc related functions...)
|
|
---@param event EventData.on_chunk_generated
|
|
---@return nil
|
|
function RegrowthChunkGenerate(event)
|
|
local c_pos = event.position
|
|
local surface_name = event.surface.name
|
|
|
|
-- Surface not in regrowth map, ignore it.
|
|
if (global.rg[surface_name] == nil) then return end
|
|
|
|
-- If this is the first chunk in that row:
|
|
if (global.rg[surface_name].map[c_pos.x] == nil) then
|
|
global.rg[surface_name].map[c_pos.x] = {}
|
|
end
|
|
|
|
-- Only update it if it isn't already set!
|
|
if (global.rg[surface_name].map[c_pos.x][c_pos.y] == nil) then
|
|
global.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick
|
|
end
|
|
end
|
|
|
|
---Mark an area for "immediate" forced removal
|
|
---@param surface_name string - The surface name to act on
|
|
---@param pos TilePosition - The tile position to mark for removal
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark for removal
|
|
---@return nil
|
|
function RegrowthMarkAreaForRemoval(surface_name, pos, chunk_radius)
|
|
local c_pos = GetChunkPosFromTilePos(pos)
|
|
for i = -chunk_radius, chunk_radius do
|
|
local x = c_pos.x + i
|
|
for k = -chunk_radius, chunk_radius do
|
|
local y = c_pos.y + k
|
|
|
|
if (global.rg[surface_name].map[x] ~= nil) then
|
|
global.rg[surface_name].map[x][y] = nil
|
|
end
|
|
|
|
---@type RemovalListEntry
|
|
local removal_entry = { pos = { x = x, y = y }, force = true, surface = surface_name }
|
|
table.insert(global.rg.removal_list, removal_entry)
|
|
end
|
|
if (table_size(global.rg[surface_name].map[x]) == 0) then
|
|
global.rg[surface_name].map[x] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
---Downgrades permanent flag to semi-permanent.
|
|
---@param surface_name string - The surface name to act on
|
|
---@param pos TilePosition - The tile position to mark
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark
|
|
---@return nil
|
|
function RegrowthMarkAreaNotPermanentOVERWRITE(surface_name, pos, chunk_radius)
|
|
local c_pos = GetChunkPosFromTilePos(pos)
|
|
for i = -chunk_radius, chunk_radius do
|
|
local x = c_pos.x + i
|
|
for k = -chunk_radius, chunk_radius do
|
|
local y = c_pos.y + k
|
|
|
|
if (global.rg[surface_name].map[x] and
|
|
global.rg[surface_name].map[x][y] and
|
|
(global.rg[surface_name].map[x][y] == REGROWTH_FLAG_PERMANENT)) then
|
|
global.rg[surface_name].map[x][y] = REGROWTH_FLAG_ACTIVE
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
---Marks a chunk containing a position to be relatively permanent.
|
|
---@param surface_name string - The surface name to act on
|
|
---@param c_pos ChunkPosition - The chunk position to mark
|
|
---@param permanent boolean - If true, the chunk will be marked as permanent
|
|
---@return nil
|
|
function MarkChunkSafe(surface_name, c_pos, permanent)
|
|
if (global.rg[surface_name].map[c_pos.x] == nil) then
|
|
global.rg[surface_name].map[c_pos.x] = {}
|
|
end
|
|
|
|
if (permanent) then
|
|
global.rg[surface_name].map[c_pos.x][c_pos.y] = REGROWTH_FLAG_PERMANENT
|
|
|
|
-- Make sure we don't overwrite unless it's a permanent flag
|
|
elseif (global.rg[surface_name].map[c_pos.x][c_pos.y] and
|
|
(global.rg[surface_name].map[c_pos.x][c_pos.y] ~= REGROWTH_FLAG_PERMANENT)) then
|
|
global.rg[surface_name].map[c_pos.x][c_pos.y] = REGROWTH_FLAG_ACTIVE
|
|
end
|
|
end
|
|
|
|
---Marks a safe area around a CHUNK position to be relatively permanent.
|
|
---@param surface_name string - The surface name to act on
|
|
---@param c_pos ChunkPosition - The chunk position to mark
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark
|
|
---@param permanent boolean - If true, the chunk will be marked as permanent
|
|
---@return nil
|
|
function RegrowthMarkAreaSafeGivenChunkPos(surface_name, c_pos, chunk_radius, permanent)
|
|
if (global.rg == nil) then return end
|
|
|
|
for i = -chunk_radius, chunk_radius do
|
|
for j = -chunk_radius, chunk_radius do
|
|
MarkChunkSafe(surface_name, { x = c_pos.x + i, y = c_pos.y + j }, permanent)
|
|
end
|
|
end
|
|
end
|
|
|
|
---Marks a safe area around a TILE position to be relatively permanent.
|
|
---@param surface_name string - The surface name to act on
|
|
---@param pos TilePosition - The tile position to mark
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark
|
|
---@param permanent boolean - If true, the chunk will be marked as permanent
|
|
---@return nil
|
|
function RegrowthMarkAreaSafeGivenTilePos(surface_name, pos, chunk_radius, permanent)
|
|
if (global.rg == nil) then return end
|
|
|
|
local c_pos = GetChunkPosFromTilePos(pos)
|
|
RegrowthMarkAreaSafeGivenChunkPos(surface_name, c_pos, chunk_radius, permanent)
|
|
end
|
|
|
|
---Refreshes timers on a chunk containing position
|
|
---@param surface_name string - The surface name to act on
|
|
---@param pos TilePosition - The tile position to mark
|
|
---@param bonus_time integer - The bonus time to add to the current game tick
|
|
---@return nil
|
|
function RefreshChunkTimer(surface_name, pos, bonus_time)
|
|
local c_pos = GetChunkPosFromTilePos(pos)
|
|
|
|
if (global.rg[surface_name].map[c_pos.x] == nil) then
|
|
global.rg[surface_name].map[c_pos.x] = {}
|
|
end
|
|
if (global.rg[surface_name].map[c_pos.x][c_pos.y] >= 0) then
|
|
global.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick + bonus_time
|
|
end
|
|
end
|
|
|
|
|
|
---Refreshes timers on all chunks around a certain area
|
|
---@param surface_name string - The surface name to act on
|
|
---@param pos TilePosition - The tile position to mark
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark
|
|
---@param bonus_time integer - The bonus time to add to the current game tick
|
|
---@return nil
|
|
function RefreshArea(surface_name, pos, chunk_radius, bonus_time)
|
|
local c_pos = GetChunkPosFromTilePos(pos)
|
|
|
|
RefreshAreaChunkPosition(surface_name, c_pos, chunk_radius, bonus_time)
|
|
end
|
|
|
|
---Refreshes timers on all chunks around a certain area
|
|
---@param surface_name string - The surface name to act on
|
|
---@param c_pos ChunkPosition - The chunk position to mark
|
|
---@param chunk_radius integer - The radius in chunks around the position to mark
|
|
---@param bonus_time integer - The bonus time to add to the current game tick
|
|
---@return nil
|
|
function RefreshAreaChunkPosition(surface_name, c_pos, chunk_radius, bonus_time)
|
|
for i = -chunk_radius, chunk_radius do
|
|
local x = c_pos.x + i
|
|
for k = -chunk_radius, chunk_radius do
|
|
local y = c_pos.y + k
|
|
|
|
if (global.rg[surface_name].map[x] == nil) then
|
|
global.rg[surface_name].map[x] = {}
|
|
end
|
|
if ((global.rg[surface_name].map[x][y] == nil) or (global.rg[surface_name].map[x][y] >= 0)) then
|
|
global.rg[surface_name].map[x][y] = game.tick + bonus_time
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
---Refreshes timers on all chunks near an ACTIVE radar
|
|
---@param event EventData.on_sector_scanned
|
|
---@return nil
|
|
function RegrowthSectorScan(event)
|
|
local surface_name = event.radar.surface.name
|
|
|
|
-- Surface not in regrowth map, ignore it.
|
|
if (global.rg[surface_name] == nil) then return end
|
|
|
|
---@type integer
|
|
local radar_range = event.radar.prototype.max_distance_of_nearby_sector_revealed
|
|
RefreshAreaChunkPosition(surface_name, event.chunk_position, radar_range, 0)
|
|
end
|
|
|
|
---Refresh all chunks near a single player. Cyles through all connected players.
|
|
---@return nil
|
|
function RefreshPlayerArea()
|
|
player_index = GetNextPlayerIndex()
|
|
if (player_index and game.connected_players[player_index]) then
|
|
local player = game.connected_players[player_index]
|
|
local surface_name = player.surface.name
|
|
|
|
if (not player.character) then return end
|
|
if (global.rg[surface_name] == nil) then return end
|
|
|
|
RefreshArea(surface_name, player.position, REGROWTH_ACTIVE_AREA_AROUND_PLAYER, 0)
|
|
end
|
|
end
|
|
|
|
---Gets the next chunk the array map and checks to see if it has timed out.
|
|
---Adds it to the removal list if it has.
|
|
---@return nil
|
|
function RegrowthSingleStepArray()
|
|
local current_surface = global.rg.current_surface
|
|
|
|
-- Make sure we have a valid iterator!
|
|
if (not global.rg.chunk_iter or not global.rg.chunk_iter.valid) then
|
|
global.rg.chunk_iter = game.surfaces[current_surface].get_chunks()
|
|
end
|
|
|
|
local next_chunk = global.rg.chunk_iter()
|
|
|
|
-- Check if we reached the end
|
|
if (not next_chunk) then
|
|
|
|
-- Switch to the next active surface
|
|
-- TODO: Validate this
|
|
local next_surface_info = GetNextActiveSurface(global.rg.current_surface_index)
|
|
global.rg.current_surface = next_surface_info.surface
|
|
global.rg.current_surface_index = next_surface_info.index
|
|
|
|
-- log("RegrowthSingleStepArray: Switching to next surface: " .. global.rg.current_surface)
|
|
|
|
current_surface = global.rg.current_surface
|
|
global.rg.chunk_iter = game.surfaces[current_surface].get_chunks()
|
|
next_chunk = global.rg.chunk_iter()
|
|
|
|
-- Possible that there are no chunks in this surface?
|
|
if (not next_chunk) then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Do we have it in our map?
|
|
if (not global.rg[current_surface].map[next_chunk.x] or not global.rg[current_surface].map[next_chunk.x][next_chunk.y]) then
|
|
--TODO: Confirm this is the right thing to do? What chunk should not be in our map at all?
|
|
return -- Chunk isn't in our map so we don't care?
|
|
end
|
|
|
|
-- If the chunk has timed out, add it to the removal list
|
|
local c_timer = global.rg[current_surface].map[next_chunk.x][next_chunk.y]
|
|
if ((c_timer ~= nil) and (c_timer >= 0) and ((c_timer + global.rg.timeout_ticks) < game.tick)) then
|
|
-- Check chunk actually exists
|
|
if (game.surfaces[current_surface].is_chunk_generated({ x = next_chunk.x, y = next_chunk.y })) then
|
|
|
|
---@type RemovalListEntry
|
|
local removal_entry = {pos = {x = next_chunk.x, y = next_chunk.y }, force = false, surface = current_surface}
|
|
table.insert(global.rg.removal_list, removal_entry)
|
|
global.rg[current_surface].map[next_chunk.x][next_chunk.y] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
---Remove all chunks at same time to reduce impact to FPS/UPS
|
|
---@return nil
|
|
function OarcRegrowthRemoveAllChunks()
|
|
for key, c_remove in pairs(global.rg.removal_list) do
|
|
local c_pos = c_remove.pos
|
|
local surface_name = c_remove.surface
|
|
|
|
-- Confirm chunk is still expired
|
|
if (not global.rg[surface_name].map[c_pos.x] or not global.rg[surface_name].map[c_pos.x][c_pos.y]) then
|
|
-- If it is FORCE removal, then remove it regardless of pollution.
|
|
if (c_remove.force) then
|
|
game.surfaces[surface_name].delete_chunk(c_pos)
|
|
|
|
-- If it is a normal timeout removal, don't do it if there is pollution in the chunk.
|
|
elseif (game.surfaces[surface_name].get_pollution({ c_pos.x * 32, c_pos.y * 32 }) > 0) then
|
|
global.rg[surface_name].map[c_pos.x][c_pos.y] = game.tick
|
|
|
|
-- Else delete the chunk
|
|
else
|
|
game.surfaces[surface_name].delete_chunk(c_pos)
|
|
end
|
|
end
|
|
|
|
-- Remove entry
|
|
global.rg.removal_list[key] = nil
|
|
end
|
|
|
|
-- MUST GET A NEW CHUNK ITERATOR ON DELETE CHUNK!
|
|
global.rg.chunk_iter = nil
|
|
global.rg.world_eater_iter = nil
|
|
end
|
|
|
|
---This is the main work function, it checks a single chunk in the list per tick. It works according to the rules
|
|
---listed in the header of this file.
|
|
---@return nil
|
|
function RegrowthOnTick()
|
|
|
|
-- Every half a second, refresh all chunks near a single player
|
|
-- Cyles through all players. Tick is offset by 2
|
|
if ((game.tick % (30)) == 2) then
|
|
RefreshPlayerArea()
|
|
end
|
|
|
|
-- Every tick, check a few points in the 2d array of the only active surface According to /measured-command this
|
|
-- shouldn't take more than 0.1ms on average
|
|
for i = 1, 20 do
|
|
RegrowthSingleStepArray()
|
|
end
|
|
|
|
if (global.ocfg.regrowth.enable_world_eater) then
|
|
WorldEaterSingleStep()
|
|
end
|
|
|
|
-- Allow enable/disable of auto cleanup, can change during runtime.
|
|
local interval_ticks = global.rg.timeout_ticks
|
|
-- Send a broadcast warning before it happens.
|
|
if ((game.tick % interval_ticks) == interval_ticks - (60 * 30 + 1)) then
|
|
if (#global.rg.removal_list > 100) then
|
|
SendBroadcastMsg("Map cleanup in 30 seconds... Unused and old map chunks will be deleted!")
|
|
end
|
|
end
|
|
|
|
-- Delete all listed chunks across all active surfaces
|
|
if ((game.tick % interval_ticks) == interval_ticks - 1) then
|
|
if (#global.rg.removal_list > 100) then
|
|
OarcRegrowthRemoveAllChunks()
|
|
SendBroadcastMsg("Map cleanup done, sorry for your loss.")
|
|
end
|
|
end
|
|
end
|
|
|
|
-- This function removes any chunks flagged but on demand.
|
|
-- Controlled by the global.rg.force_removal_flag
|
|
function RegrowthForceRemovalOnTick()
|
|
-- Catch force remove flag
|
|
if (game.tick == global.rg.force_removal_flag + 60) then
|
|
SendBroadcastMsg("Map cleanup (forced) in 30 seconds... Unused and old map chunks will be deleted!")
|
|
end
|
|
|
|
if (game.tick == global.rg.force_removal_flag + (60 * 30 + 60)) then
|
|
OarcRegrowthRemoveAllChunks()
|
|
SendBroadcastMsg("Map cleanup done, sorry for your loss.")
|
|
end
|
|
end
|
|
|
|
function WorldEaterSingleStep()
|
|
local current_surface = global.rg.we_current_surface
|
|
|
|
-- Make sure we have a valid iterator!
|
|
if (not global.rg.world_eater_iter or not global.rg.world_eater_iter.valid) then
|
|
global.rg.world_eater_iter = game.surfaces[current_surface].get_chunks()
|
|
end
|
|
|
|
local next_chunk = global.rg.world_eater_iter()
|
|
|
|
-- Check if we reached the end
|
|
if (not next_chunk) then
|
|
|
|
-- Switch to the next active surface
|
|
-- TODO: Validate this
|
|
local next_surface_info = GetNextActiveSurface(global.rg.we_current_surface_index)
|
|
global.rg.we_current_surface = next_surface_info.surface
|
|
global.rg.we_current_surface_index = next_surface_info.index
|
|
current_surface = global.rg.we_current_surface
|
|
|
|
-- log("WorldEaterSingleStep: Switching to next surface: " .. global.rg.we_current_surface)
|
|
|
|
global.rg.world_eater_iter = game.surfaces[current_surface].get_chunks()
|
|
next_chunk = global.rg.world_eater_iter()
|
|
|
|
-- Possible that there are no chunks in this surface?
|
|
if (not next_chunk) then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Do we have it in our map?
|
|
if (not global.rg[current_surface].map[next_chunk.x] or not global.rg[current_surface].map[next_chunk.x][next_chunk.y]) then
|
|
return -- Chunk isn't in our map so we don't care?
|
|
end
|
|
|
|
-- Search for any abandoned radars and destroy them?
|
|
local abandoned_radars = game.surfaces[current_surface].find_entities_filtered { area = next_chunk.area,
|
|
force = { global.ocore.abandoned_force },
|
|
name = "radar" }
|
|
for k, v in pairs(abandoned_radars) do
|
|
v.die(nil)
|
|
end
|
|
|
|
-- Search for any entities with _DESTROYED_ force and kill them.
|
|
local destroy_entities = game.surfaces[current_surface].find_entities_filtered { area = next_chunk.area,
|
|
force = { global.ocore.destroyed_force } }
|
|
for k, v in pairs(destroy_entities) do
|
|
v.die(nil)
|
|
end
|
|
|
|
|
|
local c_timer = global.rg[current_surface].map[next_chunk.x][next_chunk.y]
|
|
|
|
-- Only check chunnks that are flagged as "safe".
|
|
-- Others are either permanent or will be handled by the default regrowth checks.
|
|
if (c_timer == -1) then
|
|
local area = {
|
|
left_top = { next_chunk.area.left_top.x - 8, next_chunk.area.left_top.y - 8 },
|
|
right_bottom = { next_chunk.area.right_bottom.x + 8, next_chunk.area.right_bottom.y + 8 }
|
|
}
|
|
|
|
local entities = game.surfaces[current_surface].find_entities_filtered { area = area, force = { "enemy", "neutral" }, invert = true }
|
|
local total_count = #entities
|
|
local has_last_user_set = false
|
|
|
|
if (total_count > 0) then
|
|
for k, v in pairs(entities) do
|
|
--string.contains is valid but not in the type definitions?
|
|
---@diagnostic disable-next-line: undefined-field
|
|
if (v.last_user or (v.type == "character") or string.contains(v.type, "robot")) then
|
|
has_last_user_set = true
|
|
return -- This means we're done checking this chunk.
|
|
end
|
|
end
|
|
|
|
-- If all entities found have no last user, then KILL all entities!
|
|
if (not has_last_user_set) then
|
|
for k, v in pairs(entities) do
|
|
if (v and v.valid) then
|
|
v.die(nil)
|
|
end
|
|
end
|
|
-- SendBroadcastMsg(next_chunk.x .. "," .. next_chunk.y .. " WorldEaterSingleStep - ENTITIES FOUND")
|
|
global.rg[current_surface].map[next_chunk.x][next_chunk.y] = game.tick -- Set the timer on it.
|
|
end
|
|
else
|
|
-- SendBroadcastMsg(next_chunk.x .. "," .. next_chunk.y .. " WorldEaterSingleStep - NO ENTITIES FOUND")
|
|
global.rg[current_surface].map[next_chunk.x][next_chunk.y] = game.tick -- Set the timer on it.
|
|
end
|
|
end
|
|
end
|