local entityUtils = {} -- imports local mapUtils = require("MapUtils") local constants = require("Constants") -- constants local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES local PLAYER_BASE_GENERATOR = constants.PLAYER_BASE_GENERATOR local DEFINES_DIRECTION_EAST = defines.direction.east local DEFINES_WIRE_TYPE_RED = defines.wire_type.red local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green -- imported functions local getChunkByIndex = mapUtils.getChunkByIndex local mFloor = math.floor -- module code function entityUtils.getEntityOverlapChunks(regionMap, entity) local boundingBox = entity.prototype.selection_box or entity.prototype.collision_box; local leftTopChunk local rightTopChunk local leftBottomChunk local rightBottomChunk if (boundingBox ~= nil) then local center = entity.position local topXOffset local topYOffset local bottomXOffset local bottomYOffset if (entity.direction == DEFINES_DIRECTION_EAST) then topXOffset = boundingBox.left_top.y topYOffset = boundingBox.left_top.x bottomXOffset = boundingBox.right_bottom.y bottomYOffset = boundingBox.right_bottom.x else topXOffset = boundingBox.left_top.x topYOffset = boundingBox.left_top.y bottomXOffset = boundingBox.right_bottom.x bottomYOffset = boundingBox.right_bottom.y end local leftTopChunkX = mFloor((center.x + topXOffset) * 0.03125) local leftTopChunkY = mFloor((center.y + topYOffset) * 0.03125) -- used to force things on chunk boundary to not spill over 0.0001 local rightTopChunkX = mFloor((center.x + bottomXOffset - 0.0001) * 0.03125) local rightTopChunkY = leftTopChunkY -- used to force things on chunk boundary to not spill over 0.0001 local leftBottomChunkX = leftTopChunkX local leftBottomChunkY = mFloor((center.y + bottomYOffset - 0.0001) * 0.03125) local rightBottomChunkX = rightTopChunkX local rightBottomChunkY = leftBottomChunkY leftTopChunk = getChunkByIndex(regionMap, leftTopChunkX, leftTopChunkY) if (leftTopChunkX ~= rightTopChunkX) then rightTopChunk = getChunkByIndex(regionMap, rightTopChunkX, rightTopChunkY) end if (leftTopChunkY ~= leftBottomChunkY) then leftBottomChunk = getChunkByIndex(regionMap, leftBottomChunkX, leftBottomChunkY) end if (leftTopChunkX ~= rightBottomChunkX) and (leftTopChunkY ~= rightBottomChunkY) then rightBottomChunk = getChunkByIndex(regionMap, rightBottomChunkX, rightBottomChunkY) end end return leftTopChunk, rightTopChunk, leftBottomChunk, rightBottomChunk end function entityUtils.addRemovePlayerEntity(regionMap, entity, natives, addObject, creditNatives) local leftTop, rightTop, leftBottom, rightBottom local entityValue if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name == "player") then entityValue = BUILDING_PHEROMONES[entity.type] leftTop, rightTop, leftBottom, rightBottom = entityUtils.getEntityOverlapChunks(regionMap, entity) if not addObject then if creditNatives then natives.points = natives.points + entityValue end entityValue = -entityValue end if leftTop then leftTop[PLAYER_BASE_GENERATOR] = leftTop[PLAYER_BASE_GENERATOR] + entityValue end if rightTop then rightTop[PLAYER_BASE_GENERATOR] = rightTop[PLAYER_BASE_GENERATOR] + entityValue end if leftBottom then leftBottom[PLAYER_BASE_GENERATOR] = leftBottom[PLAYER_BASE_GENERATOR] + entityValue end if rightBottom then rightBottom[PLAYER_BASE_GENERATOR] = rightBottom[PLAYER_BASE_GENERATOR] + entityValue end end end function entityUtils.makeImmortalEntity(surface, entity) local repairPosition = entity.position local repairName = entity.name local repairForce = entity.force local repairDirection = entity.direction local wires if (entity.type == "electric-pole") then wires = entity.neighbours end entity.destroy() local newEntity = surface.create_entity({position=repairPosition, name=repairName, direction=repairDirection, force=repairForce}) if wires then for connectType,neighbourGroup in pairs(wires) do if connectType == "copper" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour(v); end elseif connectType == "red" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v}); end elseif connectType == "green" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v}); end end end end newEntity.destructible = false end return entityUtils