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Grass tiles now get dagobah swamp based values
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1802153657
@ -23,8 +23,8 @@ local tile_types = {
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local cols = 5
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local rows = 20 / cols
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local tile_width = 32
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local tile_height = 32
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local tile_width = 64
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local tile_height = 64
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local tile_data = {}
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@ -15,21 +15,30 @@ function run_place_tiles(params)
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surface.set_tiles(global._tiles_hold, true)
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end
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function run_place_items(params)
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local surface = params.surface
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for _,deco in pairs(global._decoratives_hold) do
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surface.create_decoratives{check_collision=false, decoratives={deco}}
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if MAP_GEN == nil then
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game.print("MAP_GEN not set")
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return
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end
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for _, entity in ipairs(global._entities_hold) do
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if surface.can_place_entity {name=entity.name, position=entity.position} then
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surface.create_entity {name=entity.name, position=entity.position}
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local area = event.area
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local surface = event.surface
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MAP_GEN_SURFACE = surface
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local tiles = {}
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local entities = {}
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local decoratives = {}
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local top_x = area.left_top.x
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local top_y = area.left_top.y
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if map_gen_decoratives then
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for _, e in pairs(surface.find_entities_filtered{area=area, type="simple-entity"}) do
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e.destroy()
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end
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for _, e in pairs(surface.find_entities_filtered{area=area, type="tree"}) do
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e.destroy()
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end
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end
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end
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function run_calc_items(params)
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local top_x = params.top_x
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local top_y = params.top_y
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for y = top_y, top_y + 31 do
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for x = top_x, top_x + 31 do
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@ -82,6 +91,99 @@ function run_chart_update(params)
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-- Don't use full area, otherwise adjacent chunks get charted
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game.forces.player.chart(params.surface, {{ params.area.left_top.x, params.area.left_top.y}, { params.area.left_top.x+30, params.area.left_top.y+30} } )
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end
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end
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local decorative_options = {
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["concrete"] = {},
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["deepwater"] = {},
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["deepwater-green"] = {},
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["dirt"] = {},
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["dirt-dark"] = {},
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["grass"] = {
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{"green-carpet-grass", 3},
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{"green-hairy-grass", 7},
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{"green-bush-mini", 10},
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{"green-pita", 6},
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{"green-small-grass", 12},
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{"green-asterisk", 25},
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{"green-bush-mini", 7},
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},
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["grass-dry"] = {},
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["grass-medium"] = {},
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["hazard-concrete-left"] = {},
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["hazard-concrete-right"] = {},
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["lab-dark-1"] = {},
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["lab-dark-2"] = {},
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["red-desert"] = {},
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["red-desert-dark"] = {},
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["sand"] = {},
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["sand-dark"] = {},
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["stone-path"] = {},
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["water"] = {},
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["water-green"] = {},
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["out-of-map"] = {},
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}
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function check_decorative(tile, x, y)
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local options = decorative_options[tile]
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local tile_decoratives = {}
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for _,e in ipairs(options) do
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name = e[1]
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high_roll = e[2]
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if math.random(1, high_roll) == 1 then
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table.insert(tile_decoratives, {name=name, amount=1, position={x,y}})
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end
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end
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return tile_decoratives
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end
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local entity_options = {
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["concrete"] = {},
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["deepwater"] = {},
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["deepwater-green"] = {},
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["dirt"] = {},
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["dirt-dark"] = {},
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["grass"] = {
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{"tree-04", 400},
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{"tree-06", 150},
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{"tree-07", 400},
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{"tree-09", 1000},
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{"stone-rock", 400},
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{"green-coral", 10000},
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},
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["grass-dry"] = {},
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["grass-medium"] = {},
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["hazard-concrete-left"] = {},
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["hazard-concrete-right"] = {},
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["lab-dark-1"] = {},
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["lab-dark-2"] = {},
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["red-desert"] = {},
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["red-desert-dark"] = {},
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["sand"] = {},
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["sand-dark"] = {},
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["stone-path"] = {},
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["water"] = {},
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["water-green"] = {},
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["out-of-map"] = {},
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}
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function check_entities(tile, x, y)
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local options = entity_options[tile]
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local tile_entity_list = {}
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for _,e in ipairs(options) do
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name = e[1]
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high_roll = e[2]
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if math.random(1, high_roll) == 1 then
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table.insert(tile_entity_list, {name=name, position={x,y}})
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end
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end
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return tile_entity_list
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end
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function run_combined_module(event)
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