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Minor optimization regarding game. access
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11ac8e666c
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@ -161,9 +161,9 @@ function DiggyCaveCollapse.register(global_config)
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if (not strength) 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 _, tile in pairs(event.tiles) do
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update_stress_map(game.surfaces[event.surface_index], tile.position, -1 * strength)
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update_stress_map(surface, tile.position, -1 * strength)
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end
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end)
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@ -178,11 +178,12 @@ function DiggyCaveCollapse.register(global_config)
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end)
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Event.add(defines.events.on_player_mined_tile, function(event)
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local surface = game.surfaces[event.surface_index]
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for _, tile in pairs(event.tiles) do
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local strength = support_beam_entities[tile.old_tile.name]
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if (strength) then
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update_stress_map(game.surfaces[event.surface_index], tile.position, strength)
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update_stress_map(surface, tile.position, strength)
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end
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end
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end)
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@ -257,11 +258,11 @@ end
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]]
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function DiggyCaveCollapse.initialize(global_config)
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config = global_config.features.DiggyCaveCollapse
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local support_beam_entities = config.support_beam_entities;
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if (config.enable_mask_debug) then
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local surface = game.surfaces.nauvis
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Mask.disc_blur(0, 0, 1, function (x, y, fraction)
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Debug.print_grid_value(fraction, game.surfaces.nauvis, {x=x, y=y})
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Debug.print_grid_value(fraction, surface, {x=x, y=y})
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end)
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end
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end
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