local Event = require 'utils.event' local table = require 'utils.table' local math = require 'utils.math' local config = global.config.landfill_remover local floor = math.floor local ceil = math.ceil local fast_remove = table.fast_remove local collision_mask = {'floor-layer', 'object-layer'} local whitelist = defines.deconstruction_item.tile_filter_mode.whitelist local entity_whitelist = defines.deconstruction_item.entity_filter_mode.whitelist local normal = defines.deconstruction_item.tile_selection_mode.normal local never = defines.deconstruction_item.tile_selection_mode.never local function can_select_landfill_tiles(cursor, surface, area) if not cursor or not cursor.valid or not cursor.valid_for_read or cursor.trees_and_rocks_only then return false end local tile_selection_mode = cursor.tile_selection_mode if tile_selection_mode == never then return false end local tile_filters = cursor.tile_filters local contains_landfill_filter = table.contains(tile_filters, 'landfill') local tile_filter_mode = cursor.tile_filter_mode if tile_filter_mode == whitelist then if not contains_landfill_filter then return false end else if contains_landfill_filter then return false end end if tile_selection_mode ~= normal then return true end local entity_filters = cursor.entity_filters if #entity_filters == 0 then if surface.count_entities_filtered({area = area, name = 'character', invert = true, limit = 1}) > 0 then return false end return true end local invert = cursor.entity_filter_mode ~= entity_whitelist if invert then entity_filters[#entity_filters + 1] = 'character' end if surface.count_entities_filtered({area = area, name = entity_filters, invert = invert, limit = 1}) > 0 then return false end end local function within_reach(tile_position, player_position, radius_squared) local dx = tile_position.x - player_position.x local dy = tile_position.y - player_position.y return (dx * dx + dy * dy) < radius_squared end local function try_get_landfill_tiles(surface, area, player) local build_distance = player.build_distance + 0.5 local radius_squared = build_distance * build_distance local player_position = player.position local find_tiles_filtered = surface.find_tiles_filtered local landfill_tiles = find_tiles_filtered({area = area, name = 'landfill'}) local hidden_landfill_tiles = find_tiles_filtered({area = area, has_hidden_tile = true}) for i = #landfill_tiles, 1, -1 do local tile = landfill_tiles[i] if not within_reach(tile.position, player_position, radius_squared) then fast_remove(landfill_tiles, i) end end for i = #hidden_landfill_tiles, 1, -1 do local tile = hidden_landfill_tiles[i] if tile.hidden_tile ~= 'landfill' or not within_reach(tile.position, player_position, radius_squared) then fast_remove(hidden_landfill_tiles, i) end end if #landfill_tiles == 0 and #hidden_landfill_tiles == 0 then return nil end local i = 0 local first = true return function() local tile i = i + 1 if first then tile = landfill_tiles[i] if tile then return tile end first = false i = 1 end return hidden_landfill_tiles[i] end end Event.add( defines.events.on_player_deconstructed_area, function(event) if event.item ~= 'deconstruction-planner' then return end if event.alt then return end local player = game.get_player(event.player_index) if not player or not player.valid then return end local surface = event.surface if not surface or not surface.valid then return end local area = event.area local lt, rb = area.left_top, area.right_bottom lt.x, lt.y = floor(lt.x), floor(lt.y) rb.x, rb.y = ceil(rb.x), ceil(rb.y) local cursor = player.cursor_stack if not can_select_landfill_tiles(cursor, surface, area) then return end local tiles_iter = try_get_landfill_tiles(surface, area, player) if not tiles_iter then return end local count_entities_filtered = surface.count_entities_filtered local tiles_to_add = {} local revert_tile = config.revert_tile or 'water-mud' while true do local tile = tiles_iter() if not tile then break end local pos = tile.position local tile_area = {pos, {pos.x + 1, pos.y + 1}} if count_entities_filtered({area = tile_area, collision_mask = collision_mask}) == 0 then tiles_to_add[#tiles_to_add + 1] = {name = revert_tile, position = tile.position} end end surface.set_tiles(tiles_to_add) local set_hidden_tile = surface.set_hidden_tile for i = 1, #tiles_to_add do local tile = tiles_to_add[i] set_hidden_tile(tile.position, nil) end end )