local floor = math.floor local RestrictEntities = require 'map_gen.shared.entity_placement_restriction' local Event = require 'utils.event' local b = require 'map_gen.shared.builders' local Token = require 'utils.token' local Color = require 'resources.color_presets' local redmew_config = global.config -- Needed because refined hazard concrete is needed and must not be changed by this module redmew_config.paint.enabled = false local concrete_unlocker = true -- Set to false to disable early unlocking of concrete local function on_init() --Out comment stuff you don't want to enable game.difficulty_settings.technology_price_multiplier = 4 --game.forces.player.technologies.logistics.researched = true game.forces.player.technologies.automation.researched = true end if concrete_unlocker then Event.add( defines.events.on_research_finished, function(event) local p_force = game.forces.player local r = event.research if r.name == 'advanced-material-processing' then p_force.recipes['concrete'].enabled = true end end ) end local ScenarioInfo = require 'features.gui.info' ScenarioInfo.set_map_name('Concrete Jungle') ScenarioInfo.set_map_description([[ Extensive underground mining has resulted in brittle soil. New regulations requires that heavy objects are placed on top of proper materials, to support the ground! ]]) -- Tiers of tiles definition (tier 0 is default) local tile_tiers = { ['stone-path'] = 1, ['concrete'] = 2, ['refined-concrete'] = 3, ['hazard-concrete-right'] = 2, ['hazard-concrete-left'] = 2, ['refined-hazard-concrete-right'] = 3, ['refined-hazard-concrete-left'] = 3 } --- Items explicitly allowed everywhere (tier 0 and up) --- The RestrictEntities module auto skips all checks for these entities --- They do not trigger set_keep_alive_callback or the on_pre_restricted_entity_destroyed event RestrictEntities.add_allowed( { 'transport-belt', 'fast-transport-belt', 'express-transport-belt', 'underground-belt', 'fast-underground-belt', 'express-underground-belt', 'small-electric-pole', 'burner-mining-drill', 'pumpjack', 'car', 'tank', 'pipe', 'pipe-to-ground', 'offshore-pump' } ) -- Items only allowed on tiles of tier 2 or higher (tier 1 is the default) local entity_tiers = { -- Tier 2 ['oil-refinery'] = 2, ['chemical-plant'] = 2, ['storage-tank'] = 2, ['rail'] = 2, ['straight-rail'] = 2, ['curved-rail'] = 2, ['train-stop'] = 2, ['solar-panel'] = 2, ['flamethrower-turret'] = 2, ['assembling-machine-2'] = 2, ['steel-furnace'] = 2, ['iron-chest'] = 2, ['fast-inserter'] = 2, ['filter-inserter'] = 2, ['accumulator'] = 2, ['big-electric-pole'] = 2, -- Tier 3 ['rocket-silo'] = 3, ['nuclear-reactor'] = 3, ['centrifuge'] = 3, ['heat-exchanger'] = 3, ['heat-pipe'] = 3, ['steam-turbine'] = 3, ['artillery-turret'] = 3, ['roboport'] = 3, ['beacon'] = 3, ['assembling-machine-3'] = 3, ['electric-furnace'] = 3, ['substation'] = 3, ['laser-turret'] = 3, ['steel-chest'] = 3, ['stack-inserter'] = 3, ['stack-filter-inserter'] = 3, ['logistic-chest-active-provider'] = 3, ['logistic-chest-passive-provider'] = 3, ['logistic-chest-buffer'] = 3, ['logistic-chest-storage'] = 3, ['logistic-chest-requester'] = 3 } --Creates rich text icons of the tiered entities local tier_2_items = '' local tier_3_items = '' local tier_2_counter = 0 local tier_3_counter = 0 for k, v in pairs(entity_tiers) do if not (k == 'rail') then if (v == 3) then tier_3_items = tier_3_items .. ' [entity=' .. k .. ']' tier_3_counter = tier_3_counter + 1 elseif (v == 2) then tier_2_items = tier_2_items .. ' [entity=' .. k .. ']' tier_2_counter = tier_2_counter + 1 end if tier_3_counter > 14 then tier_3_counter = 0 tier_3_items = tier_3_items .. '\n' elseif tier_2_counter > 14 then tier_2_counter = 0 tier_2_items = tier_2_items .. '\n' end end end local tile_tiers_entities = '[font=default-bold]You may only build the factory on:[/font]\n' local tile_tiers_entities_counter = 0 for k, _ in pairs(tile_tiers) do tile_tiers_entities = tile_tiers_entities .. ' [tile=' .. k .. '] ' .. k tile_tiers_entities_counter = tile_tiers_entities_counter + 1 if tile_tiers_entities_counter == 3 or tile_tiers_entities_counter == 5 then --tile_tiers_entities_counter = 0 tile_tiers_entities = tile_tiers_entities .. '\n' end end ScenarioInfo.add_map_extra_info( tile_tiers_entities .. [[ [font=default-bold]Exceptions:[/font] [item=burner-mining-drill] [item=pumpjack] [item=small-electric-pole] [item=car] [item=tank] [item=pipe] [item=pipe-to-ground] [item=offshore-pump] [item=transport-belt] [item=fast-transport-belt] [item=express-transport-belt] [item=underground-belt] [item=fast-underground-belt] [item=express-underground-belt] Stone bricks provide ground support for most buildings/entities, but some require better ground support! [font=default-bold]Ground support minimum concrete:[/font] ]] .. tier_2_items .. [[ [font=default-bold]Ground support minimum refined concrete:[/font] ]] .. tier_3_items .. [[ Thanks to Sangria_Louie for the map suggestion! ]] ) RestrictEntities.set_tile_bp() --- The logic for checking that there are the correct ground support under the entity's position RestrictEntities.set_keep_alive_callback( Token.register( function(entity) if not (entity and entity.valid) then return false end local get_tile = entity.surface.get_tile local area = entity.bounding_box local left_top = area.left_top local right_bottom = area.right_bottom local name = entity.name if name == 'entity-ghost' then name = entity.ghost_name end local entity_tier = entity_tiers[name] or 1 for x = floor(left_top.x), floor(right_bottom.x) do for y = floor(left_top.y), floor(right_bottom.y) do local tile_name = get_tile(x, y).name local tile_tier = tile_tiers[tile_name] or 0 if entity_tier > tile_tier then return false end end end return true end ) ) local function print_floating_text(player, entity, text, color) color = color or Color.white local surface = player.surface local position = entity.position return surface.create_entity { name = 'tutorial-flying-text', color = color, text = text, position = position, render_player_index = player.index } end --- Warning for players when their entities are destroyed (needs to be pre because of the stack) local function on_destroy(event) local p = game.get_player(event.player_index) local stack = event.stack local entity = event.created_entity local name if stack.valid_for_read then name = stack.name else name = entity.name end if p and p.valid then if not (name == 'blueprint') then local tier = '[tile=stone-path] stone path' if (entity_tiers[name] == 2) then tier = '[tile=concrete] concrete' elseif (entity_tiers[name] == 3) then tier = '[tile=refined-concrete] refined concrete' end local text = '[item=' .. name .. '] requires at least ' .. tier --local text = '[color=yellow]This [/color][item=' .. name .. '][color=yellow] cannot be placed here, it needs ground support of at least [/color]' .. tier print_floating_text(p, entity, text) else p.print('[color=yellow]Some parts of this [/color][color=red]blueprint[/color][color=yellow] cannot be placed here, they need better ground support![/color]') end end end local function remove_tile_from_player(name, player) if name == 'stone-path' then name = 'stone-brick' elseif name == 'hazard-concrete-left' or name == 'hazard-concrete-right' then name = 'hazard-concrete' elseif name == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then name = 'refined-hazard-concrete' end player.remove_item({name = name}) end local function player_mined_tile(event) local player_index = event.player_index local surface = game.surfaces[event.surface_index] local oldTiles = event.tiles local tiles = {} local player = game.get_player(player_index) player.clean_cursor() for _, oldTile in pairs(oldTiles) do local name = oldTile.old_tile.name table.insert(tiles, {name = name, position = oldTile.position}) remove_tile_from_player(name, player) end surface.set_tiles(tiles, true) end local function marked_for_deconstruction(event) local entity = event.entity if entity.name == 'deconstructible-tile-proxy' then if entity and entity.valid then entity.destroy() end end end local function player_built_tile(event) local newTile = event.tile local tier = tile_tiers[newTile.name] if (tier) then local tiles = {} local oldTiles = event.tiles local index = event.player_index local robot = event.robot local player if index then player = game.get_player(index) else player = robot end local surface = game.surfaces[event.surface_index] for _, oldTile in pairs(oldTiles) do local name = oldTile.old_tile.name local tile_tier = tile_tiers[name] or 0 if (tile_tier ~= 0 and tile_tier > tier) then local newName = newTile.name table.insert(tiles, {name = name, position = oldTile.position}) remove_tile_from_player(name, player) if newName == 'stone-path' then newName = 'stone-brick' elseif newName == 'hazard-concrete-left' or name == 'hazard-concrete-right' then newName = 'hazard-concrete' elseif newName == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then newName = 'refined-hazard-concrete' end local item = {name = newName} if player.can_insert(item) then game.print('Can insert') player.insert(item) end end end surface.set_tiles(tiles, true) end end local function robot_built_tile(event) player_built_tile(event) --Items are lost end Event.add(RestrictEntities.events.on_pre_restricted_entity_destroyed, on_destroy) Event.add(defines.events.on_player_mined_tile, player_mined_tile) Event.add(defines.events.on_marked_for_deconstruction, marked_for_deconstruction) Event.add(defines.events.on_player_built_tile, player_built_tile) Event.add(defines.events.on_robot_built_tile, robot_built_tile) Event.on_init(on_init) --Creating the starting circle local circle = b.circle(6) local stone_circle = b.change_tile(circle, true, 'stone-path') local map = b.if_else(stone_circle, b.full_shape) return map