-- dependencies local Task = require 'utils.task' local Token = require 'utils.token' local Event = require 'utils.event' local min = math.min local ceil = math.ceil local raise_event = script.raise_event local queue_task = Task.queue_task local pairs = pairs local pcall = pcall local string_find = string.find -- this local Template = {} local tiles_per_call = 8 --how many tiles are inserted with each call of insert_action local entities_per_call = 8 --how many entities are inserted with each call of insert_action Template.events = { --[[-- When an entity is placed via the template function. - event.entity LuaEntity ]] on_placed_entity = Event.generate_event_name('on_placed_entity'), --[[-- Triggers when an 'out-of-map' tile is replaced by something else. {surface, old_tile={name, position={x, y}}} ]] on_void_removed = Event.generate_event_name('on_void_removed'), } local on_void_removed = Template.events.on_void_removed local on_placed_entity = Template.events.on_placed_entity local function insert_next_tiles(data) local void_removed = {} local void_removed_count = 0 local surface = data.surface local get_tile = surface.get_tile local tiles = {} local tile_count = 0 local tile_iterator = data.tile_iterator local teleported = {} local teleported_count = 0 local teleport_offset = tiles_per_call + 5 local find_entities_filtered = surface.find_entities_filtered pcall(function() --use pcall to assure tile_iterator is always incremented, to avoid endless loops local rocks_lookup = Template.diggy_rocks for i = tile_iterator, min(tile_iterator + tiles_per_call - 1, data.tiles_n) do local new_tile = data.tiles[i] tile_count = tile_count + 1 tiles[tile_count] = new_tile local tile_pos = new_tile.position if new_tile.name ~= 'out-of-map' then local current_tile = get_tile(tile_pos.x, tile_pos.y) if current_tile.name == 'out-of-map' then void_removed_count = void_removed_count + 1 void_removed[void_removed_count] = {surface = surface, position = current_tile.position} end end if string_find(new_tile.name, "water", 1, true) then --maybe check prototype's collision mask instead? local entities = find_entities_filtered{area = {tile_pos, {tile_pos.x + 1, tile_pos.y + 1}}, name = rocks_lookup} for k = 1, #entities do local entity = entities[k] --entity.teleport(x, y) offsets the entity by specified values if entity.teleport(teleport_offset) then teleported_count = teleported_count + 1 teleported[teleported_count] = entity else log("WARNING: entity " .. entity.name .. " failed to teleport out of the way at " .. serpent.line(entity.position)) end end end end end) data.tile_iterator = tile_iterator + tiles_per_call surface.set_tiles(tiles) for i = 1, teleported_count do local entity = teleported[i] entity.teleport(-teleport_offset) end for i = 1, void_removed_count do raise_event(on_void_removed, void_removed[i]) end end local function insert_next_entities(data) local created_entities = {} local created_entities_count = 0 local surface = data.surface local create_entity = surface.create_entity pcall(function() --use pcall to assure tile_iterator is always incremented, to avoid endless loops for i = data.entity_iterator, min(data.entity_iterator + entities_per_call - 1, data.entities_n) do created_entities_count = created_entities_count + 1 created_entities[created_entities_count] = create_entity(data.entities[i]) end end) data.entity_iterator = data.entity_iterator + entities_per_call for i = 1, created_entities_count do raise_event(on_placed_entity, {entity = created_entities[i]}) end return data.entity_iterator <= data.entities_n end local function insert_action(data) if data.tile_iterator <= data.tiles_n then insert_next_tiles(data) return true end return insert_next_entities(data) end local insert_token = Token.register(insert_action) --[[-- Inserts a batch of tiles and then entities. @see LuaSurface.set_tiles @see LuaSurface.entity @param surface LuaSurface to put the tiles and entities on @param tiles table of tiles as required by set_tiles @param entities table of entities as required by create_entity ]] function Template.insert(surface, tiles, entities) tiles = tiles or {} entities = entities or {} local tiles_n = #tiles local entities_n = #entities local total_calls = ceil(tiles_n / tiles_per_call) + (entities_n / entities_per_call) local data = { tiles_n = tiles_n, tile_iterator = 1, entities_n = entities_n, entity_iterator = 1, surface = surface, tiles = tiles, entities = entities } local continue = true for _ = 1, 4 do continue = insert_action(data) if not continue then return end end if continue then queue_task(insert_token, data, total_calls - 4) end end --[[-- Designed to spawn resources. @see LuaSurface.entity @param surface LuaSurface to put the tiles and entities on @param resources table of entities as required by create_entity ]] function Template.resources(surface, resources) local create_entity = surface.create_entity for _, entity in pairs(resources) do create_entity(entity) end end Template.diggy_rocks = {'sand-rock-big', 'rock-big', 'rock-huge'} ---Returns true if the entity name is that of a diggy rock. ---@param entity_name string function Template.is_diggy_rock(entity_name) return entity_name == 'sand-rock-big' or entity_name == 'rock-big' or entity_name == 'rock-huge' end return Template