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https://github.com/Refactorio/RedMew.git
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110 lines
2.2 KiB
Lua
110 lines
2.2 KiB
Lua
local Public = {}
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local surface_count = 0
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local function get_surface_name()
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surface_count = surface_count + 1
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return 'test_surface' .. surface_count
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end
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local autoplace_settings = {
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tile = {
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treat_missing_as_default = false,
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settings = {
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['grass-1'] = {frequency = 1, size = 1, richness = 1}
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}
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}
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}
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local autoplace_controls = {
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trees = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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['enemy-base'] = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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coal = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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['copper-ore'] = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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['crude-oil'] = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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['iron-ore'] = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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stone = {
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frequency = 1,
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richness = 1,
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size = 0
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},
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['uranium-ore'] = {
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frequency = 1,
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richness = 1,
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size = 0
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}
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}
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local cliff_settings = {
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cliff_elevation_0 = 1024,
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cliff_elevation_interval = 10,
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name = 'cliff'
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}
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function Public.startup_test_surface(context, player, options)
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options = options or {}
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local name = options.name or get_surface_name()
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local area = options.area or {64, 64}
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local old_surface = player.surface
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local old_position = player.position
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local surface =
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game.create_surface(
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name,
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{
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width = area.x or area[1],
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height = area.y or area[2],
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autoplace_settings = autoplace_settings,
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autoplace_controls = autoplace_controls,
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cliff_settings = cliff_settings
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}
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)
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surface.request_to_generate_chunks({0, 0}, 32)
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surface.force_generate_chunk_requests()
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context:next(
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function()
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for k, v in pairs(surface.find_entities()) do
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v.destroy()
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end
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surface.destroy_decoratives {area = {{-32, -32}, {32, 32}}}
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player.teleport({0, 0}, surface)
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end
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)
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return function()
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player.teleport(old_position, old_surface)
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game.delete_surface(surface)
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end
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end
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return Public
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