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88 lines
2.5 KiB
Lua
88 lines
2.5 KiB
Lua
local Event = require 'utils.event'
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local Game = require 'utils.game'
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local abs = math.abs
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local allowed_entities = {
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['transport-belt'] = true,
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['fast-transport-belt'] = true,
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['express-transport-belt'] = true,
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['underground-belt'] = true,
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['fast-underground-belt'] = true,
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['express-underground-belt'] = true,
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['splitter'] = true,
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['fast-splitter'] = true,
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['express-splitter'] = true,
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}
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local quadrant_bounds = {
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['quadrant1'] = {x = 24, y = -24},
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['quadrant2'] = {x = -24, y = -24},
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['quadrant3'] = {x = -24, y = 24},
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['quadrant4'] = {x = 24, y = 24}
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}
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local function on_built_entity(event)
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local entity = event.created_entity
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local force = entity.force
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if not entity or not entity.valid then
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return
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end
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local s_box = entity.selection_box
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local size_x = abs(s_box.left_top.x - s_box.right_bottom.x)
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local size_y = abs(s_box.left_top.y - s_box.right_bottom.y)
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local pos = {x = abs(entity.position.x) - (size_x/2), y = abs(entity.position.y) - (size_y/2)}
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local entity_pos = entity.position
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local quadrant_bound = {0, 0}
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local within_range = false
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if string.find(force.name, 'quadrant') then
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quadrant_bound = quadrant_bounds[force.name]
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if (force.name == 'quadrant1') then
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within_range = (entity_pos.x >= quadrant_bound.x and entity_pos.y <= quadrant_bound.y)
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elseif (force.name == 'quadrant2') then
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within_range = (entity_pos.x <= quadrant_bound.x and entity_pos.y <= quadrant_bound.y)
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elseif (force.name == 'quadrant3') then
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within_range = (entity_pos.x <= quadrant_bound.x and entity_pos.y >= quadrant_bound.y)
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elseif (force.name == 'quadrant4') then
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within_range = (entity_pos.x >= quadrant_bound.x and entity_pos.y >= quadrant_bound.y)
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end
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end
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if not(pos.x <= 23 or pos.y <= 23) and (within_range) then
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return
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end
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local name = entity.name
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local ghost = false
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if name == 'entity-ghost' then
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name = entity.ghost_name
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ghost = true
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end
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if name == 'tile-ghost' then
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return
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end
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if allowed_entities[name] and not (pos.x < 2 or pos.y < 2) and (within_range or (pos.x <= 23 or pos.y <= 23)) then
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return
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end
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local p = Game.get_player_by_index(event.player_index)
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if not p or not p.valid then
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return
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end
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entity.destroy()
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if not ghost then
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p.insert(event.stack)
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end
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end
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Event.add(defines.events.on_built_entity, on_built_entity)
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