mirror of
https://github.com/Refactorio/RedMew.git
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26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
205 lines
6.1 KiB
Lua
205 lines
6.1 KiB
Lua
-- Module deprecated in 2.0, became a built-in feature
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-- This feature allows players to remove landfill.
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-- To use, create a deconstruction planner with the landfill tile filter and select tiles only mode.
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-- Use the decon planner within range of the landfill to remove it
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local Event = require 'utils.event'
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local Rank = require 'features.rank_system'
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local Ranks = require 'resources.ranks'
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local table = require 'utils.table'
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local math = require 'utils.math'
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local config = storage.config.landfill_remover
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local Public = {}
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local rank_too_low_message = {'landfill_remover.rank_too_low'}
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Public.rank_too_low_message =rank_too_low_message
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local missing_research_message = {'landfill_remover.missing_research'}
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Public.missing_research_message = missing_research_message
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local floor = math.floor
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local ceil = math.ceil
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local fast_remove = table.fast_remove
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local collision_mask = {'floor-layer', 'object-layer', 'resource-layer'}
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local whitelist = defines.deconstruction_item.tile_filter_mode.whitelist
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local entity_whitelist = defines.deconstruction_item.entity_filter_mode.whitelist
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local normal = defines.deconstruction_item.tile_selection_mode.normal
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local never = defines.deconstruction_item.tile_selection_mode.never
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local function can_select_landfill_tiles(cursor, surface, area)
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if not cursor or not cursor.valid or not cursor.valid_for_read or cursor.trees_and_rocks_only then
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return false
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end
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local tile_selection_mode = cursor.tile_selection_mode
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if tile_selection_mode == never then
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return false
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end
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local tile_filters = cursor.tile_filters
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local contains_landfill_filter = table.contains(tile_filters, 'landfill')
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local tile_filter_mode = cursor.tile_filter_mode
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if tile_filter_mode == whitelist then
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if not contains_landfill_filter then
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return false
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end
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else
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if contains_landfill_filter then
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return false
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end
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end
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if tile_selection_mode ~= normal then
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return true
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end
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local entity_filters = cursor.entity_filters
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if #entity_filters == 0 then
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if surface.count_entities_filtered({area = area, name = 'character', invert = true, limit = 1}) > 0 then
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return false
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end
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return true
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end
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local invert = cursor.entity_filter_mode ~= entity_whitelist
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if invert then
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entity_filters[#entity_filters + 1] = 'character'
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end
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return surface.count_entities_filtered({area = area, name = entity_filters, invert = invert, limit = 1}) == 0
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end
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local function within_reach(tile_position, player_position, radius_squared)
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local dx = tile_position.x - player_position.x
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local dy = tile_position.y - player_position.y
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return (dx * dx + dy * dy) < radius_squared
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end
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local function try_get_landfill_tiles(surface, area, player)
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local build_distance = player.build_distance + 0.5
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local radius_squared = build_distance * build_distance
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local player_position = player.position
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local find_tiles_filtered = surface.find_tiles_filtered
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local landfill_tiles = find_tiles_filtered({area = area, name = 'landfill'})
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local hidden_landfill_tiles = find_tiles_filtered({area = area, has_hidden_tile = true})
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for i = #landfill_tiles, 1, -1 do
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local tile = landfill_tiles[i]
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if not within_reach(tile.position, player_position, radius_squared) then
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fast_remove(landfill_tiles, i)
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end
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end
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for i = #hidden_landfill_tiles, 1, -1 do
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local tile = hidden_landfill_tiles[i]
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if tile.hidden_tile ~= 'landfill' or not within_reach(tile.position, player_position, radius_squared) then
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fast_remove(hidden_landfill_tiles, i)
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end
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end
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if #landfill_tiles == 0 and #hidden_landfill_tiles == 0 then
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return nil
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end
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local i = 0
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local first = true
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return function()
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local tile
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i = i + 1
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if first then
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tile = landfill_tiles[i]
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if tile then
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return tile
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end
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first = false
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i = 1
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end
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return hidden_landfill_tiles[i]
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end
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end
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Event.add(
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defines.events.on_player_deconstructed_area,
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function(event)
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if event.item ~= 'deconstruction-planner' then
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return
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end
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if event.alt then
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return
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end
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local surface = event.surface
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if not surface or not surface.valid then
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return
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end
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local area = event.area
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local lt, rb = area.left_top, area.right_bottom
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lt.x, lt.y = floor(lt.x), floor(lt.y)
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rb.x, rb.y = ceil(rb.x), ceil(rb.y)
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local cursor = player.cursor_stack
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if not can_select_landfill_tiles(cursor, surface, area) then
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return
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end
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local tiles_iter = try_get_landfill_tiles(surface, area, player)
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if not tiles_iter then
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return
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end
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if not player.force.technologies['landfill'].researched then
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player.print(missing_research_message)
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return
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end
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if Rank.less_than(player.name, Ranks.auto_trusted) then
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player.print(rank_too_low_message)
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return
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end
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local count_entities_filtered = surface.count_entities_filtered
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local tiles_to_add = {}
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local revert_tile = config.revert_tile or 'water-mud'
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while true do
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local tile = tiles_iter()
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if not tile then
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break
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end
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local pos = tile.position
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local tile_area = {pos, {pos.x + 1, pos.y + 1}}
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if count_entities_filtered({area = tile_area, collision_mask = collision_mask}) == 0 then
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tiles_to_add[#tiles_to_add + 1] = {name = revert_tile, position = tile.position}
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end
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end
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surface.set_tiles(tiles_to_add)
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local set_hidden_tile = surface.set_hidden_tile
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for i = 1, #tiles_to_add do
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local tile = tiles_to_add[i]
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set_hidden_tile(tile.position, nil)
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end
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end
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)
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return Public
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