1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/biter_corpse_remover.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

76 lines
2.1 KiB
Lua

-- dependencies
local Event = require 'utils.event'
local Token = require 'utils.token'
local Task = require 'utils.task'
local Global = require 'utils.global'
local Queue = require 'utils.queue'
local queue_push = Queue.push
local queue_pop = Queue.pop
local queue_size = Queue.size
-- config table for the max queue size
-- Change at runtime with /sc storage.config.biter_corpse_remover.max_queue_size = 100
local biter_corpse_remover = storage.config.biter_corpse_remover
local corpse_queue = Queue.new()
Global.register(corpse_queue, function(tbl)
corpse_queue = tbl
biter_corpse_remover = storage.config.biter_corpse_remover
end)
local function process_corpses(corpses)
for i = 1, #corpses do
local corpse = corpses[i]
if corpse.valid then
queue_push(corpse_queue, corpse)
end
end
local to_remove = queue_size(corpse_queue) - biter_corpse_remover.max_queue_size
for _ = 1, to_remove do
local corpse = queue_pop(corpse_queue)
if corpse.valid then
corpse.destroy()
end
end
end
local combat_robot_corpse_map = {
['distractor'] = 'distractor-remnants',
['defender'] = 'defender-remnants',
['destroyer'] = 'destroyer-remnants',
}
local combat_robot_callback = Token.register(function(data)
local position = data.position
local surface = game.get_surface(data.surface_index)
if not surface or not surface.valid then
return
end
local corpse_name = combat_robot_corpse_map[data.prototype.name]
if not corpse_name then
return
end
local corpses = surface.find_entities_filtered{position = position, radius = 5, name = corpse_name}
process_corpses(corpses)
end)
local function entity_died(event)
local prototype_type = event.prototype.type
if prototype_type == 'combat-robot' then
Task.set_timeout_in_ticks(60, combat_robot_callback, event)
return
end
if prototype_type == 'unit' or prototype_type == 'turret' then
process_corpses(event.corpses)
end
end
Event.add(defines.events.on_post_entity_died, entity_died)