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RedMew/map_gen/maps/quadrants/restrict_placement.lua
Simon 5a45ff1729
Quadrants balance update (#863)
* Fix for hydra worms destroying base

Also include a force disable of research for all quadrants to prevent a save mitigation bug from a factorio version to another.

* Fixed wrong worm tier

* Mapgen settings and market locale

Added mapgen settings based on feedback

Added [retailer] market_name to use in rendering the market name over the market. Key has been added in en, de and da with translations.

Indentation fix

* Fixed floating 'a'

* Fixed global variable

* Updated item to chest

Made it more clear what happens when you cross the border in a train

Also added a GPS coordinate for the spawned chest

* Bug fixes for chests spawn

* Gave buttons uid_name()

* Removed debug statements

* Fixed Item to chest

People think the previous behavior was a glitch so I've changed it to align with their expectations.

Also increased evolution factor from pollution a bit

* fixed game.player

* Added crafting_queue_size check

* Updated enemy settings

* Merged map_settings and mapgen_settings, added wall

* Merged map_settings and mapgen_settings

* Added three toggles to settings, disabled item to chest when traveling in trains

* Game.get_player_by_index converted to game.get_player

* Added charting and removed unused variable 'Game'

* Fixed for 0.17.35
https://forums.factorio.com/70188

* Fix for 0.17.35

* Added comments to force new CI build

* fixed missing player_inventory -> character_inventory
2019-05-03 00:40:45 +02:00

87 lines
2.5 KiB
Lua

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