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213 lines
7.5 KiB
Lua
213 lines
7.5 KiB
Lua
--[[-- Control - Degrading Tiles
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When a player walks around the tiles under them will degrade over time, the same is true when entites are built
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]]
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local Feature = require("modules/exp_scenario/features")
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local feature, config = Feature.register("degrading_tiles", {
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weakness_value = 70, -- lower value will make tiles more likely to degrade
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entities = Feature.set{ -- entities which degrade the tiles under them when they are placed
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"stone-furnace", "steel-furnace", "electric-furnace", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3",
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"beacon", "centrifuge", "chemical-plant", "oil-refinery", "storage-tank", "nuclear-reactor",
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"steam-engine", "steam-turbine", "boiler", "heat-exchanger", "stone-wall", "gate",
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"gun-turret", "laser-turret", "flamethrower-turret", "radar", "lab", "big-electric-pole",
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"substation", "rocket-silo", "pumpjack", "electric-mining-drill", "roboport", "accumulator",
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},
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})
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local random = math.random
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--- How "strong" a tile is, bigger number means less likely to degrade
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local strengths = {
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-- debug: /interface require('modules.addons.worn-paths')(player.name,true)
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-- note: tiles are effected by the tiles around them, so player paths will not degrade as fast when made wider
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-- note: values are relative to the tile with the highest value, recommended to keep highest tile as a "nice" number
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-- note: tiles not in list will never degrade under any conditions (which is why some are omitted such as water)
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["refined-concrete"] = 100,
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["refined-hazard-concrete-left"] = 100,
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["refined-hazard-concrete-right"] = 100,
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["concrete"] = 90,
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["hazard-concrete-left"] = 90,
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["hazard-concrete-right"] = 90,
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["stone-path"] = 80,
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["red-desert-0"] = 80,
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["dry-dirt"] = 50,
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-- grass four (main grass tiles)
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["grass-1"] = 50,
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["grass-2"] = 40,
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["grass-3"] = 30,
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["grass-4"] = 25,
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-- red three (main red tiles)
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["red-desert-1"] = 40,
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["red-desert-2"] = 30,
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["red-desert-3"] = 25,
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-- sand three (main sand tiles)
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["sand-1"] = 40,
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["sand-2"] = 30,
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["sand-3"] = 25,
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-- dirt 3 (main dirt tiles)
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["dirt-1"] = 40,
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["dirt-2"] = 30,
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["dirt-3"] = 25,
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-- last three/four (all sets of three merge here)
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["dirt-4"] = 25,
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["dirt-5"] = 30,
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["dirt-6"] = 40,
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-- ["dirt-7"]=0, -- last tile, nothing to degrade to
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-- land fill chain
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-- ["landfill"]=50,
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-- ["water-shallow"]=90,
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-- ["water-mud"]=0, -- last tile, nothing to degrade to
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}
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--- When a tile degrades it will turn into the next tile given here
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local degrade_order = {
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["refined-concrete"] = "concrete",
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["refined-hazard-concrete-left"] = "hazard-concrete-left",
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["refined-hazard-concrete-right"] = "hazard-concrete-right",
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["concrete"] = "stone-path",
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["hazard-concrete-left"] = "stone-path",
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["hazard-concrete-right"] = "stone-path",
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["stone-path"] = "dry-dirt",
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["red-desert-0"] = "dry-dirt",
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["dry-dirt"] = "dirt-4",
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-- grass four (main grass tiles)
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["grass-1"] = "grass-2",
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["grass-2"] = "grass-3",
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["grass-3"] = "grass-4",
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["grass-4"] = "dirt-4",
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-- red three (main red tiles)
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["red-desert-1"] = "red-desert-2",
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["red-desert-2"] = "red-desert-3",
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["red-desert-3"] = "dirt-4",
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-- sand three (main sand tiles)
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["sand-1"] = "sand-2",
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["sand-2"] = "sand-3",
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["sand-3"] = "dirt-4",
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-- dirt 3 (main dirt tiles)
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["dirt-1"] = "dirt-2",
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["dirt-2"] = "dirt-3",
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["dirt-3"] = "dirt-4",
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-- last three/four (all sets of three merge here)
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["dirt-4"] = "dirt-5",
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["dirt-5"] = "dirt-6",
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["dirt-6"] = "dirt-7",
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-- ["dirt-7"]=0, -- last tile, nothing to degrade to
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-- land fill chain
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-- ["landfill"]='grass-2', -- 'water-shallow'
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-- ["water-shallow"]='water-mud',
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-- ["water-mud"]=0, -- last tile, nothing to degrade to
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}
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--- Get the max tile strength
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local max_strength = 0
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for _, strength in pairs(strengths) do
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if strength > max_strength then
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max_strength = strength
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end
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end
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--- Replace a tile with the next tile in the degrade chain
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--- @param surface LuaSurface
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--- @param position MapPosition.struct
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local function degrade_tile(surface, position)
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local tile = surface.get_tile(position.x, position.y)
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local tile_name = tile.name
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local degrade_tile_name = degrade_order[tile_name]
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if not degrade_tile_name then return end
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surface.set_tiles{ { name = degrade_tile_name, position = position } }
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end
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--- Replace all titles under an entity with the next tile in the degrade chain
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--- @param entity LuaEntity
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local function degrade_entity(entity)
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if not config.entities[entity.name] then return end
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local tiles = {}
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local surface = entity.surface
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local bounding_box = entity.bounding_box
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local left_top = bounding_box.left_top
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local right_bottom = bounding_box.right_bottom
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for x = left_top.x, right_bottom.x do
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for y = left_top.y, right_bottom.y do
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local tile = surface.get_tile(x, y)
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local tile_name = tile.name
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local degrade_tile_name = degrade_order[tile_name]
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if degrade_tile_name then
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tiles[#tiles + 1] = { name = degrade_tile_name, position = { x, y } }
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end
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end
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end
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surface.set_tiles(tiles)
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end
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--- Covert strength of a tile into a probability to degrade (0 = impossible, 1 = certain)
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--- @param strength number
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--- @return number
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local function get_probability(strength)
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return 1.5 * (1 - (strength / max_strength)) / config.weakness_value
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end
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--- Gets the average tile strengths around position
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--- @param surface LuaSurface
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--- @param position MapPosition.struct
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--- @return number?
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local function get_tile_strength(surface, position)
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local tile = surface.get_tile(position.x, position.y)
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local tile_name = tile.name
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local strength = strengths[tile_name]
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if not strength then return end
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for x = position.x - 1, position.x + 1 do
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for y = position.y - 1, position.y + 1 do
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local check_tile = surface.get_tile(x, y)
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local check_tile_name = check_tile.name
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local check_strength = strengths[check_tile_name] or 0
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strength = strength + check_strength
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end
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end
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return strength / 9
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end
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--- When the player changes position the tile will have a chance to downgrade
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--- @param event EventData.on_player_changed_position
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local function on_player_changed_position(event)
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local player = game.players[event.player_index]
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if player.controller_type ~= defines.controllers.character then return end
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local surface = player.physical_surface
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local position = player.physical_position
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local strength = get_tile_strength(surface, position)
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if not strength then return end
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if get_probability(strength) > random() then
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degrade_tile(surface, position)
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end
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end
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--- When an entity is build there is a much higher chance that the tiles will degrade
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--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
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local function on_built_entity(event)
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local entity = event.entity
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local strength = get_tile_strength(entity.surface, entity.position)
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if not strength then return end
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if get_probability(strength) * config.weakness_value > random() then
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degrade_entity(entity)
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end
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end
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local e = defines.events
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return feature:guard{
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events = {
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[e.on_player_changed_position] = on_player_changed_position,
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[e.on_robot_built_entity] = on_built_entity,
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[e.on_built_entity] = on_built_entity,
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},
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}
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