Update all code styles
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@@ -11,7 +11,7 @@ local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local rolling_stocks = {}
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local function landfill_init()
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for name, _ in pairs(prototypes.get_entity_filtered{{filter = 'rolling-stock'}}) do
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for name, _ in pairs(prototypes.get_entity_filtered{ { filter = "rolling-stock" } }) do
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rolling_stocks[name] = true
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end
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end
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@@ -20,50 +20,50 @@ local function rotate_bounding_box(box)
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return {
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left_top = {
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x = -box.right_bottom.y,
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y = box.left_top.x
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y = box.left_top.x,
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},
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right_bottom = {
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x = -box.left_top.y,
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y = box.right_bottom.x
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}
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y = box.right_bottom.x,
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},
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}
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end
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local function curve_flip_lr(oc)
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local nc = table.deepcopy(oc)
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local nc = table.deepcopy(oc)
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for r=1, 8 do
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for c=1, 8 do
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nc[r][c] = oc[r][9 - c]
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end
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end
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for r = 1, 8 do
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for c = 1, 8 do
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nc[r][c] = oc[r][9 - c]
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end
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end
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return nc
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return nc
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end
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local function curve_flip_d(oc)
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local nc = table.deepcopy(oc)
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local nc = table.deepcopy(oc)
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for r=1, 8 do
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for c=1, 8 do
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nc[r][c] = oc[c][r]
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end
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end
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for r = 1, 8 do
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for c = 1, 8 do
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nc[r][c] = oc[c][r]
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end
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end
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return nc
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return nc
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end
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local curves = {}
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curves[1] = {
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{0, 0, 0, 0, 0, 1, 0, 0},
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{0, 0, 0, 0, 1, 1, 1, 0},
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{0, 0, 0, 1, 1, 1, 1, 0},
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{0, 0, 0, 1, 1, 1, 0, 0},
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{0, 0, 1, 1, 1, 0, 0, 0},
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{0, 0, 1, 1, 1, 0, 0, 0},
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{0, 0, 1, 1, 0, 0, 0, 0},
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{0, 0, 1, 1, 0, 0, 0, 0}
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{ 0, 0, 0, 0, 0, 1, 0, 0 },
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{ 0, 0, 0, 0, 1, 1, 1, 0 },
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{ 0, 0, 0, 1, 1, 1, 1, 0 },
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{ 0, 0, 0, 1, 1, 1, 0, 0 },
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{ 0, 0, 1, 1, 1, 0, 0, 0 },
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{ 0, 0, 1, 1, 1, 0, 0, 0 },
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{ 0, 0, 1, 1, 0, 0, 0, 0 },
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{ 0, 0, 1, 1, 0, 0, 0, 0 },
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}
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curves[6] = curve_flip_d(curves[1])
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curves[3] = curve_flip_lr(curves[6])
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@@ -79,12 +79,12 @@ for i, map in ipairs(curves) do
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curve_n[i] = {}
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local index = 1
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for r=1, 8 do
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for c=1, 8 do
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for r = 1, 8 do
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for c = 1, 8 do
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if map[r][c] == 1 then
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curve_n[i][index] = {
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['x'] = c - 5,
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['y'] = r - 5
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["x"] = c - 5,
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["y"] = r - 5,
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}
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index = index + 1
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@@ -100,13 +100,13 @@ local function landfill_gui_add_landfill(blueprint)
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for _, ent in pairs(entities) do
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-- vehicle
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if not (rolling_stocks[ent.name] or ent.name == 'offshore-pump') then
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if not (rolling_stocks[ent.name] or ent.name == "offshore-pump") then
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-- curved rail, special
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if ent.name ~= 'curved-rail' then
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if ent.name ~= "curved-rail" then
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local proto = prototypes.entity[ent.name]
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local box = proto.collision_box or proto.selection_box
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if proto.collision_mask['ground-tile'] == nil then
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if proto.collision_mask["ground-tile"] == nil then
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if ent.direction then
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if ent.direction ~= defines.direction.north then
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box = rotate_bounding_box(box)
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@@ -125,21 +125,21 @@ local function landfill_gui_add_landfill(blueprint)
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for x = math.floor(ent.position.x + box.left_top.x), math.floor(ent.position.x + box.right_bottom.x), 1 do
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tile_index = tile_index + 1
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new_tiles[tile_index] = {
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name = 'landfill',
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position = {x, y}
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name = "landfill",
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position = { x, y },
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}
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end
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end
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end
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-- curved rail
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-- curved rail
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else
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local curve_mask = curve_n[ent.direction or 8]
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for m=1, #curve_mask do
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for m = 1, #curve_mask do
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new_tiles[tile_index + 1] = {
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name = 'landfill',
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position = {curve_mask[m].x + ent.position.x, curve_mask[m].y + ent.position.y}
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name = "landfill",
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position = { curve_mask[m].x + ent.position.x, curve_mask[m].y + ent.position.y },
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}
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tile_index = tile_index + 1
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@@ -153,34 +153,33 @@ local function landfill_gui_add_landfill(blueprint)
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if old_tiles then
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for _, old_tile in pairs(old_tiles) do
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new_tiles[tile_index + 1] = {
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name = 'landfill',
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position = {old_tile.position.x, old_tile.position.y}
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name = "landfill",
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position = { old_tile.position.x, old_tile.position.y },
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}
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tile_index = tile_index + 1
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end
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end
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return {tiles = new_tiles}
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return { tiles = new_tiles }
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end
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-- @element toolbar_button
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Gui.toolbar_button('item/landfill', {'landfill.main-tooltip'}, function(player)
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return Roles.player_allowed(player, 'gui/landfill')
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Gui.toolbar_button("item/landfill", { "landfill.main-tooltip" }, function(player)
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return Roles.player_allowed(player, "gui/landfill")
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end)
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:on_click(function(player, _, _)
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if player.cursor_stack and player.cursor_stack.valid_for_read then
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if player.cursor_stack.type == 'blueprint' and player.cursor_stack.is_blueprint_setup() then
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local modified = landfill_gui_add_landfill(player.cursor_stack)
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:on_click(function(player, _, _)
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if player.cursor_stack and player.cursor_stack.valid_for_read then
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if player.cursor_stack.type == "blueprint" and player.cursor_stack.is_blueprint_setup() then
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local modified = landfill_gui_add_landfill(player.cursor_stack)
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if modified and next(modified.tiles) then
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player.cursor_stack.set_blueprint_tiles(modified.tiles)
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if modified and next(modified.tiles) then
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player.cursor_stack.set_blueprint_tiles(modified.tiles)
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end
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end
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else
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player.print{ "landfill.cursor-none" }
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end
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else
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player.print{'landfill.cursor-none'}
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end
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end)
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end)
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Event.add(defines.events.on_player_joined_game, landfill_init)
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