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Fixed adjacency boost
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@@ -2,6 +2,15 @@
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-- idea from Mylon - Dirt Path
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local adjacency_boost = 1.3 -- makes paths more lickly to be next to each other
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local placed_paths = {
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['refined-concrete']=true,
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['refined-hazard-concrete-right']=true,
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['refined-hazard-concrete-left']=true,
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['concrete']=true,
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['hazard-concrete-right']=true,
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['hazard-concrete-left']=true,
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['stone-path']=true
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}
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local paths = {
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-- ['tile name'] = {health,convert to}
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-- health is the average number of steps in hundards before it changes
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@@ -51,10 +60,7 @@ Event.register(defines.events.on_player_built_tile, function(event)
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local surface = game.surfaces[event.surface_index]
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local old_tiles = event.tiles
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for _,old_tile in pairs(old_tiles) do
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if old_tile.old_tile.name ~= 'refined-concrete' and old_tile.old_tile.name ~= 'refined-hazard-concrete-right'
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and old_tile.old_tile.name ~= 'refined-hazard-concrete-left' and old_tile.old_tile.name ~= 'concrete'
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and old_tile.old_tile.name ~= 'hazard-concrete-right' and old_tile.old_tile.name ~= 'hazard-concrete-left'
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and old_tile.old_tile.name ~= 'stone-path' and old_tile.old_tile.name ~= 'water' and old_tile.old_tile.name ~= 'deep-water' then
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if placed_paths[old_tile.old_tile.name] or old_tile.old_tile.name == 'water' or old_tile.old_tile.name == 'deep-water' then else
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if global.paths == nil then global.paths = {} end -- nil as you can set to false to disable
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global.paths[global_key(surface,old_tile.position)]=old_tile.old_tile.name
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end
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@@ -71,7 +77,7 @@ Event.register(defines.events.on_player_changed_position, function(event)
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local chance = paths[tile_name][1]
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for x = -1,1 do for y = -1,1 do
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local _pos = {pos.x+x,pos.y+y}
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if surface.get_tile(_pos).name == paths[tile_name][2] then chance=chance*adjacency_boost end
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if paths[tile_name][2] == 'world-gen' and not placed_paths[surface.get_tile(_pos).name] or surface.get_tile(_pos).name == paths[tile_name][2] then chance=chance*adjacency_boost end
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end end
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if math.random() < chance then
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down_grade(surface,pos)
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