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Added Paths
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84
StandAlone/paths.lua
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84
StandAlone/paths.lua
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-- made by cooldude
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-- idea from Mylon - Dirt Path
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local paths = {
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-- ['tile name'] = {health,convert to}
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-- health is in hundrads of steps
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['refined-concrete']={60,'concrete'},
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['refined-hazard-concrete-right']={60,'hazard-concrete-right'},
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['refined-hazard-concrete-left']={60,'hazard-concrete-left'},
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['concrete']={40,'stone-path'},
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['hazard-concrete-right']={40,'stone-path'},
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['hazard-concrete-left']={40,'stone-path'},
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['stone-path']={20,'world-gen'}, -- world-gen just makes it pick the last tile not placed by a player
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['sand-1']={5,'sand-2'},
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['sand-2']={10,'sand-3'},
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['sand-3']={5,'red-desert-3'},
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['red-desert-3']={5,'red-desert-2'},
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['red-desert-2']={10,'dirt-1'},
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['grass-2']={5,'grass-1'},
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['grass-1']={5,'grass-3'},
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['grass-3']={10,'red-desert-0'},
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['red-desert-0']={5,'red-desert-1'},
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['red-desert-1']={10,'dirt-1'},
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['dirt-1']={5,'dirt-2'},
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['dirt-2']={5,'dirt-3'},
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['dirt-3']={10,'dirt-4'},
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['dirt-4']={5,'dirt-5'},
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['dirt-5']={5,'dirt-6'},
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['dirt-6']={1000,'dirt-6'},
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['grass-4']={10,'dirt-4'}
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}
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for tile,value in pairs(paths) do
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--value[1]=value[1]*100
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end
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local function global_key(surface,pos)
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local key = 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
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if not global.paths then global.paths = {} end
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if not global.paths[key] then
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local tile = surface.get_tile(pos).name
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global.paths[key] = {tile,paths[tile][1]}
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end
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return global.paths[key]
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end
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local function down_grade(surface,pos)
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local tile = surface.get_tile(pos).name
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local new_tile = paths[tile][2]
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if new_tile == 'world-gen' then new_tile = global_key(surface,pos)[1] or 'grass-1' end
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surface.set_tiles{{name=new_tile,position=pos}}
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global_key(surface,pos)[2]=paths[new_tile][1]
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end
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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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global_key(surface,old_tile.position)[1]=old_tile.old_tile.name
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end
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global_key(surface,old_tile.position)[2]=paths[surface.get_tile(old_tile.position).name][1]
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end
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end)
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Event.register(defines.events.on_player_mined_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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global_key(surface,old_tile.position)[2]=paths[surface.get_tile(old_tile.position).name][1]
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end
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end)
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Event.register(defines.events.on_player_changed_position, function(event)
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local player = Game.get_player(event)
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local surface = player.surface
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local pos = player.position
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global_key(surface,pos)[2] = global_key(surface,pos)[2]-1
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if global_key(surface,pos)[2] <= 0 then
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down_grade(surface,pos)
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end
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end)
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