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@@ -9,7 +9,7 @@ local SelectionName = "ExpCommand_Waterfill"
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local planet = {
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["nauvis"] = "water-mud",
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["gleba"] = "water-mud",
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["gleba"] = "wetland-blue-slime",
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["vulcanus"] = "lava",
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["fulgora"] = "oil-ocean-shallow",
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["aquilo"] = "ammoniacal-ocean"
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@@ -59,29 +59,29 @@ Selection.on_selection(SelectionName, function(event)
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local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
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local item_count_total = item_count_cliff + item_count_craft
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if item_count_total < area_size then
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player.print({ "exp-commands_waterfill.too-few-explosives", area_size, item_count_total }, Commands.print_settings.error)
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return
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end
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local tile_count = 0
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local remaining_tiles = 0
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local failed_tiles = 0
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local tiles_to_make = {}
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local chest = surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
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local chests = surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
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local tile_to_apply = (surface.planet and planet[surface.planet]) or "water-mud"
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if #chest > 0 then
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for _, v in pairs(chest) do
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if v.get_inventory(defines.inventory.chest).is_empty() and tile_count < item_count_total then
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tile_count = tile_count + 1
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tiles_to_make[tile_count] = { name = tile_to_apply, position = { v.position.x, v.position.y } }
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v.destroy()
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elseif v.get_inventory(defines.inventory.chest).is_empty() then
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remaining_tiles = remaining_tiles + 1
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if #chests > 0 then
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for _, chest in pairs(chests) do
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tile_count = tile_count + 1
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if chest.get_inventory(defines.inventory.chest).is_empty() and tile_count <= item_count_total then
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tiles_to_make[tile_count] = { name = tile_to_apply, position = { chest.position.x, chest.position.y } }
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chest.destroy()
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else
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failed_tiles = failed_tiles + 1
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end
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end
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else
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if item_count_total < area_size then
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player.print({ "exp-commands_waterfill.too-few-explosives", area_size, item_count_total }, Commands.print_settings.error)
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return
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end
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for x = area.left_top.x, area.right_bottom.x do
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for y = area.left_top.y, area.right_bottom.y do
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tile_count = tile_count + 1
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@@ -89,19 +89,20 @@ Selection.on_selection(SelectionName, function(event)
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end
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end
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remaining_tiles = surface.count_tiles_filtered{ area = area, name = tile_to_apply }
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failed_tiles = surface.count_tiles_filtered{ area = area, name = tile_to_apply }
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end
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surface.set_tiles(tiles_to_make, true, "abort_on_collision", true, false, player, 0)
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local t_diff = tile_count - remaining_tiles
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local tiles_made = tile_count - failed_tiles
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assert(tiles_made >= 0)
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if item_count_cliff >= t_diff and t_diff > 0 then
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player.remove_item{ name = "cliff-explosives", count = t_diff }
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if item_count_cliff >= tiles_made then
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player.remove_item{ name = "cliff-explosives", count = tiles_made }
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else
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if item_count_cliff > 0 then
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player.remove_item{ name = "cliff-explosives", count = item_count_cliff }
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end
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local item_count_needed = t_diff - item_count_cliff
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local item_count_needed = tiles_made - item_count_cliff
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if item_count_needed > 0 then
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player.remove_item{ name = "explosives", count = 10 * item_count_needed }
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player.remove_item{ name = "barrel", count = item_count_needed }
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@@ -109,8 +110,8 @@ Selection.on_selection(SelectionName, function(event)
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end
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end
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if remaining_tiles > 0 then
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player.print({ "exp-commands_waterfill.part-complete", tile_count, remaining_tiles }, Commands.print_settings.default)
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if failed_tiles > 0 then
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player.print({ "exp-commands_waterfill.part-complete", tile_count, failed_tiles }, Commands.print_settings.default)
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else
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player.print({ "exp-commands_waterfill.complete", tile_count }, Commands.print_settings.default)
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end
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