--[[-- Control - Degrading Tiles When a player walks around the tiles under them will degrade over time, the same is true when entites are built ]] local config = require("modules.exp_legacy.config.scorched_earth") local random = math.random --- Get the max tile strength local max_strength = 0 for _, strength in pairs(config.strengths) do if strength > max_strength then max_strength = strength end end --- Replace a tile with the next tile in the degrade chain --- @param surface LuaSurface --- @param position MapPosition local function degrade_tile(surface, position) --- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761 local tile = surface.get_tile(position) local tile_name = tile.name local degrade_tile_name = config.degrade_order[tile_name] if not degrade_tile_name then return end surface.set_tiles{ { name = degrade_tile_name, position = position } } end --- Replace all titles under an entity with the next tile in the degrade chain --- @param entity LuaEntity local function degrade_entity(entity) if not config.entities[entity.name] then return end local tiles = {} local surface = entity.surface local left_top = entity.bounding_box.left_top local right_bottom = entity.bounding_box.right_bottom for x = left_top.x, right_bottom.x do for y = left_top.y, right_bottom.y do local tile = surface.get_tile(x, y) local tile_name = tile.name local degrade_tile_name = config.degrade_order[tile_name] if degrade_tile_name then tiles[#tiles + 1] = { name = degrade_tile_name, position = { x, y } } end end end surface.set_tiles(tiles) end --- Covert strength of a tile into a probability to degrade (0 = impossible, 1 = certain) --- @param strength number --- @return number local function get_probability(strength) return 1.5 * (1 - (strength / max_strength)) / config.weakness_value end --- Gets the average tile strengths around position --- @param surface LuaSurface --- @param position MapPosition --- @return number? local function get_tile_strength(surface, position) --- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761 local tile = surface.get_tile(position) local tile_name = tile.name local strength = config.strengths[tile_name] if not strength then return end for x = position.x - 1, position.x + 1 do for y = position.y - 1, position.y + 1 do local check_tile = surface.get_tile(x, y) local check_tile_name = check_tile.name local check_strength = config.strengths[check_tile_name] or 0 strength = strength + check_strength end end return strength / 9 end --- When the player changes position the tile will have a chance to downgrade --- @param event EventData.on_player_changed_position local function on_player_changed_position(event) local player = game.players[event.player_index] if player.controller_type ~= defines.controllers.character then return end local surface = player.physical_surface local position = player.physical_position local strength = get_tile_strength(surface, position) if not strength then return end if get_probability(strength) > random() then degrade_tile(surface, position) end end --- When an entity is build there is a much higher chance that the tiles will degrade --- @param event EventData.on_built_entity | EventData.on_robot_built_entity local function on_built_entity(event) local entity = event.entity local strength = get_tile_strength(entity.surface, entity.position) if not strength then return end if get_probability(strength) * config.weakness_value > random() then degrade_entity(entity) end end local e = defines.events return { events = { [e.on_player_changed_position] = on_player_changed_position, [e.on_robot_built_entity] = on_built_entity, [e.on_built_entity] = on_built_entity, }, }