Files
factorio-scenario-ExpCluster/StandAlone/paths.lua
2018-03-13 16:59:32 +00:00

110 lines
4.4 KiB
Lua

-- made by cooldude
-- idea from Mylon - Dirt Path
local clean_time = 18000 -- time in ticks
local paths = {
-- ['tile name'] = {health,convert to}
-- health is in hundrads of steps
['refined-concrete']={60,'concrete'},
['refined-hazard-concrete-right']={60,'hazard-concrete-right'},
['refined-hazard-concrete-left']={60,'hazard-concrete-left'},
['concrete']={40,'stone-path'},
['hazard-concrete-right']={40,'stone-path'},
['hazard-concrete-left']={40,'stone-path'},
['stone-path']={20,'world-gen'}, -- world-gen just makes it pick the last tile not placed by a player
['sand-1']={5,'sand-2'},
['sand-2']={10,'sand-3'},
['sand-3']={5,'red-desert-3'},
['red-desert-3']={5,'red-desert-2'},
['red-desert-2']={10,'dirt-1'},
['grass-2']={5,'grass-1'},
['grass-1']={5,'grass-3'},
['grass-3']={10,'red-desert-0'},
['red-desert-0']={5,'red-desert-1'},
['red-desert-1']={10,'dirt-1'},
['dirt-1']={5,'dirt-2'},
['dirt-2']={5,'dirt-3'},
['dirt-3']={10,'dirt-4'},
['dirt-4']={5,'dirt-5'},
['dirt-5']={5,'dirt-6'},
['grass-4']={10,'dirt-4'}
}
for tile,value in pairs(paths) do
value[1]=value[1]*100
end
local function global_key(surface,pos)
local key = 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
if not global.paths then global.paths = {} end
if not global.paths[key] then
local tile = surface.get_tile(pos).name
global.paths[key] = {tile,paths[tile][1]}
end
return global.paths[key]
end
local function remove_key(surface,pos)
local key = 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
if not global.paths then global.paths = {} end
global.paths[key] = nil
end
local function clean_global()
if not global.paths or not game then return end
for key,tile in pairs(global.paths) do
if tile[3] and tile[3] < game.tick-clean_time then global.paths[key] = nil end
end
end
local function down_grade(surface,pos)
local tile = surface.get_tile(pos).name
local new_tile = paths[tile][2]
if new_tile == 'world-gen' then new_tile = global_key(surface,pos)[1] or 'grass-1' end
surface.set_tiles{{name=new_tile,position=pos}}
global_key(surface,pos)[2]=paths[new_tile][1]
if not paths[new_tile] then remove_key(surface,pos) return end
end
Event.register(defines.events.on_player_built_tile, function(event)
local surface = game.surfaces[event.surface_index]
local old_tiles = event.tiles
for _,old_tile in pairs(old_tiles) do
if old_tile.old_tile.name ~= 'refined-concrete' and old_tile.old_tile.name ~= 'refined-hazard-concrete-right'
and old_tile.old_tile.name ~= 'refined-hazard-concrete-left' and old_tile.old_tile.name ~= 'concrete'
and old_tile.old_tile.name ~= 'hazard-concrete-right' and old_tile.old_tile.name ~= 'hazard-concrete-left'
and old_tile.old_tile.name ~= 'stone-path' and old_tile.old_tile.name ~= 'water' and old_tile.old_tile.name ~= 'deep-water' then
global_key(surface,old_tile.position)[1]=old_tile.old_tile.name
end
if not paths[surface.get_tile(old_tile.position).name] then remove_key(surface,pos) return end
global_key(surface,old_tile.position)[2]=paths[surface.get_tile(old_tile.position).name][1]
global_key(surface,old_tile.position)[3] = event.tick
end
end)
Event.register(defines.events.on_player_mined_tile, function(event)
local surface = game.surfaces[event.surface_index]
local old_tiles = event.tiles
for _,old_tile in pairs(old_tiles) do
if not paths[surface.get_tile(old_tile.position).name] then remove_key(surface,pos) return end
global_key(surface,old_tile.position)[2]=paths[surface.get_tile(old_tile.position).name][1]
global_key(surface,old_tile.position)[3] = event.tick
end
end)
Event.register(defines.events.on_player_changed_position, function(event)
local player = Game.get_player(event)
local surface = player.surface
local pos = player.position
if not paths[surface.get_tile(pos).name] then remove_key(surface,pos) return end
global_key(surface,pos)[2] = global_key(surface,pos)[2]-1
if global_key(surface,pos)[2] <= 0 then
down_grade(surface,pos)
end
global_key(surface,pos)[3] = event.tick
end)
Event.register(defines.events.on_tick, function(event)
if (game.tick%clean_time) == 0 then
clean_global()
end
end)