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147 lines
5.2 KiB
Lua
147 lines
5.2 KiB
Lua
-- made by cooldude
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-- idea from Mylon - Dirt Path
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local adjacency_boost = 2 -- makes paths more lickly to be next to each other; must be greater than 0
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adjacency_boost = 10/adjacency_boost -- dont change this line
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local sizes = {
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['stone-furnace']=2,
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['steel-furnace']=2,
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['electric-furnace']=3,
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['assembling-machine-1']=3,
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['assembling-machine-2']=3,
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['assembling-machine-3']=3,
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['beacon']=3,
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['centrifuge']=3,
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['chemical-plant']=3,
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['oil-refinery']=7,
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['storage-tank']=3,
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['nuclear-reactor']=5,
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['steam-engine']=4,
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['steam-turbine']=4,
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['boiler']=3,
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['heat-exchanger']=3,
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['stone-wall']=1,
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['gate']=1,
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['gun-turret']=2,
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['laser-turret']=2,
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['radar']=3,
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['lab']=3,
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['big-electric-pole']=2,
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['substation']=2,
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['rocket-silo']=7
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}
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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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-- the greater health is the lower the chance it will be down graded, must be grater than 0
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['refined-concrete']={70,'concrete'},
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['refined-hazard-concrete-right']={70,'hazard-concrete-right'},
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['refined-hazard-concrete-left']={70,'hazard-concrete-left'},
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['concrete']={50,'stone-path'},
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['hazard-concrete-right']={50,'stone-path'},
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['hazard-concrete-left']={50,'stone-path'},
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['stone-path']={40,'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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['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]=-1/value[1]
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end
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local function global_key(surface,pos)
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return 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
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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
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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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new_tile = global.paths[global_key(surface,pos)] or 'grass-1'
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end
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surface.set_tiles{{name=new_tile,position=pos}}
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end
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Event.register({defines.events.on_player_built_tile,defines.events.on_robot_built_tile}, function(event)
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local surface = event.surface_index and game.surfaces[event.surface_index] or event.robot and event.robot.surface
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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 placed_paths[old_tile.old_tile.name] or old_tile.old_tile.name == 'water' or old_tile.old_tile.name == 'deepwater' 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 -- not a mistake, this makes it have dimising returns
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end
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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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if player and player.valid and game.tick > 10 then else return end
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if player.afk_time > 300 then return end
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local surface = player.surface
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local pos = player.position
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local tile_name = surface.get_tile(pos).name
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if not paths[tile_name] then return end
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local count = -9 -- this value is important
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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 placed_paths[tile_name] and not placed_paths[surface.get_tile(_pos).name]
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or surface.get_tile(_pos).name == paths[tile_name][2]
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then count=count+1 end
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end end
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local chance = paths[tile_name][1]/(count-adjacency_boost)
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if math.random() < chance then
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down_grade(surface,pos)
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end
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end)
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Event.register({defines.events.on_built_entity,on_robot_built_entity}, function(event)
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local entity = event.created_entity
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local surface = entity.surface
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if sizes[entity.name] then
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local size = sizes[entity.name]-1
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for x = -size,0 do for y = -size,0 do
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local pos = {x=entity.position.x+x,y=entity.position.y+y}
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local tile = surface.get_tile(pos).name
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if paths[tile] and math.random() < paths[tile][1]*size*(-10) then
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down_grade(surface,pos)
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end
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end end
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end
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end)
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--[[
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/interface
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local tile_name = tile.name
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local chance = paths[tile_name][1]
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local count = 1
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for x = -1,1 do for y = -1,1 do
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local _pos = {position.x+x,position.y+y}
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if paths[tile_name][2] == 'world-gen' and not placed_paths[surface.get_tile(_pos).name]
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or surface.get_tile(_pos).name == paths[tile_name][2]
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then game.print('boost '..tostring(count)) chance=chance=chance*(adjacency_boost/count) count=count+1 end end
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end
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return chance
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]]
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