--- Tools for working with tiles. -- A tile represents a 1 unit2 on a surface in Factorio. -- @module Area.Tile -- @usage local Tile = require('__stdlib__/stdlib/area/tile') -- @see LuaTile local Tile = { __class = 'Tile', __index = require('__stdlib__/stdlib/core') } setmetatable(Tile, Tile) local Is = require('__stdlib__/stdlib/utils/is') local Game = require('__stdlib__/stdlib/game') local Position = require('__stdlib__/stdlib/area/position') Tile.__call = Position.__call --- Get the @{LuaTile.position|tile position} of a tile where the given position resides. -- @function Tile.from_position -- @see Area.Position.floor Tile.from_position = Position.floor --- Converts a tile position to the @{Concepts.BoundingBox|area} of the tile it is in. -- @function Tile.to_area -- @see Area.Position.to_tile_area Tile.to_area = Position.to_tile_area --- Creates an array of tile positions for all adjacent tiles (N, E, S, W) **OR** (N, NE, E, SE, S, SW, W, NW) if diagonal is set to true. -- @tparam LuaSurface surface the surface to examine for adjacent tiles -- @tparam LuaTile.position position the tile position of the origin tile -- @tparam[opt=false] boolean diagonal whether to include diagonal tiles -- @tparam[opt] string tile_name whether to restrict adjacent tiles to a particular tile name (example: "water-tile") -- @treturn {LuaTile.position,...} an array of tile positions of the tiles that are adjacent to the origin tile function Tile.adjacent(surface, position, diagonal, tile_name) Is.Assert(surface, 'missing surface argument') Is.Assert(position, 'missing position argument') local offsets = { { 0, 1 }, { 1, 0 }, { 0, -1 }, { -1, 0 } } if diagonal then offsets = { { 0, 1 }, { 1, 1 }, { 1, 0 }, { -1, 1 }, { -1, 0 }, { -1, -1 }, { 0, -1 }, { 1, -1 } } end local adjacent_tiles = {} for _, offset in pairs(offsets) do local adj_pos = Position.add(position, offset) if tile_name then local tile = surface.get_tile(adj_pos.x, adj_pos.y) if tile and tile.name == tile_name then table.insert(adjacent_tiles, adj_pos) end else table.insert(adjacent_tiles, adj_pos) end end return adjacent_tiles end --- Gets the user data that is associated with a tile. -- The user data is stored in the global object and it persists between loads. -- @tparam LuaSurface surface the surface on which the user data is looked up -- @tparam LuaTile.position tile_pos the tile position on which the user data is looked up -- @tparam[opt] Mixed default_value the user data to set for the tile and returned if it did not have user data -- @treturn ?|nil|Mixed the user data **OR** *nil* if it does not exist for the tile and no default_value was set function Tile.get_data(surface, tile_pos, default_value) surface = Game.get_surface(surface) assert(surface, 'invalid surface') local key = Position.to_key(Position.floor(tile_pos)) return Game.get_or_set_data('_tile_data', surface.index, key, false, default_value) end Tile.get = Tile.get_data --- Associates the user data to a tile. -- The user data will be stored in the global object and it will persist between loads. -- @tparam LuaSurface surface the surface on which the user data will reside -- @tparam LuaTile.position tile_pos the tile position of a tile that will be associated with the user data -- @tparam ?|nil|Mixed value the user data to set **OR** *nil* to erase the existing user data for the tile -- @treturn ?|nil|Mixed the previous user data associated with the tile **OR** *nil* if the tile had no previous user data function Tile.set_data(surface, tile_pos, value) surface = Game.get_surface(surface) assert(surface, 'invalid surface') local key = Position.to_key(Position.floor(tile_pos)) return Game.get_or_set_data('_tile_data', surface.index, key, true, value) end Tile.set = Tile.set_data return Tile