local radar = {} local GRID_SIZE = 16 local MAX_RADIUS = 3200 local function scan_orbit(entity, planet_name) local surface = game.planets[planet_name] and game.planets[planet_name].surface if not surface then return end storage.grid_pos = storage.grid_pos or {} local scan_key = entity.force.name .. "_" .. planet_name if not storage.grid_pos[scan_key] then storage.grid_pos[scan_key] = {x = 0, y = 0, d = 0, step_limit = 1, steps_taken = 0, iteration = 0} end local state = storage.grid_pos[scan_key] local position = {x = state.x, y = state.y} local blocked = false for _, jammer in pairs(surface.find_entities_filtered{ area = {{position.x - 120, position.y - 120}, {position.x + 120, position.y + 120}}, type = "radar" }) do if jammer.force ~= entity.force and jammer.force.name ~= "neutral" then blocked = true break end end local scan_range = 1 if not blocked then surface.request_to_generate_chunks(position, scan_range) entity.force.chart(surface, { {position.x - (GRID_SIZE * scan_range), position.y - (GRID_SIZE * scan_range)}, {position.x + (GRID_SIZE * scan_range), position.y + (GRID_SIZE * scan_range)} }) end if state.d == 0 then state.x = state.x + GRID_SIZE * scan_range * 2 elseif state.d == 1 then state.y = state.y + GRID_SIZE * scan_range * 2 elseif state.d == 2 then state.x = state.x - GRID_SIZE * scan_range * 2 else state.y = state.y - GRID_SIZE * scan_range * 2 end state.steps_taken = state.steps_taken + 1 if state.steps_taken >= state.step_limit then state.steps_taken = 0 state.d = (state.d + 1) % 4 state.iteration = state.iteration + 1 if state.iteration % 2 == 0 then state.step_limit = state.step_limit + 1 end end if math.abs(state.x) > MAX_RADIUS or math.abs(state.y) > MAX_RADIUS then storage.grid_pos[scan_key] = {x = 0, y = 0, d = 0, step_limit = 1, steps_taken = 0, iteration = 0} end end function radar.on_orbital_scan_tick() for _, surface in pairs(game.surfaces) do local platform = surface.platform local location = platform and platform.space_location if location and game.planets[location.name] then for _, entity in pairs(surface.find_entities_filtered{type = "radar"}) do if entity.valid and entity.active then scan_orbit(entity, location.name) end end end end end function radar.on_built_entity(event) local entity = event.entity if not (entity and entity.valid) or entity.type ~= "radar" or entity.surface.platform then return end local jammer_force, jammer_pos, jammer_radius = entity.force, entity.position, 120 for _, enemy_force in pairs(game.forces) do if enemy_force.name ~= jammer_force.name and enemy_force.name ~= "neutral" then local min_x = math.floor((jammer_pos.x - jammer_radius) / 32) local min_y = math.floor((jammer_pos.y - jammer_radius) / 32) local max_x = math.ceil((jammer_pos.x + jammer_radius) / 32) local max_y = math.ceil((jammer_pos.y + jammer_radius) / 32) for x = min_x, max_x do for y = min_y, max_y do enemy_force.unchart_chunk({x = x, y = y}, entity.surface) end end storage.player_targets = storage.player_targets or {} local key = enemy_force.name .. "_" .. entity.surface.name local target = storage.player_targets[key] if target then local dx, dy = math.abs(target.position.x - jammer_pos.x), math.abs(target.position.y - jammer_pos.y) -- Jam the same reach on each axis, rather than a circular radius. if dx <= jammer_radius and dy <= jammer_radius then storage.player_targets[key] = nil local message = "[color=red][JAMMER] Your drop zone at [" .. math.floor(target.position.x) .. ", " .. math.floor(target.position.y) .. "] on " .. entity.surface.name .. " has been JAMMED by " .. jammer_force.name .. "![/color]" for _, player in pairs(enemy_force.players) do if player.valid then player.print(message) end end end end end end end return radar