--control.lua ---@diagnostic disable-next-line: trailing-space script.on_event(defines.events.on_built_entity, function(event) local player = game.get_player(event.player_index) --ThisVariablePlayer --local ThisVariableEntity = event.stack --created_entity = table | name = 6 | stack = table | item = table | tick = integer::600 --player.print("detected player built non-ghost-entity " ..tostring(ThisVariableEntity)) player.print("You built "event.created_entity.name) end, {{filter = "ghost", invert = true}}) script.on_event(defines.events.on_robot_built_entity, function(event) game.print("A bot built "event.created_entity.name) end, {{filter = "ghost", invert = true}}) --remove from target list if: --script.on_event(defines.events.on_player_mined_entity) --script.on_event(defines.events.on_bot_mined_entity) --script.on_event(defines.events.one_entity_destroyed) --eine liste von allen potenziellen Zielen anhand von entity unit nummer: --Ziele die von Robotern oder Spielern abbgebaut oder zerstört wurden werden von der Liste wieder gestrichen --alle x(once every 10h per player) ticks (if table not nil) eine random Stelle aus der Liste wählen der Ziele, koordinate abfragen, explodieren lassen. --check that it always happens out of line of sight of the player --if thisVariableEntity.can_be_destroyed() than -- thisVariableEntity.gps_tag -- other implementation idea: randomly check a chunk for critical targets? as long as special biter bases are there?