I think this is correct way to use iterate over it as a hashmap. don't have much lua practice
-- Library for miscellaneous utilitiy functions and global helper variables
--[[ FUNCTIONS ]]
-- Check if a gear is inside a box
function gearIsInBox(gear, x, y, w, h)
local gx, gy = GetGearPosition(gear)
if gx >= x and gy >= y and gx <= x + w and gy <= y + h then
return true
end
return false
end
-- Check if a gear is inside a circle
function gearIsInCircle(gear, x, y, r, useRadius)
local gx, gy = GetGearPosition(gear)
if useRadius then
r = r + GetGearRadius(gear)
end
if r ^ 2 >= (x - gx) ^ 2 + (y - gy) ^ 2 then
return true
end
return false
end
local function drawFullMap(erase, flush)
for x = 200,4000,600 do
for y = 100,2000,150 do
AddPoint(x, y, 63, erase)
end
end
if flush ~= false then
FlushPoints()
end
end
-- Completely fill the map with land. Requires MapGen=mgDrawn.
-- If flush is false, FlushPoints() is not called.
function fillMap(flush)
drawFullMap(false, flush)
end
-- Completely erase all land from drawn maps. Requires MapGen=mgDrawn.
-- If flush is false, FlushPoints() is not called.
function eraseMap(flush)
drawFullMap(true, flush)
end
--[[ GLOBAL VARIABLES ]]
-- Shared common land color values for land sprites.
-- These are useful if you want to make the land type visible.
-- To be used as tint argument of PlaceSprite.
U_LAND_TINT_NORMAL = 0xFFFFFFFF -- tint for normal land
U_LAND_TINT_INDESTRUCTIBLE = 0x960000FF -- tint for indestructible land
U_LAND_TINT_ICE = 0x00FAFAFA -- tint for icy land
U_LAND_TINT_BOUNCY = 0x00FA00FF -- tint for bouncy land