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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-09 13:37:02 +02:00

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2021-02-06 12:42:10 -08:00
local Public = {}
local math_random = math.random
local table_insert = table.insert
local math_floor = math.floor
local table_shuffle = table.shuffle_table
local Table = require 'modules.scrap_towny_ffa.table'
local Team = require "modules.scrap_towny_ffa.team"
local Building = require "modules.scrap_towny_ffa.building"
local town_radius = 27
local radius_between_towns = 160
local ore_amount = 250
local colors = {}
local c1 = 250
local c2 = 210
local c3 = -40
for v = c1, c2, c3 do
table_insert(colors, { 0, 0, v })
end
for v = c1, c2, c3 do
table_insert(colors, { 0, v, 0 })
end
for v = c1, c2, c3 do
table_insert(colors, { v, 0, 0 })
end
for v = c1, c2, c3 do
table_insert(colors, { 0, v, v })
end
for v = c1, c2, c3 do
table_insert(colors, { v, v, 0 })
end
for v = c1, c2, c3 do
table_insert(colors, { v, 0, v })
end
local town_wall_vectors = {}
for x = 2, town_radius, 1 do
table_insert(town_wall_vectors, { x, town_radius })
table_insert(town_wall_vectors, { x * -1, town_radius })
table_insert(town_wall_vectors, { x, town_radius * -1 })
table_insert(town_wall_vectors, { x * -1, town_radius * -1 })
end
for y = 2, town_radius - 1, 1 do
table_insert(town_wall_vectors, { town_radius, y })
table_insert(town_wall_vectors, { town_radius, y * -1 })
table_insert(town_wall_vectors, { town_radius * -1, y })
table_insert(town_wall_vectors, { town_radius * -1, y * -1 })
end
local gate_vectors_horizontal = {}
for x = -1, 1, 1 do
table_insert(gate_vectors_horizontal, { x, town_radius })
table_insert(gate_vectors_horizontal, { x, town_radius * -1 })
end
local gate_vectors_vertical = {}
for y = -1, 1, 1 do
table_insert(gate_vectors_vertical, { town_radius, y })
table_insert(gate_vectors_vertical, { town_radius * -1, y })
end
local resource_vectors = {}
resource_vectors[1] = {}
for x = 7, 24, 1 do
for y = 7, 24, 1 do
table_insert(resource_vectors[1], { x, y })
end
end
resource_vectors[2] = {}
for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[2], { vector[1] * -1, vector[2] }) end
resource_vectors[3] = {}
for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[3], { vector[1] * -1, vector[2] * -1 }) end
resource_vectors[4] = {}
for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[4], { vector[1], vector[2] * -1 }) end
local additional_resource_vectors = {}
additional_resource_vectors[1] = {}
for x = 10, 22, 1 do
for y = -4, 4, 1 do
table_insert(additional_resource_vectors[1], { x, y })
end
end
additional_resource_vectors[2] = {}
for _, vector in pairs(additional_resource_vectors[1]) do table_insert(additional_resource_vectors[2], { vector[1] * -1, vector[2] }) end
additional_resource_vectors[3] = {}
for y = 10, 22, 1 do
for x = -4, 4, 1 do
table_insert(additional_resource_vectors[3], { x, y })
end
end
additional_resource_vectors[4] = {}
for _, vector in pairs(additional_resource_vectors[3]) do table_insert(additional_resource_vectors[4], { vector[1], vector[2] * -1 }) end
local clear_whitelist_types = {
["simple-entity"] = true,
["resource"] = true,
["cliff"] = true,
["tree"] = true,
}
local starter_supplies = {
{ name = "raw-fish", count = 3 },
{ name = "grenade", count = 3 },
{ name = "stone", count = 32 },
{ name = "land-mine", count = 4 },
{ name = "iron-gear-wheel", count = 16 },
{ name = "iron-plate", count = 32 },
{ name = "copper-plate", count = 16 },
{ name = "shotgun", count = 1 },
{ name = "shotgun-shell", count = 8 },
{ name = "firearm-magazine", count = 16 },
{ name = "firearm-magazine", count = 16 },
{ name = "gun-turret", count = 2 },
}
local function count_nearby_ore(surface, position, ore_name)
local count = 0
local r = town_radius + 8
for _, e in pairs(surface.find_entities_filtered({ area = { { position.x - r, position.y - r }, { position.x + r, position.y + r } }, force = "neutral", name = ore_name })) do
count = count + e.amount
end
return count
end
local function draw_town_spawn(player_name)
local ffatable = Table.get_table()
local market = ffatable.town_centers[player_name].market
local position = market.position
local surface = market.surface
local area = { { position.x - (town_radius + 1), position.y - (town_radius + 1) }, { position.x + (town_radius + 1), position.y + (town_radius + 1) } }
-- remove other than cliffs, rocks and ores and trees
for _, e in pairs(surface.find_entities_filtered({ area = area, force = "neutral" })) do
if not clear_whitelist_types[e.type] then
e.destroy()
end
end
-- create walls
for _, vector in pairs(gate_vectors_horizontal) do
local p = { position.x + vector[1], position.y + vector[2] }
--p = surface.find_non_colliding_position("gate", p, 64, 1)
if p then
surface.create_entity({ name = "gate", position = p, force = player_name, direction = 2 })
end
end
for _, vector in pairs(gate_vectors_vertical) do
local p = { position.x + vector[1], position.y + vector[2] }
--p = surface.find_non_colliding_position("gate", p, 64, 1)
if p then
surface.create_entity({ name = "gate", position = p, force = player_name, direction = 0 })
end
end
for _, vector in pairs(town_wall_vectors) do
local p = { position.x + vector[1], position.y + vector[2] }
--p = surface.find_non_colliding_position("stone-wall", p, 64, 1)
if p then
surface.create_entity({ name = "stone-wall", position = p, force = player_name })
end
end
-- ore patches
local ores = { "iron-ore", "copper-ore", "stone", "coal" }
table_shuffle(ores)
for i = 1, 4, 1 do
if count_nearby_ore(surface, position, ores[i]) < 200000 then
for _, vector in pairs(resource_vectors[i]) do
local p = { position.x + vector[1], position.y + vector[2] }
p = surface.find_non_colliding_position(ores[i], p, 64, 1)
if p then
surface.create_entity({ name = ores[i], position = p, amount = ore_amount })
end
end
end
end
-- starter chests
for _, item_stack in pairs(starter_supplies) do
local m1 = -8 + math_random(0, 16)
local m2 = -8 + math_random(0, 16)
local p = { position.x + m1, position.y + m2 }
p = surface.find_non_colliding_position("wooden-chest", p, 64, 1)
if p then
local e = surface.create_entity({ name = "wooden-chest", position = p, force = player_name })
local inventory = e.get_inventory(defines.inventory.chest)
inventory.insert(item_stack)
end
end
local vector_indexes = { 1, 2, 3, 4 }
table_shuffle(vector_indexes)
-- trees
--local tree = "tree-0" .. math_random(1, 9)
--for _, vector in pairs(additional_resource_vectors[vector_indexes[1]]) do
-- if math_random(1, 6) == 1 then
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position(tree, p, 64, 1)
-- if p then
-- surface.create_entity({name = tree, position = p})
-- end
-- end
--end
--local area = {{position.x - town_radius * 1.5, position.y - town_radius * 1.5}, {position.x + town_radius * 1.5, position.y + town_radius * 1.5}}
-- pond
for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do
local x = position.x + vector[1]
local y = position.y + vector[2]
local p = { x = x, y = y }
if surface.get_tile(p).name ~= "out-of-map" then
surface.set_tiles({ { name = "water-green", position = p } })
end
end
-- fish
for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do
local x = position.x + vector[1] + 0.5
local y = position.y + vector[2] + 0.5
local p = { x = x, y = y }
if math_random(1, 5) == 1 then
if surface.can_place_entity({ name = "fish", position = p }) then
surface.create_entity({ name = "water-splash", position = p })
surface.create_entity({ name = "fish", position = p })
end
end
end
-- uranium ore
--if count_nearby_ore(surface, position, "uranium-ore") < 100000 then
-- for _, vector in pairs(additional_resource_vectors[vector_indexes[3]]) do
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position("uranium-ore", p, 64, 1)
-- if p then
-- surface.create_entity({name = "uranium-ore", position = p, amount = ore_amount * 2})
-- end
-- end
--end
-- oil patches
--local vectors = additional_resource_vectors[vector_indexes[4]]
--for _ = 1, 3, 1 do
-- local vector = vectors[math_random(1, #vectors)]
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position("crude-oil", p, 64, 1)
-- if p then
-- surface.create_entity({name = "crude-oil", position = p, amount = 500000})
-- end
--end
end
local function is_valid_location(surface, position)
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local ffatable = Table.get_table()
if not surface.can_place_entity({ name = "market", position = position }) then
surface.create_entity({
name = "flying-text",
position = position,
text = "Position is obstructed - no room for market!",
color = { r = 0.77, g = 0.0, b = 0.0 }
})
return false
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end
for _, vector in pairs(town_wall_vectors) do
local p = { x = math_floor(position.x + vector[1]), y = math_floor(position.y + vector[2]) }
local tile = surface.get_tile(p.x, p.y)
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if tile.name == "out-of-map" then
surface.create_entity({
name = "flying-text",
position = position,
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text = "Town would be off-map!",
color = { r = 0.77, g = 0.0, b = 0.0 }
})
return false
end
end
if ffatable.size_of_town_centers > 48 then
surface.create_entity({
name = "flying-text",
position = position,
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text = "Too many town centers on the map!",
color = { r = 0.77, g = 0.0, b = 0.0 }
})
return false
end
if Building.near_town(position, surface, radius_between_towns) then
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surface.create_entity({
name = "flying-text",
position = position,
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text = "Town location is too close to another town center!",
color = { r = 0.77, g = 0.0, b = 0.0 }
})
return false
end
local area = { { position.x - town_radius, position.y - town_radius }, { position.x + town_radius, position.y + town_radius } }
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local count = 0
for _, e in pairs(surface.find_entities_filtered({ area = area })) do
if e.force.name == "enemy" then
count = count + 1
end
end
if count > 1 then
surface.create_entity({
name = "flying-text",
position = position,
text = "I got a bad feeling about this! There are enemies nearby.",
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color = { r = 0.77, g = 0.0, b = 0.0 }
})
end
return true
end
function Public.set_market_health(entity, final_damage_amount)
local ffatable = Table.get_table()
local town_center = ffatable.town_centers[entity.force.name]
town_center.health = math_floor(town_center.health - final_damage_amount)
if town_center.health > town_center.max_health then town_center.health = town_center.max_health end
local m = town_center.health / town_center.max_health
entity.health = 150 * m
rendering.set_text(town_center.health_text, "HP: " .. town_center.health .. " / " .. town_center.max_health)
end
function Public.update_coin_balance(force)
local ffatable = Table.get_table()
local town_center = ffatable.town_centers[force.name]
rendering.set_text(town_center.coins_text, "Coins: " .. town_center.coin_balance)
end
local function is_color_used(color, town_centers)
for _, center in pairs(town_centers) do
if center.color then
if center.color.r == color.r and center.color.g == color.g and center.color.b == color.b then return true end
end
end
end
local function get_color()
local ffatable = Table.get_table()
local town_centers = ffatable.town_centers
local c
local shuffle_index = {}
for i = 1, #colors, 1 do shuffle_index[i] = i end
table_shuffle(shuffle_index)
for i = 1, #colors, 1 do
c = { r = colors[shuffle_index[i]][1], g = colors[shuffle_index[i]][2], b = colors[shuffle_index[i]][3], }
if not is_color_used(c, town_centers) then return c end
end
return c
end
local function found_town(event)
local entity = event.created_entity
if entity == nil or not entity.valid then return true end -- cancel, not a valid entity placed
if entity.name ~= "stone-furnace" then return false end -- cancel, player did not place a stone-furnace
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local player = game.players[event.player_index]
if player.force ~= game.forces.player and player.force ~= game.forces["rogue"] then return false end -- cancel, player is in a team already
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local force_name = tostring(player.name)
if game.forces[force_name] then return end -- cancel, player is mayor of town
if Team.has_key(player) == false then return false end -- cancel, player has already placed a town
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local surface = entity.surface
local ffatable = Table.get_table()
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if ffatable.cooldowns_town_placement[player.index] then
if game.tick < ffatable.cooldowns_town_placement[player.index] then
surface.create_entity({
name = "flying-text",
position = entity.position,
text = "Town founding is on cooldown for " .. math.ceil((ffatable.cooldowns_town_placement[player.index] - game.tick) / 3600) .. " minutes.",
color = { r = 0.77, g = 0.0, b = 0.0 }
})
player.insert({ name = "stone-furnace", count = 1 })
entity.destroy()
return true
end
end
local position = entity.position
entity.destroy()
if not is_valid_location(surface, position) then
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player.insert({ name = "stone-furnace", count = 1 })
return true
end
Team.add_new_force(force_name)
ffatable.town_centers[force_name] = {}
local town_center = ffatable.town_centers[force_name]
town_center.market = surface.create_entity({ name = "market", position = position, force = force_name })
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town_center.chunk_position = { math.floor(town_center.market.position.x / 32), math.floor(town_center.market.position.y / 32) }
town_center.max_health = 1000
town_center.coin_balance = 0
town_center.input_buffer = {}
town_center.output_buffer = {}
town_center.health = town_center.max_health
town_center.color = get_color()
town_center.research_counter = 1
town_center.upgrades = {}
town_center.upgrades.mining_prod = 0
town_center.upgrades.laser_turret = {}
town_center.upgrades.laser_turret.slots = 0
town_center.upgrades.laser_turret.locations = {}
town_center.evolution = {}
town_center.evolution.biters = 0
town_center.evolution.spitters = 0
town_center.evolution.worms = 0
town_center.coins_text = rendering.draw_text {
text = "Coins: " .. town_center.coin_balance,
surface = surface,
target = town_center.market,
target_offset = { 0, -2.75 },
color = { 200, 200, 200 },
scale = 1.00,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
town_center.health_text = rendering.draw_text {
text = "HP: " .. town_center.health .. " / " .. town_center.max_health,
surface = surface,
target = town_center.market,
target_offset = { 0, -3.25 },
color = { 200, 200, 200 },
scale = 1.00,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
town_center.town_caption = rendering.draw_text {
text = player.name .. "'s Town",
surface = surface,
target = town_center.market,
target_offset = { 0, -4.25 },
color = town_center.color,
scale = 1.30,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
ffatable.size_of_town_centers = ffatable.size_of_town_centers + 1
draw_town_spawn(force_name)
Team.add_player_to_town(player, town_center)
Team.add_chart_tag(game.forces.player, town_center.market)
local force = player.force
-- set the spawn point
local pos = { x = town_center.market.position.x, y = town_center.market.position.y + 4 }
--log("setting spawn point = {" .. spawn_point.x .. "," .. spawn_point.y .. "}")
force.set_spawn_position(pos, surface)
ffatable.spawn_point[player.name] = pos
ffatable.cooldowns_town_placement[player.index] = game.tick + 3600 * 15
Team.remove_key(player)
game.print(">> " .. player.name .. " has founded a new town!", { 255, 255, 0 })
return true
end
local function on_built_entity(event)
found_town(event)
end
local function on_player_repaired_entity(event)
local entity = event.entity
if entity.name == "market" then
Public.set_market_health(entity, -4)
end
end
--local function on_robot_repaired_entity(event)
-- local entity = event.entity
-- if entity.name == "market" then
-- Public.set_market_health(entity, -4)
-- end
--end
local function on_entity_damaged(event)
local entity = event.entity
if not entity.valid then return end
if entity.name == "market" then
Public.set_market_health(entity, event.final_damage_amount)
end
end
local on_init = function ()
local ffatable = Table.get_table()
ffatable.town_centers = {}
ffatable.size_of_town_centers = 0
ffatable.cooldowns_town_placement = {}
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
--Event.add(defines.events.on_robot_repaired_entity, on_robot_repaired_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
return Public