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ComfyFactorio/maps/junkyard_pvp/main.lua

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Lua
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local Tabs = require 'comfy_panel.main'
local Map_score = require "modules.map_score"
local Terrain = require "maps.junkyard_pvp.terrain"
local Gui = require "maps.junkyard_pvp.gui"
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require "maps.junkyard_pvp.surrounded_by_worms"
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require "modules.flashlight_toggle_button"
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require "modules.rocks_heal_over_time"
require "maps.junkyard_pvp.share_chat"
require "modules.mineable_wreckage_yields_scrap"
local Team = require "maps.junkyard_pvp.team"
local Reset = require "functions.soft_reset"
local Map = require "modules.map_info"
local math_random = math.random
local Public = {}
local map_gen_settings = {
["seed"] = 1,
["water"] = 1,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["default_enable_all_autoplace_controls"] = false,
["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
["tile"] = {treat_missing_as_default = false},
["decorative"] = {treat_missing_as_default = false},
},
}
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local function set_player_colors()
for _, player in pairs(game.forces.west.players) do
player.color = {50, 255, 50}
end
for _, player in pairs(game.forces.east.players) do
player.color = {50, 50, 255}
end
end
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function Public.reset_map()
Terrain.create_mirror_surface()
if not global.active_surface_index then
global.active_surface_index = game.create_surface("pvp_junkyard", map_gen_settings).index
else
global.active_surface_index = Reset.soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, Team.starting_items).index
end
local surface = game.surfaces[global.active_surface_index]
surface.request_to_generate_chunks({0,0}, 6)
surface.force_generate_chunk_requests()
game.forces.spectator.set_spawn_position({0, -128}, surface)
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game.forces.west.set_spawn_position({-85, 5}, surface)
game.forces.east.set_spawn_position({85, 5}, surface)
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Team.set_force_attributes()
Team.assign_random_force_to_active_players()
for _, player in pairs(game.connected_players) do
Team.teleport_player_to_active_surface(player)
end
for _, player in pairs(game.forces.spectator.connected_players) do
player.character.destroy()
Team.set_player_to_spectator(player)
end
for _, player in pairs(game.forces.spectator.players) do
Gui.rejoin_question(player)
end
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set_player_colors()
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end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if global.game_reset_tick then return end
if entity.name ~= "cargo-wagon" then return end
if entity == global.map_forces.east.cargo_wagon or entity == global.map_forces.west.cargo_wagon then
if entity.force.name == "east" then
game.print("East lost their cargo-wagon.", {100, 100, 100})
game.print(string.upper(">>>> West team has won the game!!! <<<<"), {250, 120, 0})
game.forces.east.play_sound{path="utility/game_lost", volume_modifier=0.85}
game.forces.west.play_sound{path="utility/game_won", volume_modifier=0.85}
for _, player in pairs(game.forces.west.connected_players) do
if global.map_forces.east.player_count > 0 then
Map_score.set_score(player, Map_score.get_score(player) + 1)
end
end
else
game.print("West lost their cargo-wagon.", {100, 100, 100})
game.print(string.upper(">>>> East team has won the game!!! <<<<"), {250, 120, 0})
game.forces.west.play_sound{path="utility/game_lost", volume_modifier=0.85}
game.forces.east.play_sound{path="utility/game_won", volume_modifier=0.85}
for _, player in pairs(game.forces.east.connected_players) do
if global.map_forces.west.player_count > 0 then
Map_score.set_score(player, Map_score.get_score(player) + 1)
end
end
end
game.print("Next round starting in 60 seconds..", {150, 150, 150})
for _, player in pairs(game.forces.spectator.connected_players) do
player.play_sound{path="utility/game_won", volume_modifier=0.85}
end
global.game_reset_tick = game.tick + 3600
game.delete_surface("mirror_terrain")
for _, player in pairs(game.connected_players) do
for _, child in pairs(player.gui.left.children) do child.destroy() end
Tabs.comfy_panel_call_tab(player, "Map Scores")
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
local surface = game.surfaces[global.active_surface_index]
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set_player_colors()
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Gui.spectate_button(player)
if player.surface.index ~= global.active_surface_index then
if player.force.name == "spectator" then
Team.set_player_to_spectator(player)
Team.teleport_player_to_active_surface(player)
return
end
Team.assign_force_to_player(player)
Team.teleport_player_to_active_surface(player)
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Team.put_player_into_random_team(player)
set_player_colors()
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end
end
local function set_player_spawn_and_refill_fish()
for key, force in pairs(global.map_forces) do
local cargo_wagon = force.cargo_wagon
if cargo_wagon then
if cargo_wagon.valid then
local surface = cargo_wagon.surface
--fill fish in cargo wagon
cargo_wagon.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = math.random(1, 2)})
--set player spawn to cargo wagon position
local position = surface.find_non_colliding_position("stone-furnace", cargo_wagon.position, 16, 2)
if not position then return end
game.forces[key].set_spawn_position({x = position.x, y = position.y}, surface)
--set fish chart tag
if force.fish_tag then
if force.fish_tag.valid then
force.fish_tag.destroy()
end
end
force.fish_tag = cargo_wagon.force.add_chart_tag(
surface,
{icon = {type = 'item', name = 'raw-fish'},
position = cargo_wagon.position,
text = " ",
})
end
end
end
end
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local function on_console_command(event)
set_player_colors()
end
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local function tick()
local game_tick = game.tick
if game_tick % 240 == 0 then
local surface = game.surfaces[global.active_surface_index]
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local area = {{-256, -127}, {255, 128}}
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game.forces.west.chart(surface, area)
game.forces.east.chart(surface, area)
end
if global.game_reset_tick then
if global.game_reset_tick < game_tick then
global.game_reset_tick = nil
Public.reset_map()
end
return
end
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if game_tick % 1800 == 0 then
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set_player_spawn_and_refill_fish()
end
end
local function on_init()
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game.difficulty_settings.technology_price_multiplier = 0.25
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game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = false
game.map_settings.pollution.enabled = false
global.map_forces = {
["west"] = {},
["east"] = {},
}
local T = Map.Pop_info()
T.main_caption = "Junkyard PVP"
T.sub_caption = "a playground made of scrap"
T.text = table.concat({
"The opponent team wants your fish cargo!\n",
"\n",
"Destroy their cargo wagon to win the round!\n",
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"\n",
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--"Sometimes you will encounter impassable dark chasms or ponds.\n",
--"Some explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\n",
--"All they need is a container and a well aimed shot.\n",
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})
T.main_caption_color = {r = 150, g = 0, b = 255}
T.sub_caption_color = {r = 0, g = 250, b = 150}
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global.rocks_yield_ore_base_amount = 150
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Team.create_forces()
Public.reset_map()
end
local event = require 'utils.event'
event.on_init(on_init)
event.on_nth_tick(60, tick)
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event.add(defines.events.on_console_command, on_console_command)
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event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
require "modules.rocks_yield_ore"