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Update tank_conquest.lua
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@ -208,6 +208,8 @@
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game.forces[ force.name ].technologies[ 'artillery-shell-speed-1' ].enabled = false
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game.forces[ force.name ].technologies[ 'follower-robot-count-1' ].researched = true
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game.forces[ force.name ].technologies[ 'atomic-bomb' ].enabled = false
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game.forces[ force.name ].set_turret_attack_modifier( 'flamethrower-turret', 4 )
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@ -624,6 +626,56 @@
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end
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function draw_gui_spawn( player )
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if player.gui.center[ 'draw_gui_spawn' ] then player.gui.center[ 'draw_gui_spawn' ].destroy() end
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if global.table_of_properties.game_stage ~= 'ongoing_game' then return end
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local element_frame = player.gui.center.add( { type = 'frame', name = 'draw_gui_spawn', direction = 'horizontal' } )
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element_frame.style.top_margin = 100
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for _, spot in pairs( global.table_of_spots ) do
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local element_button = element_frame.add( { type = 'sprite-button', name = 'draw_gui_spawn_' .. spot.properties.name, caption = spot.properties.name } )
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element_button.enabled = false
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local color = table_of_colors.white
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if player.force.name ~= 'force_spectator' then
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color = table_of_colors.neutral
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if spot.properties.force.name == global.table_of_properties[ player.force.name ].name and spot.properties.value >= 50 then element_button.enabled = true end
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if spot.properties.force.name == global.table_of_properties[ player.force.name ].name and spot.properties.value > 0 then color = table_of_colors.team end
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if spot.properties.force.name == global.table_of_properties[ player.force.name ].enemy and spot.properties.value > 0 then color = table_of_colors.enemy end
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end
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element_button.style.font_color = color
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end
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for _, element_item in pairs( element_frame.children ) do
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element_item.style.padding = 0
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element_item.style.margin = 0
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element_item.style.vertical_align = 'center'
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element_item.style.horizontal_align = 'center'
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element_item.style.font = 'heading-2'
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end
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end
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function create_a_tank( player )
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local table_of_entities = player.surface.find_entities_filtered( { name = 'tank', force = player.force.name } )
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@ -1060,7 +1112,7 @@
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end
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for _, player in pairs( game.connected_players ) do if player.force.name == spot.properties.force.name and spot.properties.value == 100 then player.force.chart( game.surfaces.tank_conquest, { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } } ) end end
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for _, player in pairs( game.connected_players ) do if player.force.name == spot.properties.force.name and spot.properties.value > 0 then player.force.chart( game.surfaces.tank_conquest, { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } } ) end end
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for _, player in pairs( spot.players ) do
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@ -1176,14 +1228,10 @@
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local position = game.forces.force_player_one.get_spawn_position( game.surfaces.tank_conquest )
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-- map_functions.draw_noise_tile_circle( { x = position.x - 50, y = 60 }, 'water', game.surfaces.tank_conquest, math.random( 8, 10 ) )
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map_functions.draw_noise_tile_circle( { x = position.x - 50, y = 10 }, 'water', game.surfaces.tank_conquest, math.random( 8, 10 ) )
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local radius, angle, sides = 10, 1, #table_of_ores
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-- local table_of_positions = draw_a_polygon( { x = position.x - 50, y = 60 }, radius, angle, sides )
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local table_of_positions = draw_a_polygon( { x = position.x - 50, y = 10 }, radius, angle, sides )
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for index = 1, #table_of_positions do map_functions.draw_smoothed_out_ore_circle( table_of_positions[ index + 1 ], table_of_ores[ index ], game.surfaces.tank_conquest, 15, 3000 ) end
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@ -1192,28 +1240,20 @@
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local position = game.forces.force_player_two.get_spawn_position( game.surfaces.tank_conquest )
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-- map_functions.draw_noise_tile_circle( { x = position.x + 50, y = 60 }, 'water', game.surfaces.tank_conquest, math.random( 8, 10 ) )
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map_functions.draw_noise_tile_circle( { x = position.x + 50, y = 10 }, 'water', game.surfaces.tank_conquest, math.random( 8, 10 ) )
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local radius, angle, sides = 10, 1, #table_of_ores
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-- local table_of_positions = draw_a_polygon( { x = position.x + 50, y = 60 }, radius, angle, sides )
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local table_of_positions = draw_a_polygon( { x = position.x + 50, y = 10 }, radius, angle, sides )
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for index = 1, #table_of_positions do map_functions.draw_smoothed_out_ore_circle( table_of_positions[ index + 1 ], table_of_ores[ index ], game.surfaces.tank_conquest, 15, 3000 ) end
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create_a_base( 'force_player_two', position )
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-- local position = { x = 0, y = - 350 }
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local position = { x = 0, y = - 500 }
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create_a_point_of_interest( blueprint_poi_laser_json, position )
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-- local position = { x = 0, y = 450 }
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local position = { x = 0, y = 500 }
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create_a_point_of_interest( blueprint_poi_fire_json, position )
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@ -1224,8 +1264,6 @@
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local length_of_names = math.random( 3, #table_of_names )
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-- local position, radius, angle, sides = { x = 0, y = 50 }, math.random( 150, 250 ), math.random( 0.1, 6.3 ), length_of_names
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local position, radius, angle, sides = { x = 0, y = 0 }, math.random( 150, 250 ), math.random( 0.1, 6.3 ), length_of_names
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local table_of_positions = draw_a_polygon( position, radius, angle, sides )
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@ -1254,10 +1292,6 @@
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if global.table_of_properties.game_stage == 'preparing_spawn_positions' then
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-- game.forces.force_player_one.set_spawn_position( { x = - 500, y = 50 }, game.surfaces.tank_conquest )
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-- game.forces.force_player_two.set_spawn_position( { x = 500, y = 50 }, game.surfaces.tank_conquest )
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game.forces.force_player_one.set_spawn_position( { x = - 500, y = 0 }, game.surfaces.tank_conquest )
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game.forces.force_player_two.set_spawn_position( { x = 500, y = 0 }, game.surfaces.tank_conquest )
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@ -1294,14 +1328,6 @@
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game.surfaces.tank_conquest.request_to_generate_chunks( { 0, 0 }, 1 )
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-- game.surfaces.tank_conquest.request_to_generate_chunks( { - 500, 50 }, 1 )
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-- game.surfaces.tank_conquest.request_to_generate_chunks( { 500, 50 }, 1 )
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-- game.surfaces.tank_conquest.request_to_generate_chunks( { 0, - 350 }, 1 )
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-- game.surfaces.tank_conquest.request_to_generate_chunks( { 0, 450 }, 1 )
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game.surfaces.tank_conquest.request_to_generate_chunks( { - 500, 0 }, 1 )
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game.surfaces.tank_conquest.request_to_generate_chunks( { 500, 0 }, 1 )
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@ -1572,6 +1598,8 @@
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local player = game.players[ event.player_index ]
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if player.gui.center[ 'draw_gui_spawn' ] then player.gui.center[ 'draw_gui_spawn' ].destroy() end
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player_icon_add( player )
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create_a_tank( player )
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@ -1596,6 +1624,8 @@
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end
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draw_gui_spawn( player )
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player_icon_remove( player )
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if global.table_of_tanks[ player.index ] ~= nil and global.table_of_tanks[ player.index ].valid then
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