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desert oasis update
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@ -1,8 +1,10 @@
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--luacheck: ignore
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if not script.active_mods['space-age'] then
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require 'modules.satellite_score'
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end
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require 'modules.thirst'
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local Map_info = require 'modules.map_info'
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local FT = require 'utils.functions.flying_texts'
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local get_noise = require 'utils.math.get_noise'
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local table_insert = table.insert
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@ -17,15 +19,7 @@ local sand_damage = oasis_start * 100 + 16
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local trees = { 'tree-01', 'tree-04', 'tree-06', 'tree-08-red', 'tree-08', 'tree-09' }
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local tile_to_item = {
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['stone-path'] = 'stone-brick',
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['hazard-concrete-left'] = 'hazard-concrete',
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['hazard-concrete-right'] = 'hazard-concrete',
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['refined-hazard-concrete-left'] = 'refined-hazard-concrete',
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['refined-hazard-concrete-right'] = 'refined-hazard-concrete'
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}
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local save_tiles = {
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local safe_tiles = {
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['stone-path'] = true,
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['concrete'] = true,
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['hazard-concrete-left'] = true,
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@ -34,43 +28,91 @@ local save_tiles = {
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['refined-hazard-concrete-left'] = true,
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['refined-hazard-concrete-right'] = true,
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['water'] = true,
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['water-shallow'] = true,
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['water-mud'] = true,
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['grass-1'] = true,
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['grass-2'] = true,
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['grass-3'] = true,
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['water'] = true,
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['deepwater'] = true
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}
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local function get_moisture(position)
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local function calculate_vulcanus(surface, position)
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local temperatures = surface.calculate_tile_properties({'vulcanus_temperature'}, {position})
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local temperature = temperatures and temperatures['vulcanus_temperature'][1]
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-- 75 mini hot, 100 hot a lot
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-- 50% moisture, 0% moisture
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local moisture = math.round((-2) * temperature + 200, 1)
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return moisture
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end
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local function calculate_nauvis(_surface, position)
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local moisture = get_noise('oasis', position, storage.desert_oasis_seed)
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moisture = moisture * 128
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moisture = math.round(moisture, 1)
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return moisture
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end
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local function moisture_meter(player, moisture)
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local moisture_meter = player.gui.top.moisture_meter
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if not moisture_meter then
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moisture_meter = player.gui.top.add({ type = 'frame', name = 'moisture_meter' })
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moisture_meter.style.padding = 3
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local label = moisture_meter.add({ type = 'label', caption = 'Moisture Meter:' })
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label.style.font = 'heading-2'
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label.style.font_color = { 0, 150, 0 }
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local label = moisture_meter.add({ type = 'label', caption = 0 })
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label.style.font = 'heading-2'
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label.style.font_color = { 175, 175, 175 }
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local function calculate_fulgora(surface, position)
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local elevations = surface.calculate_tile_properties({'fulgora_elevation'}, {position})
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local elevation = elevations['fulgora_elevation'][1]
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-- 0 ocean, 105 plateaus
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-- 60% moisture, 45% moisture
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local moisture = math.round((-1/7) * elevation + 60, 1)
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return moisture
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end
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moisture_meter.children[2].caption = moisture
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local function calculate_gleba(surface, position)
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local elevations = surface.calculate_tile_properties({'gleba_elevation'}, {position})
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local elevation = elevations['gleba_elevation'][1]
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-- 0 water, 150 plateaus
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-- 100%+ moisture, 80% moisture
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local moisture = math.round((-2/15) * elevation + 100, 1)
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return moisture
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end
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local function calculate_aquilo(surface, position)
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local moisture = 45
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return moisture
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end
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local function get_moisture(surface, position)
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local planet_calcs = {
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nauvis = calculate_nauvis,
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gleba = calculate_gleba,
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vulcanus = calculate_vulcanus,
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aquilo = calculate_aquilo,
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fulgora = calculate_fulgora
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}
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local planet = surface.planet and surface.planet.name or 'custom'
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local moisture = 50
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if planet_calcs[planet] then
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moisture = planet_calcs[planet](surface, position)
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end
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return moisture
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end
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local function moisture_meter(player, moisture)
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local moisture_meter_gui = player.gui.top.moisture_meter
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if not moisture_meter_gui then
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moisture_meter_gui = player.gui.top.add({ type = 'frame', name = 'moisture_meter' })
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moisture_meter_gui.style.padding = 3
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local label = moisture_meter_gui.add({ type = 'label', caption = 'Moisture Meter:' })
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label.style.font = 'heading-2'
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label.style.font_color = { 0, 150, 0 }
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local number_label = moisture_meter_gui.add({ type = 'label', caption = 0 })
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number_label.style.font = 'heading-2'
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number_label.style.font_color = { 175, 175, 175 }
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end
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moisture_meter_gui.children[2].caption = moisture
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end
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local function draw_oasis(surface, left_top, seed)
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local tiles = {}
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local size_of_tiles = 0
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local entities = {}
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local size_of_entities = 0
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local decoratives = {}
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local left_top_x = left_top.x
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local left_top_y = left_top.y
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@ -80,33 +122,41 @@ local function draw_oasis(surface, left_top, seed)
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local noise = get_noise('oasis', position, seed)
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if noise >= oasis_start then
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if noise > water_start or noise > oasis_start + 0.035 and get_noise('cave_ponds', position, seed) > 0.72 then
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size_of_tiles = size_of_tiles + 1
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if noise > 0.85 then
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tiles[size_of_tiles] = { name = 'deepwater', position = position }
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if noise > 0.87 then
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tiles[#tiles + 1] = { name = 'deepwater', position = position }
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elseif noise > 0.85 then
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tiles[#tiles + 1] = { name = 'water', position = position }
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elseif noise > 0.83 then
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tiles[#tiles + 1] = { name = 'water-mud', position = position }
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else
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tiles[size_of_tiles] = { name = 'water', position = position }
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tiles[#tiles + 1] = { name = 'water-shallow', position = position }
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if math_random(1, 6) == 1 then
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decoratives[#decoratives + 1] = {name = 'green-bush-mini', position = position, amount = math_random(1, 6)}
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end
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end
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if math_random(1, 64) == 1 then
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size_of_entities = size_of_entities + 1
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entities[size_of_entities] = { name = 'fish', position = position }
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entities[#entities + 1] = { name = 'fish', position = position }
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end
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else
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size_of_tiles = size_of_tiles + 1
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tiles[size_of_tiles] = { name = 'grass-' .. math_floor(noise * 32) % 3 + 1, position = position }
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tiles[#tiles + 1] = { name = 'grass-' .. math_floor(noise * 32) % 3 + 1, position = position }
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for _, cliff in pairs(surface.find_entities_filtered({ type = 'cliff', position = position })) do
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cliff.destroy()
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end
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if math_random(1, 12) == 1 and surface.can_place_entity({ name = 'coal', position = position, amount = 1 }) then
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size_of_entities = size_of_entities + 1
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if math_abs(get_noise('n3', position, seed)) > 0.50 then
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entities[size_of_entities] = { name = trees[math_floor(get_noise('n2', position, seed) * 9) % 6 + 1], position = position }
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entities[#entities + 1] = { name = trees[math_floor(get_noise('n2', position, seed) * 9) % 6 + 1], position = position }
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end
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end
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end
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elseif noise < -0.9 then
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decoratives[#decoratives + 1] = {name = 'sand-decal', position = position, amount = 1}
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else
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if math_random(1, 6) == 1 then
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decoratives[#decoratives + 1] = {name = 'sand-dune-decal', position = position, amount = 1}
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end
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end
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end
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end
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@ -118,11 +168,24 @@ local function draw_oasis(surface, left_top, seed)
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surface.create_entity(entity)
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end
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end
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surface.create_decoratives({decoratives = decoratives, check_collision = true})
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end
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local function create_crash_site(surface, position)
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local p = surface.find_non_colliding_position('stone', position, 50, 0.5)
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if not p then
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return
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end
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local e = surface.create_entity({ name = 'crash-site-spaceship', position = p, force = 'player', create_build_effect_smoke = false })
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if not e or not e.valid then return end
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e.insert({ name = 'repair-pack', count = 2 })
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e.insert({ name = 'water-barrel', count = 5 })
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e.minable = false
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end
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local function on_chunk_generated(event)
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local surface = event.surface
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if surface.name ~= 'desert_oasis' then
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if surface.name ~= 'nauvis' then
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return
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end
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local seed = storage.desert_oasis_seed
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@ -131,13 +194,6 @@ local function on_chunk_generated(event)
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for _, entity in pairs(surface.find_entities_filtered({ area = event.area, type = 'resource' })) do
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if get_noise('oasis', entity.position, seed) <= oasis_start then
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entity.destroy()
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else
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if prototypes.item[entity.name] then
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surface.create_entity(
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{ name = entity.name, position = entity.position, amount = math_random(200, 300) + math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.65 }
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)
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entity.destroy()
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end
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end
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end
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@ -152,19 +208,13 @@ local function on_chunk_generated(event)
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entity.destroy()
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end
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end
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local noise = get_noise('oasis', left_top, seed)
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if noise > oasis_start - 0.35 then
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draw_oasis(surface, left_top, seed)
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return
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if left_top.x == 64 and left_top.y == 64 then
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create_crash_site(surface, {75, 75})
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end
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end
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local function on_init()
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if game.surfaces['desert_oasis'] then
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return
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end
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local T = Map_info.Pop_info()
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T.localised_category = 'desert_oasis'
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T.main_caption_color = { r = 170, g = 170, b = 0 }
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@ -174,20 +224,154 @@ local function on_init()
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water = 0.0,
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property_expression_names = {
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temperature = 50,
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moisture = 0
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moisture = 0,
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elevation = 'elevation_nauvis'
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},
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starting_area = 1,
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starting_area = 3,
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terrain_segmentation = 0.1,
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cliff_settings = { cliff_elevation_interval = 8, cliff_elevation_0 = 8 },
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cliff_settings = {
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cliff_elevation_interval = 40,
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cliff_elevation_0 = 0,
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cliff_smoothing = 0,
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name = 'cliff',
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richness = 1,
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control = 'nauvis_cliff'
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},
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default_enable_all_autoplace_controls = false,
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autoplace_controls = {
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['coal'] = { frequency = 23, size = 0.5, richness = 0.5 },
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['coal'] = { frequency = 23, size = 0.5, richness = 1.5 },
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['stone'] = { frequency = 20, size = 0.5, richness = 0.5 },
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['copper-ore'] = { frequency = 25, size = 0.5, richness = 0.5 },
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['iron-ore'] = { frequency = 35, size = 0.5, richness = 0.5 },
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['uranium-ore'] = { frequency = 20, size = 0.5, richness = 0.5 },
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['crude-oil'] = { frequency = 50, size = 0.55, richness = 1 },
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['copper-ore'] = { frequency = 25, size = 0.5, richness = 1.5 },
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['iron-ore'] = { frequency = 35, size = 0.5, richness = 1.5 },
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['uranium-ore'] = { frequency = 20, size = 0.5, richness = 1.5 },
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['crude-oil'] = { frequency = 50, size = 0.55, richness = 2 },
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['trees'] = { frequency = 0.75, size = 0.75, richness = 0.1 },
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['enemy-base'] = { frequency = 15, size = 1, richness = 1 }
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['enemy-base'] = { frequency = 15, size = 1, richness = 1 },
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['nauvis_cliff'] = {frequency = 5, size = 3, richness = 2},
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['rocks'] = {frequency = 3, size = 6, richness = 5}
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},
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autoplace_settings = {
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decorative = {
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treat_missing_as_default = false,
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settings = {
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['red-desert-bush'] = {
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frequency = 4,
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richness = 4,
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size = 4
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},
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['white-desert-bush'] = {
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frequency = 4,
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richness = 4,
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size = 4
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},
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['small-rock'] = {
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frequency = 4,
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richness = 4,
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size = 4
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},
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['small-sand-rock'] = {
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frequency = 6,
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richness = 4,
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size = 4
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},
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['medium-sand-rock'] = {
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frequency = 8,
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richness = 4,
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size = 4
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},
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}
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},
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tile = {
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treat_missing_as_default = false,
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settings = {
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["red-desert-1"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["red-desert-2"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["red-desert-3"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["sand-1"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["sand-2"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["sand-3"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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}
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},
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entity = {
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settings = {
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coal = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["copper-ore"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["crude-oil"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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fish = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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['big-sand-rock'] = {
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frequency = 5,
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size = 3,
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richness = 3
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},
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['huge-sand-rock'] = {
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frequency = 5,
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size = 3,
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richness = 3
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},
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["huge-rock"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["iron-ore"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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stone = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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["uranium-ore"] = {
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frequency = 1,
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richness = 1,
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size = 1
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},
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},
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treat_missing_as_default = true
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}
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}
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}
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@ -203,16 +387,14 @@ local function on_init()
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break
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end
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end
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map_gen_settings.seed = storage.desert_oasis_seed
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local surface = game.surfaces.nauvis
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surface.map_gen_settings = map_gen_settings
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surface.clear(true)
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game.create_surface('desert_oasis', map_gen_settings)
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local surface = game.surfaces['desert_oasis']
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surface.request_to_generate_chunks({ 0, 0 }, 5)
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surface.request_to_generate_chunks({ 0, 0 }, 3)
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surface.force_generate_chunk_requests()
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local force = game.forces.player
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force.technologies['landfill'].enabled = false
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force.technologies['cliff-explosives'].enabled = false
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surface.set_property('solar-power', 200)
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end
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local type_whitelist = {
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@ -228,9 +410,18 @@ local type_whitelist = {
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['logistic-robot'] = true,
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['rail-chain-signal'] = true,
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['rail-signal'] = true,
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['curved-rail'] = true,
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['curved-rail-a'] = true,
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['curved-rail-b'] = true,
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['straight-rail'] = true,
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['train-stop'] = true
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['half-diagonal-rail'] = true,
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['elevated-straight-rail'] = true,
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['elevated-half-diagonal-rail'] = true,
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['elevated-curved-rail-a'] = true,
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['elevated-curved-rail-b'] = true,
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['rail-support'] = true,
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['rail-ramp'] = true,
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['train-stop'] = true,
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['crash-site-spaceship'] = true
|
||||
}
|
||||
|
||||
local function deny_building(event)
|
||||
@ -238,31 +429,34 @@ local function deny_building(event)
|
||||
if not entity.valid then
|
||||
return
|
||||
end
|
||||
if entity.surface.name ~= 'nauvis' then
|
||||
return
|
||||
end
|
||||
|
||||
if type_whitelist[event.entity.type] then
|
||||
return
|
||||
end
|
||||
|
||||
if save_tiles[entity.surface.get_tile(entity.position).name] then
|
||||
if safe_tiles[entity.surface.get_tile(entity.position).name] then
|
||||
return
|
||||
end
|
||||
local item = entity.prototype.items_to_place_this and entity.prototype.items_to_place_this[1]
|
||||
|
||||
if event.player_index then
|
||||
game.players[event.player_index].insert({ name = entity.name, count = 1 })
|
||||
local player = game.get_player(event.player_index)
|
||||
if player and player.valid then
|
||||
if item then
|
||||
player.insert(item)
|
||||
end
|
||||
FT.flying_text(player, entity.surface , entity.position, 'Can not be built in the sands!', { r = 0.98, g = 0.66, b = 0.22 })
|
||||
end
|
||||
else
|
||||
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
|
||||
inventory.insert({ name = entity.name, count = 1 })
|
||||
if item then
|
||||
inventory.insert(item)
|
||||
end
|
||||
FT.flying_text(nil, entity.surface , entity.position, 'Can not be built in the sands!', { r = 0.98, g = 0.66, b = 0.22 })
|
||||
end
|
||||
|
||||
event.entity.surface.create_entity(
|
||||
{
|
||||
name = 'flying-text',
|
||||
position = entity.position,
|
||||
text = 'Can not be built in the sands!',
|
||||
color = { r = 0.98, g = 0.66, b = 0.22 }
|
||||
}
|
||||
)
|
||||
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
@ -275,17 +469,15 @@ local function on_robot_built_entity(event)
|
||||
end
|
||||
|
||||
local function deny_tile_building(surface, inventory, tiles, tile)
|
||||
for _, t in pairs(tiles) do
|
||||
if not save_tiles[t.old_tile.name] then
|
||||
surface.set_tiles({ { name = t.old_tile.name, position = t.position } }, true)
|
||||
if prototypes.item[tile.name] then
|
||||
inventory.insert({ name = tile.name, count = 1 })
|
||||
else
|
||||
if tile_to_item[tile.name] then
|
||||
inventory.insert({ name = tile_to_item[tile.name], count = 1 })
|
||||
else
|
||||
inventory.insert({ name = 'stone-brick', count = 1 })
|
||||
if surface.name ~= 'nauvis' then
|
||||
return
|
||||
end
|
||||
for _, t in pairs(tiles) do
|
||||
if not safe_tiles[t.old_tile.name] then
|
||||
surface.set_tiles({ { name = t.old_tile.name, position = t.position } }, true)
|
||||
local item = tile.items_to_place_this and tile.items_to_place_this[1]
|
||||
if item then
|
||||
inventory.insert(item)
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -310,20 +502,8 @@ local function on_player_joined_game(event)
|
||||
player.insert({ name = 'stone', count = 5 })
|
||||
player.insert({ name = 'pistol', count = 1 })
|
||||
player.insert({ name = 'firearm-magazine', count = 16 })
|
||||
player.teleport(game.surfaces['desert_oasis'].find_non_colliding_position('character', { 64, 64 }, 50, 0.5), 'desert_oasis')
|
||||
player.teleport(game.surfaces.nauvis.find_non_colliding_position('character', { 64, 64 }, 50, 0.5) or {64, 64}, 'nauvis')
|
||||
end
|
||||
|
||||
if game.tick > 0 then
|
||||
return
|
||||
end
|
||||
local p = game.surfaces['desert_oasis'].find_non_colliding_position('stone', { 80, 80 }, 50, 0.5)
|
||||
if not p then
|
||||
return
|
||||
end
|
||||
local e = game.surfaces.desert_oasis.create_entity({ name = 'crash-site-spaceship', position = p, force = 'player', create_build_effect_smoke = false })
|
||||
e.insert({ name = 'repair-pack', count = 2 })
|
||||
e.insert({ name = 'water-barrel', count = 5 })
|
||||
e.minable = false
|
||||
end
|
||||
|
||||
local function on_player_changed_position(event)
|
||||
@ -331,10 +511,15 @@ local function on_player_changed_position(event)
|
||||
return
|
||||
end
|
||||
local player = game.players[event.player_index]
|
||||
local surface = player.physical_surface
|
||||
|
||||
local moisture = get_moisture(player.position)
|
||||
local moisture = get_moisture(surface, player.physical_position)
|
||||
moisture_meter(player, moisture)
|
||||
|
||||
if player.controller_type == defines.controllers.remote then
|
||||
return
|
||||
end
|
||||
|
||||
if not player.character then
|
||||
return
|
||||
end
|
||||
@ -345,17 +530,15 @@ local function on_player_changed_position(event)
|
||||
return
|
||||
end
|
||||
|
||||
if save_tiles[player.surface.get_tile(player.position).name] then
|
||||
if safe_tiles[surface.get_tile(player.physical_position.x, player.physical_position.y).name] then
|
||||
return
|
||||
end
|
||||
|
||||
if math_random(1, 64) == 1 then
|
||||
player.surface.create_entity({ name = 'fire-flame', position = player.position })
|
||||
if moisture <= 40 then
|
||||
if math_random(1, math.max(1, math.min(40, math.floor(moisture)))) == 1 then
|
||||
surface.create_entity({ name = 'fire-flame', position = player.physical_position })
|
||||
end
|
||||
|
||||
player.character.health = player.character.health - (sand_damage - moisture) * 0.60
|
||||
if player.character.health == 0 then
|
||||
player.character.die()
|
||||
local damage = (sand_damage - moisture)
|
||||
player.character.damage(damage, 'neutral', 'fire')
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -1,19 +1,39 @@
|
||||
--Players will have to carry water barrels or stand next to a water tile, to keep themselves hydrated!
|
||||
|
||||
local Global = require 'utils.global'
|
||||
local Event = require 'utils.event'
|
||||
local Player_modifiers = require 'utils.player_modifiers'
|
||||
local random = math.random
|
||||
local tooltip = 'How thirsty your character is.\nStand next to water,\nor keep water-barrels in your inventory to take a sip.'
|
||||
|
||||
local this = {
|
||||
hydration = {},
|
||||
planet_thirstiness = {
|
||||
custom = 1,
|
||||
nauvis = 1,
|
||||
gleba = 0.6,
|
||||
vulcanus = 3,
|
||||
aquilo = 0.8,
|
||||
fulgora = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
Global.register(
|
||||
this,
|
||||
function (tbl)
|
||||
this = tbl
|
||||
end
|
||||
)
|
||||
|
||||
local function update_player_modifiers(player)
|
||||
if storage.hydration[player.index] <= 0 then
|
||||
storage.hydration[player.index] = 100
|
||||
if this.hydration[player.index] <= 0 then
|
||||
this.hydration[player.index] = 500
|
||||
player.character.die()
|
||||
game.print(player.name .. ' forgot to take a sip.')
|
||||
return
|
||||
end
|
||||
|
||||
local m = ((storage.hydration[player.index] - 100) * 0.01) + 0.2
|
||||
local m = ((this.hydration[player.index] - 1000) * 0.001) + 0.2
|
||||
Player_modifiers.update_single_modifier(player, 'character_mining_speed_modifier', 'thirst', m)
|
||||
Player_modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'thirst', m)
|
||||
Player_modifiers.update_single_modifier(player, 'character_crafting_speed_modifier', 'thirst', m)
|
||||
@ -24,7 +44,7 @@ local function update_hydration_meter(player)
|
||||
local hydration_meter = player.gui.top.hydration_meter
|
||||
|
||||
if not hydration_meter then
|
||||
storage.hydration[player.index] = 100
|
||||
this.hydration[player.index] = 1000
|
||||
|
||||
hydration_meter = player.gui.top.add({ type = 'frame', name = 'hydration_meter' })
|
||||
hydration_meter.style.padding = 3
|
||||
@ -45,43 +65,51 @@ local function update_hydration_meter(player)
|
||||
return
|
||||
end
|
||||
|
||||
hydration_meter.children[2].caption = storage.hydration[player.index]
|
||||
hydration_meter.children[2].caption = this.hydration[player.index] / 10
|
||||
end
|
||||
|
||||
local function local_modifier(surface)
|
||||
local planet_name = surface.planet and surface.planet.name or 'custom'
|
||||
local modifier = this.planet_thirstiness[planet_name] or this.planet_thirstiness['custom']
|
||||
return modifier
|
||||
end
|
||||
|
||||
local function sip(player)
|
||||
if not storage.hydration[player.index] then
|
||||
if not this.hydration[player.index] then
|
||||
return
|
||||
end
|
||||
if random(1, 4) == 1 then
|
||||
storage.hydration[player.index] = storage.hydration[player.index] - 1
|
||||
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
|
||||
end
|
||||
if storage.hydration[player.index] == 100 then
|
||||
if this.hydration[player.index] == 1000 then
|
||||
return
|
||||
end
|
||||
|
||||
if
|
||||
player.surface.count_tiles_filtered(
|
||||
{ name = { 'water', 'deepwater' }, area = { { player.position.x - 1, player.position.y - 1 }, { player.position.x + 1, player.position.y + 1 } } }
|
||||
) > 0
|
||||
then
|
||||
storage.hydration[player.index] = storage.hydration[player.index] + 20
|
||||
if storage.hydration[player.index] > 100 then
|
||||
storage.hydration[player.index] = 100
|
||||
local water_tiles = player.surface.count_tiles_filtered({
|
||||
name = { 'water', 'deepwater', 'water-mud', 'water-shallow' },
|
||||
area = { { player.position.x - 1, player.position.y - 1 }, { player.position.x + 1, player.position.y + 1 } }
|
||||
})
|
||||
if water_tiles > 0 then
|
||||
this.hydration[player.index] = this.hydration[player.index] + 200
|
||||
if this.hydration[player.index] > 1000 then
|
||||
this.hydration[player.index] = 1000
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if storage.hydration[player.index] > 90 then
|
||||
if this.hydration[player.index] > 900 then
|
||||
return
|
||||
end
|
||||
|
||||
local inventory = player.get_main_inventory()
|
||||
local inventory = player and player.character and player.character.get_main_inventory()
|
||||
if not inventory then
|
||||
return
|
||||
end
|
||||
local removed_count = inventory.remove({ name = 'water-barrel', count = 1 })
|
||||
if removed_count == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
storage.hydration[player.index] = storage.hydration[player.index] + 10
|
||||
this.hydration[player.index] = this.hydration[player.index] + 100
|
||||
player.play_sound { path = 'utility/armor_insert', volume_modifier = 0.9 }
|
||||
|
||||
local inserted_count = inventory.insert({ name = 'barrel', count = 1 })
|
||||
@ -106,14 +134,14 @@ local function on_player_changed_position(event)
|
||||
if player.vehicle then
|
||||
return
|
||||
end
|
||||
storage.hydration[player.index] = storage.hydration[player.index] - 1
|
||||
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
|
||||
end
|
||||
|
||||
local function on_player_died(event)
|
||||
if not storage.hydration[event.player_index] then
|
||||
if not this.hydration[event.player_index] then
|
||||
return
|
||||
end
|
||||
storage.hydration[event.player_index] = 100
|
||||
this.hydration[event.player_index] = 500
|
||||
end
|
||||
|
||||
local function tick()
|
||||
@ -128,11 +156,6 @@ local function tick()
|
||||
end
|
||||
end
|
||||
|
||||
local function on_init()
|
||||
storage.hydration = {}
|
||||
end
|
||||
|
||||
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
|
||||
Event.add(defines.events.on_player_died, on_player_died)
|
||||
Event.on_nth_tick(120, tick)
|
||||
Event.on_init(on_init)
|
||||
|
Loading…
Reference in New Issue
Block a user