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105
maps/scrap_towny_ffa/exclusion_zone.lua
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105
maps/scrap_towny_ffa/exclusion_zone.lua
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@ -0,0 +1,105 @@
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local Public = {}
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local Event = require 'utils.event'
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local ScenarioTable = require 'maps.scrap_towny_ffa.table'
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local CommonFunctions = require 'utils.common'
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local zone_size = 100
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local beam_type = 'electric-beam-no-sound'
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local lifetime_ticks = 4 * 60 * 60 * 60
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local function draw_borders(zone)
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local surface = zone.surface
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local right = zone.box.right_bottom.x
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local left = zone.box.left_top.x
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local top = zone.box.left_top.y
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local bottom = zone.box.right_bottom.y
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surface.create_entity({name = beam_type, position = {right, top},
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source = {right, top}, target = {right, bottom + 1}}) -- intentional offset here to correct visual appearance
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surface.create_entity({name = beam_type, position = {right, bottom},
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source = {right, bottom}, target = {left, bottom}})
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surface.create_entity({name = beam_type, position = {left, bottom},
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source = {left, bottom}, target = {left, top}})
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surface.create_entity({name = beam_type, position = {left, top},
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source = {left, top}, target = {right, top}})
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end
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local function remove_drawn_borders(zone)
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for _, e in pairs(zone.surface.find_entities_filtered({area = zone.box, name = beam_type})) do
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if e.valid then
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e.destroy()
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end
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end
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end
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function Public.add_zone(surface, force, center, lifetime_update_callback)
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local this = ScenarioTable.get_table()
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local box = {left_top = {x = center.x - zone_size / 2, y = center.y - zone_size / 2},
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right_bottom = {x = center.x + zone_size / 2, y = center.y + zone_size / 2}}
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local zone = {surface = surface, force = force, center = center, box = box,
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lifetime_end = game.tick + lifetime_ticks, lifetime_update_callback = lifetime_update_callback}
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this.exclusion_zones[force.name] = zone
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draw_borders(zone)
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end
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function Public.remove_zone(zone)
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local this = ScenarioTable.get_table()
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remove_drawn_borders(zone)
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this.exclusion_zones[zone.force.name] = nil
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end
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local function vector_norm(vector)
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return math.sqrt(vector.x ^ 2 + vector.y ^ 2)
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end
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local function update_zone_lifetime()
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local this = ScenarioTable.get_table()
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for _, zone in pairs(this.exclusion_zones) do
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if game.tick > zone.lifetime_end then
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Public.remove_zone(zone)
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end
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zone.lifetime_update_callback(zone.force)
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end
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end
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local function on_player_changed_position(event)
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local player = game.get_player(event.player_index)
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local surface = player.surface
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if not surface or not surface.valid then
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return
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end
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local this = ScenarioTable.get_table()
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for _, zone in pairs(this.exclusion_zones) do
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if not (zone.force == player.force or zone.force.get_friend(player.force)) then
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if CommonFunctions.point_in_bounding_box(player.position, zone.box) then
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local center_diff = { x = player.position.x - zone.center.x, y = player.position.y - zone.center.y}
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center_diff.x = center_diff.x / vector_norm(center_diff)
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center_diff.y = center_diff.y / vector_norm(center_diff)
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player.teleport({ player.position.x + center_diff.x, player.position.y + center_diff.y}, surface)
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if player.character then
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-- Kick players out of vehicles if they try to drive in
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if player.character.driving then
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player.character.driving = false
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end
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-- Damage player
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player.character.health = player.character.health - 25
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player.character.surface.create_entity({name = 'water-splash', position = player.position})
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if player.character.health <= 0 then
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player.character.die('enemy')
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end
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end
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end
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end
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end
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end
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Event.add(defines.events.on_player_changed_position, on_player_changed_position)
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Event.on_nth_tick(60, update_zone_lifetime)
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return Public
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@ -37,6 +37,7 @@ function Public.reset_table()
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this.mining_entity = {}
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this.mining_target = {}
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this.spaceships = {}
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this.exclusion_zones = {}
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end
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function Public.get_table()
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@ -8,6 +8,7 @@ local string_lower = string.lower
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local Server = require 'utils.server'
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local Map = require 'maps.scrap_towny_ffa.map'
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local ScenarioTable = require 'maps.scrap_towny_ffa.table'
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local ExclusionZone = require 'maps.scrap_towny_ffa.exclusion_zone'
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local outlander_color = {150, 150, 150}
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local outlander_chat_color = {170, 170, 170}
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@ -796,6 +797,7 @@ local function kill_force(force_name, cause)
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end
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end
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ExclusionZone.remove_zone(this.exclusion_zones[force_name])
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game.merge_forces(force_name, 'neutral')
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this.town_centers[force_name] = nil
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this.number_of_towns = this.number_of_towns - 1
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@ -13,6 +13,7 @@ local Building = require 'maps.scrap_towny_ffa.building'
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local Colors = require 'maps.scrap_towny_ffa.colors'
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local Enemy = require 'maps.scrap_towny_ffa.enemy'
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local Color = require 'utils.color_presets'
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local ExclusionZone = require 'maps.scrap_towny_ffa.exclusion_zone'
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local town_radius = 27
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local radius_between_towns = 64
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@ -367,6 +368,19 @@ function Public.update_coin_balance(force)
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rendering.set_text(town_center.coins_text, 'Coins: ' .. town_center.coin_balance)
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end
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function Public.update_protection_display(force)
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local this = ScenarioTable.get_table()
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local town_center = this.town_centers[force.name]
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local zone = this.exclusion_zones[force.name]
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local info
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if zone then
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info = string.format("%.0f", (zone.lifetime_end - game.tick) / 60 / 60) .. ' minutes'
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else
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info = "Expired"
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end
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rendering.set_text(town_center.zone_text, 'Protection: ' .. info)
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end
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local function found_town(event)
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local entity = event.created_entity
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-- is a valid entity placed?
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@ -513,10 +527,25 @@ local function found_town(event)
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scale_with_zoom = false
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}
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town_center.zone_text = rendering.draw_text {
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text = 'Town protection: (..)',
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surface = surface,
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forces = {force_name},
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target = town_center.market,
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target_offset = {0, -2.25},
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color = {200, 200, 200},
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scale = 1.00,
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font = 'default-game',
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alignment = 'center',
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scale_with_zoom = false
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}
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this.number_of_towns = this.number_of_towns + 1
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Enemy.clear_enemies(position, surface, town_radius * 5)
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draw_town_spawn(force_name)
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ExclusionZone.add_zone(surface, force, position, Public.update_protection_display)
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Public.update_protection_display(force)
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-- set the spawn point
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local pos = {x = town_center.market.position.x, y = town_center.market.position.y + 4}
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