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Delete main.lua
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main.lua
186
main.lua
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require 'modules.check_fullness'
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local Event = require 'utils.event'
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local Functions = require 'maps.amap.ic.functions'
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local IC = require 'maps.amap.ic.table'
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local Minimap = require 'maps.amap.ic.minimap'
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local Public = {}
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Public.reset = IC.reset
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Public.get_table = IC.get
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local function on_entity_died(event)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local ic = IC.get()
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if entity.type == 'car' or entity.name == 'spidertron' then
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Functions.kill_car(ic, entity)
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end
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end
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local function on_player_mined_entity(event)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local ic = IC.get()
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Minimap.kill_minimap(game.players[event.player_index])
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if entity.type == 'car' or entity.name == 'spidertron' then
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Functions.save_car(ic, event)
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end
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end
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local function on_robot_mined_entity(event)
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local entity = event.entity
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if not entity and not entity.valid then
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return
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end
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local ic = IC.get()
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if entity.type == 'car' or entity.name == 'spidertron' then
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Functions.kill_car(ic, entity)
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end
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end
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local function on_built_entity(event)
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local ce = event.created_entity
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if not ce or not ce.valid then
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return
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end
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if (ce.type == 'car' or ce.name == 'spidertron') ~= true then
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return
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end
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local ic = IC.get()
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Functions.create_car(ic, event)
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end
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local function on_player_driving_changed_state(event)
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local ic = IC.get()
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local player = game.players[event.player_index]
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Functions.use_door_with_entity(ic, player, event.entity)
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Functions.validate_owner(ic, player, event.entity)
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end
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local function on_tick()
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local ic = IC.get()
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local tick = game.tick
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if tick % 10 == 1 then
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Functions.item_transfer(ic)
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end
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if tick % 240 == 0 then
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Minimap.update_minimap()
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end
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if tick % 400 == 0 then
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Functions.remove_invalid_cars(ic)
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end
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end
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local function on_gui_closed(event)
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local entity = event.entity
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if not entity then
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return
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end
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if not entity.valid then
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return
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end
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if not entity.unit_number then
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return
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end
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local ic = IC.get()
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if not ic.cars[entity.unit_number] then
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return
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end
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Minimap.kill_minimap(game.players[event.player_index])
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end
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local function on_gui_opened(event)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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if not entity.unit_number then
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return
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end
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local ic = IC.get()
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local car = ic.cars[entity.unit_number]
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if not car then
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return
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end
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Minimap.minimap(
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game.players[event.player_index],
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car.surface,
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{
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car.area.left_top.x + (car.area.right_bottom.x - car.area.left_top.x) * 0.5,
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car.area.left_top.y + (car.area.right_bottom.y - car.area.left_top.y) * 0.5
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}
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)
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end
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local function on_gui_click(event)
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local element = event.element
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if not element or not element.valid then
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return
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end
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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if event.element.name == 'minimap_button' then
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Minimap.minimap(player, false)
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elseif event.element.name == 'minimap_frame' or event.element.name == 'minimap_toggle_frame' then
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Minimap.toggle_minimap(event)
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elseif event.element.name == 'switch_auto_map' then
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Minimap.toggle_auto(player)
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end
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end
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local function trigger_on_player_kicked_from_surface(data)
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local player = data.player
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local target = data.target
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local this = data.this
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Functions.kick_player_from_surface(this, player, target)
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end
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local function on_init()
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Public.reset()
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end
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local changed_surface = Minimap.changed_surface
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Event.on_init(on_init)
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Event.add(defines.events.on_tick, on_tick)
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Event.add(defines.events.on_gui_opened, on_gui_opened)
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Event.add(defines.events.on_gui_closed, on_gui_closed)
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Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
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Event.add(defines.events.on_entity_died, on_entity_died)
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Event.add(defines.events.on_built_entity, on_built_entity)
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Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
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Event.add(defines.events.on_gui_click, on_gui_click)
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Event.add(defines.events.on_player_changed_surface, changed_surface)
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Event.add(IC.events.on_player_kicked_from_surface, trigger_on_player_kicked_from_surface)
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return Public
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