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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-28 03:57:22 +02:00
fixes
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e773be220b
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@ -28,7 +28,7 @@ local function draw_cell(surface, cell, cell_size, wall_entity_name, force_name)
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end
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end
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for _, e in pairs(entities) do
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surface.create_entity(e)
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if surface.can_place_entity(e) then surface.create_entity(e) end
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end
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end
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@ -31,12 +31,16 @@ local function init_surface()
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game.forces["player"].set_spawn_position({0,0},game.surfaces["maze_challenge"])
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global.highscores = {}
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global.maze_size = 3
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global.grid_size = 3
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return surface
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end
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local tiles = {"sand-1", "sand-2", "sand-3", "grass-1", "grass-2", "grass-3", "grass-4", "dirt-1", "dirt-2", "dirt-3"}
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local function maze(event)
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--local position = event.area.left_top
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local position = {x = event.position.x * 32, y = event.position.y * 32}
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@ -47,15 +51,16 @@ local function maze(event)
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--local surface = event.surface
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local surface = game.surfaces[event.surface_index]
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local r = global.maze_size * global.grid_size * 0.8
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local r = global.maze_size * (global.grid_size - 1) + 8
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if surface.count_entities_filtered({force = "enemy", area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}}) ~= 0 then return end
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surface.request_to_generate_chunks(position, math.ceil(global.maze_size / global.grid_size))
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surface.request_to_generate_chunks(position, math.ceil((global.maze_size * global.grid_size * 2) / 32))
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surface.force_generate_chunk_requests()
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for x = global.maze_size * - 1 * (global.grid_size - 1), global.maze_size * (global.grid_size - 1), 1 do
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for y = global.maze_size * - 1 * (global.grid_size - 1), global.maze_size * (global.grid_size - 1), 1 do
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surface.set_tiles({{name = "sand-1", position = {position.x + x, position.y + y}}}, true)
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local tile_name = tiles[math.random(1, #tiles)]
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for x = global.maze_size * - 1 * (global.grid_size - 1) - 1, global.maze_size * (global.grid_size - 1) + 1, 1 do
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for y = global.maze_size * - 1 * (global.grid_size - 1) - 1, global.maze_size * (global.grid_size - 1) + 1, 1 do
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surface.set_tiles({{name = tile_name, position = {position.x + x, position.y + y}}}, true)
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end
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end
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@ -63,28 +68,40 @@ local function maze(event)
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global.maze_size = global.maze_size + 1
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for _, e in pairs(surface.find_entities_filtered({force = "player", name = "character", area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}})) do
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e.player.teleport(surface.find_non_colliding_position("rocket-silo", position, 1024, 1), "maze_challenge")
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e.player.teleport(surface.find_non_colliding_position("stone-furnace", e.position, 2048, 1), "maze_challenge")
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end
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end
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local function on_player_joined_game(event)
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local function on_player_joined_game(event)
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local surface = init_surface()
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local player = game.players[event.player_index]
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if not global.highscores[player.index] then global.highscores[player.index] = player.position.x end
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if player.online_time == 0 then
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player.teleport({0,0}, "maze_challenge")
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player.insert({name = 'car', count = 1})
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player.insert({name = 'small-lamp', count = 1})
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end
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end
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local function on_player_respawned(event)
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local player = game.players[event.player_index]
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local surface = player.surface
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for _, e in pairs(surface.find_entities_filtered({name = "character-corpse"})) do
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if e.character_corpse_player_index == player.index then
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player.teleport(surface.find_non_colliding_position("character", e.position, 1024, 1), "maze_challenge")
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return
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end
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end
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end
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local function on_chunk_generated(event)
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for _, e in pairs(event.surface.find_entities_filtered({area = event.area, force = "neutral"})) do
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e.destroy()
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end
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for _, t in pairs(event.surface.find_tiles_filtered({area = event.area})) do
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if t.position.y < -3 or t.position.y > 3 then
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if t.position.y < -3 or t.position.y > 3 or t.position.x < -3 then
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event.surface.set_tiles({{name = "out-of-map", position = t.position}}, true)
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else
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if t.name == "water" or t.name == "deepwater" then
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@ -102,6 +119,53 @@ local function on_chunk_charted(event)
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maze(event)
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end
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local function on_player_changed_position(event)
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local player = game.players[event.player_index]
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if not player.character then return end
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if player.character.driving == true then return end
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if player.position.x > global.highscores[player.index] then
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global.highscores[player.index] = math.floor(player.position.x)
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end
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end
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local function tick()
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local scores = {}
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for _, player in pairs(game.players) do
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scores[#scores + 1] = {name = player.name, score = global.highscores[player.index]}
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end
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for x = 1, #scores, 1 do
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for y = 1, #scores, 1 do
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if not scores[y + 1] then break end
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if scores[y]["score"] < scores[y + 1]["score"] then
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local key = scores[y]
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scores[y] = scores[y + 1]
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scores[y + 1] = key
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end
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end
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end
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for _, p in pairs(game.connected_players) do
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if p.gui.left.maze_score then p.gui.left.maze_score.destroy() end
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local frame = p.gui.left.add({type = "frame", caption = "Score", name = "maze_score"})
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local t = frame.add({type = "table", column_count = 2})
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for i = 1, 16, 1 do
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if scores[i] then
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local l = t.add({type = "label", caption = scores[i].name})
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local color = game.players[scores[i].name].color
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color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1}
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l.style.font_color = color
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l.style.font = "default-bold"
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t.add({type = "label", caption = scores[i].score})
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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.on_nth_tick(120, tick)
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event.add(defines.events.on_chunk_charted, on_chunk_charted)
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event.add(defines.events.on_chunk_generated, on_chunk_generated)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_player_respawned, on_player_respawned)
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event.add(defines.events.on_player_changed_position, on_player_changed_position)
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