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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-22 03:38:48 +02:00
This commit is contained in:
MewMew 2020-04-23 12:37:08 +02:00
parent 72086f340c
commit 8f6cfad962
2 changed files with 302 additions and 0 deletions

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local Public = {}
local table_insert = table.insert
local math_round = math.round
function Public.create_room_surface(unit_number)
if game.surfaces[unit_number] then return game.surfaces[unit_number] end
local map_gen_settings = {
["width"] = 1,
["height"] = 1,
["water"] = 0,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["default_enable_all_autoplace_controls"] = true,
["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
["tile"] = {treat_missing_as_default = true},
["decorative"] = {treat_missing_as_default = false},
},
}
local surface = game.create_surface(unit_number, map_gen_settings)
return surface
end
local function construct_wagon_doors(icw, wagon)
local area = wagon.area
local surface = wagon.surface
for _, x in pairs({area.left_top.x, area.right_bottom.x}) do
local e = surface.create_entity({
name = "car",
position = {x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)},
force = wagon.entity.force,
create_build_effect_smoke = false
})
e.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 1})
e.destructible = false
e.minable = false
e.operable = false
icw.doors[e.unit_number] = wagon.entity.unit_number
table_insert(wagon.doors, e)
end
end
function Public.create_wagon_room(icw, wagon)
local surface = wagon.surface
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({16, 16}, 0)
surface.force_generate_chunk_requests()
local area = wagon.area
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y, area.right_bottom.y - 1, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
end
construct_wagon_doors(icw, wagon)
end
function Public.create_wagon(icw, created_entity)
if not created_entity.unit_number then return end
if created_entity.type == "cargo-wagon" then
icw.wagons[created_entity.unit_number] = {
entity = created_entity,
area = {left_top = {x = -12, y = 0}, right_bottom = {x = 12, y = 32}},
surface = Public.create_room_surface(created_entity.unit_number),
doors = {},
entity_count = 0,
}
Public.create_wagon_room(icw, icw.wagons[created_entity.unit_number])
end
end
function Public.add_wagon_entity_count(icw, added_entity)
local wagon = icw.wagons[tonumber(added_entity.surface.name)]
if not wagon then return end
wagon.entity_count = wagon.entity_count + 1
wagon.entity.minable = false
end
function Public.subtract_wagon_entity_count(icw, removed_entity)
local wagon = icw.wagons[tonumber(removed_entity.surface.name)]
if not wagon then return end
wagon.entity_count = wagon.entity_count - 1
if wagon.entity_count > 0 then return end
wagon.entity.minable = true
end
function Public.use_cargo_wagon_door(icw, player, door)
if icw.players[player.index] then
icw.players[player.index] = icw.players[player.index] - 1
if icw.players[player.index] == 0 then
icw.players[player.index] = nil
end
return
end
if not door then return end
if not door.valid then return end
local doors = icw.doors
local wagons = icw.wagons
local wagon = false
if doors[door.unit_number] then wagon = wagons[doors[door.unit_number]] end
if wagons[door.unit_number] then wagon = wagons[door.unit_number] end
if not wagon then return end
if wagon.entity.surface.name ~= player.surface.name then
local surface = wagon.entity.surface
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = {wagon.entity.position.x + x_vector, wagon.entity.position.y}
local position = surface.find_non_colliding_position("character", position, 128, 0.5)
if not position then return end
player.teleport(position, surface)
icw.players[player.index] = 2
player.driving = true
else
local surface = wagon.surface
local area = wagon.area
local x_vector = door.position.x - player.position.x
local position
if x_vector > 0 then
position = {area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
else
position = {area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
end
local p = surface.find_non_colliding_position("character", position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
end
end
function Public.move_room_to_train(icw, train, wagon)
if not wagon then return end
table_insert(train.wagons, wagon.entity.unit_number)
local destination_area = {
left_top = {x = wagon.area.left_top.x, y = train.top_y},
right_bottom = {x = wagon.area.right_bottom.x, y = train.top_y + (wagon.area.right_bottom.y - wagon.area.left_top.y)}
}
train.top_y = destination_area.right_bottom.y
if destination_area.left_top.x == wagon.area.left_top.x and destination_area.left_top.y == wagon.area.left_top.y then return end
for k, e in pairs(wagon.doors) do
icw.doors[e.unit_number] = nil
e.destroy()
wagon.doors[k] = nil
end
wagon.surface.clone_area({
source_area = wagon.area,
destination_area = destination_area,
destination_surface = train.surface,
clone_tiles = true,
clone_entities = true,
clone_decoratives = true,
clear_destination_entities = true,
clear_destination_decoratives = true,
expand_map = true,
})
for _, tile in pairs(wagon.surface.find_tiles_filtered({area = wagon.area})) do
wagon.surface.set_tiles({{name = "out-of-map", position = tile.position}}, true)
end
wagon.surface = train.surface
wagon.area = destination_area
construct_wagon_doors(icw, wagon)
end
function Public.is_train_reconstruction_needed(icw, unit_number)
local train = icw.trains[unit_number]
local wagon = icw.wagons[unit_number]
if tonumber(wagon.surface.name) ~= unit_number then
wagon.surface = Public.create_room_surface(unit_number)
end
if not train then icw.trains[unit_number] = {surface = wagon.surface, wagons = {}, top_y = 0} return true end
train.surface = wagon.surface
local carriages = wagon.entity.train.carriages
for i = 1, #carriages, 1 do
if not train.wagons[i] then return true end
if train.wagons[i] ~= carriages[i].unit_number then return true end
end
end
function Public.construct_train(icw, carriages)
local train_index = carriages[1].unit_number
if not Public.is_train_reconstruction_needed(icw, train_index) then return end
local train = icw.trains[train_index]
train.wagons = {}
train.top_y = 0
for k, carriage in pairs(carriages) do
Public.move_room_to_train(icw, train, icw.wagons[carriage.unit_number])
end
end
function Public.construct_trains(icw, entity)
if entity.name ~= "cargo-wagon" then return end
for unit_number, wagon in pairs(icw.wagons) do
local carriages = wagon.entity.train.carriages
Public.construct_train(icw, carriages)
end
end
return Public

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local Global = require 'utils.global'
local Event = require 'utils.event'
local Functions = require "modules.immersive_cargo_wagons.functions"
local Public = {}
local math_round = math.round
local icw = {}
Global.register(
icw,
function(tbl)
icw = tbl
end
)
function Public.reset_tables()
for k, v in pairs(icw) do icw[k] = nil end
icw.doors = {}
icw.wagons = {}
icw.trains = {}
icw.players = {}
end
local function on_entity_died(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
end
local function on_robot_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
end
local function on_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(icw, created_entity)
Functions.construct_trains(icw, created_entity)
Functions.add_wagon_entity_count(icw, created_entity)
end
local function on_robot_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(icw, created_entity)
Functions.construct_trains(icw, created_entity)
Functions.add_wagon_entity_count(icw, created_entity)
end
local function on_player_driving_changed_state(event)
local player = game.players[event.player_index]
Functions.use_cargo_wagon_door(icw, player, event.entity)
end
local function on_player_created(event)
local player = game.players[event.player_index]
player.insert({name = "cargo-wagon", count = 10})
player.insert({name = "rail", count = 100})
end
local function on_init()
Public.reset_tables()
end
function Public.get_table()
return icw
end
Event.on_init(on_init)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_player_created, on_player_created)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
return Public