1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-05-13 21:56:29 +02:00
This commit is contained in:
MewMew 2020-10-03 21:37:43 +02:00
parent fa53e9bd9f
commit 922d57161c
3 changed files with 283 additions and 7 deletions

View File

@ -1,6 +1,9 @@
--local Collapse = require "modules.collapse"
local Collapse = require "modules.collapse"
local Immersive_cargo_wagons = require "modules.immersive_cargo_wagons.main"
local Terrain = require 'maps.mountain_race.terrain'
local Team = require 'maps.mountain_race.team'
local Global = require 'utils.global'
local Server = require 'utils.server'
local mountain_race = {}
Global.register(
@ -14,7 +17,7 @@ local function on_chunk_generated(event)
local surface = event.surface
if surface.index ~= 1 then return end
local left_top = event.area.left_top
if left_top.y >= mountain_race.playfield_height or left_top.y < mountain_race.playfield_height * -1 or left_top.x < -64 then
if left_top.y >= mountain_race.playfield_height or left_top.y < mountain_race.playfield_height * -1 or left_top.x < 0 then
Terrain.draw_out_of_map_chunk(surface, left_top)
return
end
@ -24,37 +27,147 @@ local function on_entity_damaged(event)
end
local function on_entity_died(event)
local entity = event.entity
if not entity then return end
if not entity.valid then return end
if entity.name == "locomotive" then
if entity == mountain_race.locomotives.north then
mountain_race.victorious_team = "south"
mountain_race.gamestate = "game_over"
return
end
if entity == mountain_race.locomotives.south then
mountain_race.victorious_team = "north"
mountain_race.gamestate = "game_over"
return
end
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if game.tick == 0 then
if player.character then
if player.character.valid then
player.character.destroy()
end
end
player.character = nil
player.set_controller({type=defines.controllers.god})
return
end
Team.setup_player(mountain_race, player)
end
local function init(mountain_race)
if game.ticks_played % 60 ~= 30 then return end
game.print("game resetting..")
Immersive_cargo_wagons.reset()
Collapse.set_kill_entities(true)
Collapse.set_speed(1)
Collapse.set_amount(4)
Collapse.set_max_line_size(mountain_race.border_width + mountain_race.playfield_height * 2)
Collapse.set_surface(surface)
Collapse.set_position({0, 0})
Collapse.set_direction("east")
game.reset_time_played()
mountain_race.clone_x = 0
Team.configure_teams(mountain_race)
game.print("rerolling terrain..")
mountain_race.gamestate = "reroll_terrain"
end
local function prepare_terrain(mountain_race)
if game.ticks_played % 30 ~= 0 then return end
Terrain.clone_south_to_north(mountain_race)
if mountain_race.clone_x < 4 then return end
game.print("preparing spawn..")
mountain_race.gamestate = "prepare_spawn"
end
local function prepare_spawn(mountain_race)
if game.ticks_played % 60 ~= 0 then return end
Terrain.generate_spawn(mountain_race, "north")
Terrain.generate_spawn(mountain_race, "south")
game.print("spawning players..")
mountain_race.gamestate = "spawn_players"
end
local function spawn_players(mountain_race)
if game.ticks_played % 60 ~= 0 then return end
for _, player in pairs(game.players) do
player.force = game.forces.player
end
for _, player in pairs(game.connected_players) do
Team.setup_player(mountain_race, player)
end
mountain_race.reset_counter = mountain_race.reset_counter + 1
local message = "Mountain race #" .. mountain_race.reset_counter .. " has begun!"
game.print(message, {255, 155, 0})
Server.to_discord_bold(table.concat{'*** ', message, ' ***'})
mountain_race.gamestate = "game_in_progress"
end
local function game_in_progress(mountain_race)
local tick = game.tick
local tick = game.ticks_played
if tick % 120 == 0 then
Terrain.clone_south_to_north(mountain_race)
end
end
local function game_over(mountain_race)
local tick = game.ticks_played
if tick % 60 ~= 0 then return end
if not mountain_race.reset_countdown then
mountain_race.reset_countdown = 10
local message = "Team " .. mountain_race.victorious_team .. " has won the race!"
game.print(message, {255, 155, 0})
Server.to_discord_bold(table.concat{'*** ', message, ' ***'})
return
end
mountain_race.reset_countdown = mountain_race.reset_countdown - 1
if mountain_race.reset_countdown <= 0 then
mountain_race.gamestate = "init"
mountain_race.reset_countdown = nil
end
end
local gamestates = {
["init"] = init,
["game_in_progress"] = game_in_progress,
["reroll_terrain"] = Terrain.reroll_terrain,
["prepare_terrain"] = prepare_terrain,
["prepare_spawn"] = prepare_spawn,
["spawn_players"] = spawn_players,
["game_in_progress"] = game_in_progress,
["game_over"] = game_over,
}
local function on_tick()
--Terrain.mirror_queue(mountain_race)
gamestates[mountain_race.gamestate](mountain_race)
end
local function on_init()
mountain_race.gamestate = "game_in_progress"
mountain_race.reset_counter = 0
mountain_race.gamestate = "init"
mountain_race.border_width = 4
mountain_race.border_half_width = mountain_race.border_width * 0.5
mountain_race.playfield_height = 128
mountain_race.clone_x = -3
mountain_race.locomotives = {}
Team.init_teams()
end

View File

@ -0,0 +1,79 @@
local Public = {}
local math_random = math.random
local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 20, ['pistol'] = 1, ['firearm-magazine'] = 16}
function Public.init_teams()
game.create_force("north")
game.create_force("south")
game.create_force("spectator")
game.forces.spectator.set_friend("north", true)
game.forces.spectator.set_friend("south", true)
end
function Public.configure_teams(mountain_race)
for _, force_name in pairs({"north", "south"}) do
local force = game.forces[force_name]
force.reset()
force.share_chart = true
force.research_queue_enabled = true
force.technologies["artillery"].enabled = false
force.technologies["artillery-shell-range-1"].enabled = false
force.technologies["artillery-shell-speed-1"].enabled = false
force.technologies["land-mine"].enabled = false
end
game.forces.north.set_friend("spectator", true)
game.forces.south.set_friend("spectator", true)
local y = mountain_race.playfield_height * 0.5 + mountain_race.border_half_width
game.forces.north.set_spawn_position({32, y * -1}, game.surfaces.nauvis)
game.forces.south.set_spawn_position({32, y}, game.surfaces.nauvis)
end
function Public.teleport_player_to_spawn(player)
local surface = game.surfaces.nauvis
local position
position = surface.find_non_colliding_position("character", player.force.get_spawn_position(surface), 48, 1)
if not position then position = player.force.get_spawn_position(surface) end
player.teleport(position, surface)
end
local function assign_force_to_player(player)
if #game.forces.south.connected_players > #game.forces.north.connected_players then
player.force = game.forces.north
return
end
if #game.forces.north.connected_players > #game.forces.south.connected_players then
player.force = game.forces.south
return
end
if math_random(1, 2) == 1 then
player.force = game.forces.south
else
player.force = game.forces.north
end
end
function Public.setup_player(mountain_race, player)
if player.force.name == "player" then
assign_force_to_player(player)
player.print("You have been assigned to team " .. player.force.name .. "!")
if player.character then
if player.character.valid then
player.character.destroy()
end
end
player.character = nil
player.set_controller({type=defines.controllers.god})
player.create_character()
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
Public.teleport_player_to_spawn(player)
end
end
return Public

View File

@ -1,4 +1,8 @@
local Public = {}
local math_random = math.random
local Immersive_cargo_wagons = require "modules.immersive_cargo_wagons.main"
local wagon_raffle = {"cargo-wagon", "cargo-wagon", "cargo-wagon", "locomotive", "fluid-wagon"}
local function draw_border(surface, left_x, height)
local tiles = {}
@ -50,4 +54,84 @@ function Public.draw_out_of_map_chunk(surface, left_top)
surface.set_tiles(tiles, true)
end
function Public.generate_spawn(mountain_race, force_name)
local force = game.forces[force_name]
local surface = game.surfaces.nauvis
local p = force.get_spawn_position(surface)
local v = {{0,0}, {1,0}, {0,1}, {1,1}}
local teams = {
["north"] = {75, 75, 255},
["south"] = {255, 65, 65},
}
for x = 0, 32, 2 do
surface.create_entity({name = 'straight-rail', position = {p.x + x, p.y}, direction = 2, force = force_name})
for k, tile in pairs(surface.find_tiles_filtered({area = {{p.x + x, p.y}, {p.x + x + 2, p.y + 2}}})) do
if tile.collides_with("resource-layer") then surface.set_tiles({{name = "landfill", position = tile.position}}, true) end
end
end
local entity = surface.create_entity({name = 'locomotive', position = {p.x + 6, p.y}, force = force_name, direction = 2})
entity.color = teams[force_name]
rendering.draw_text({
text = string.upper(force_name),
surface = surface,
target = entity,
target_offset = {0, -3},
color = teams[force_name],
scale = 2,
font = "default-game",
alignment = "center",
scale_with_zoom = false,
})
mountain_race.locomotives[force_name] = entity
local wagon = Immersive_cargo_wagons.register_wagon(entity)
wagon.entity_count = 999
end
function Public.reroll_terrain(mountain_race)
if game.ticks_played % 60 ~= 0 then return end
for _, player in pairs(game.connected_players) do
if player.character then
if player.character.valid then
player.character.destroy()
end
end
player.character = nil
player.set_controller({type=defines.controllers.god})
end
local surface = game.surfaces.nauvis
local mgs = surface.map_gen_settings
mgs.seed = math_random(1, 99999999)
mgs.water = 1
mgs.starting_area = 1
mgs.terrain_segmentation = 2
mgs.cliff_settings = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}
mgs.autoplace_controls = {
["coal"] = {frequency = 8, size = 0.7, richness = 0.5,},
["stone"] = {frequency = 8, size = 0.7, richness = 0.5,},
["copper-ore"] = {frequency = 8, size = 0.7, richness = 0.75,},
["iron-ore"] = {frequency = 8, size = 0.7, richness = 1,},
["uranium-ore"] = {frequency = 5, size = 0.5, richness = 0.5,},
["crude-oil"] = {frequency = 5, size = 1, richness = 1,},
["trees"] = {frequency = math.random(4, 32) * 0.1, size = math.random(4, 16) * 0.1, richness = math.random(1, 10) * 0.1},
["enemy-base"] = {frequency = 0, size = 0, richness = 0}
}
surface.map_gen_settings = mgs
surface.clear(false)
for chunk in surface.get_chunks() do
surface.delete_chunk({chunk.x, chunk.y})
end
game.print("preparing terrain..")
mountain_race.gamestate = "prepare_terrain"
end
return Public