1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-07 13:31:40 +02:00

Merge branch 'develop' into develop

This commit is contained in:
Gerkiz 2022-11-13 22:49:51 +01:00 committed by GitHub
commit ac28e269b2
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 637 additions and 517 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1,6 +1,5 @@
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
local Global = require 'utils.global'
-- local CoreData = require 'maps.pirates.coredata'
local pirates_global_memory = {}
@ -8,10 +7,10 @@ local Public = {}
-- register only this
Global.register(
pirates_global_memory,
function(tbl)
pirates_global_memory = tbl
end
pirates_global_memory,
function(tbl)
pirates_global_memory = tbl
end
)
function Public.global_reset_memory()
@ -19,121 +18,119 @@ function Public.global_reset_memory()
pirates_global_memory[k] = nil
end
pirates_global_memory.config = {}
pirates_global_memory.afk_player_indices = {}
pirates_global_memory.playerindex_to_time_played_continuously = {}
pirates_global_memory.playerindex_to_captainhood_priority = {}
pirates_global_memory.player_gui_memories = {}
pirates_global_memory.crew_memories = {}
pirates_global_memory.crew_active_ids = {}
pirates_global_memory.working_id = nil --should only ever be nil, 1, 2 or 3
pirates_global_memory.config = {}
pirates_global_memory.disband_crews = true
pirates_global_memory.afk_player_indices = {}
pirates_global_memory.playerindex_to_time_played_continuously = {}
pirates_global_memory.playerindex_to_captainhood_priority = {}
pirates_global_memory.player_gui_memories = {}
pirates_global_memory.crew_memories = {}
pirates_global_memory.crew_active_ids = {}
pirates_global_memory.working_id = nil --should only ever be nil, 1, 2 or 3
pirates_global_memory.lobby_boats = {}
pirates_global_memory.lobby_boats = {}
pirates_global_memory.active_crews_cap = nil
pirates_global_memory.crew_capacity_min = nil
pirates_global_memory.active_crews_cap = nil
pirates_global_memory.crew_capacity_min = nil
pirates_global_memory.crewproposals = {}
pirates_global_memory.crewproposals = {}
pirates_global_memory.global_delayed_tasks = {}
pirates_global_memory.global_buffered_tasks = {}
pirates_global_memory.global_delayed_tasks = {}
pirates_global_memory.global_buffered_tasks = {}
pirates_global_memory.last_players_health = {} --used to make damage reduction work somewhat properly
pirates_global_memory.last_players_health = {} --used to make damage reduction work somewhat properly
end
function Public.initialise_crew_memory(id) --mostly serves as a dev reference of memory entries
-- but not _everything_ is stored here, it's just a guide to the most important things
-- but not _everything_ is stored here, it's just a guide to the most important things
pirates_global_memory.crew_memories[id] = {}
local memory = pirates_global_memory.crew_memories[id]
pirates_global_memory.crew_memories[id] = {}
local memory = pirates_global_memory.crew_memories[id]
memory.secs_id = nil
memory.secs_id = nil
memory.id = nil
memory.age = nil
memory.real_age = nil
memory.completion_time = nil
memory.id = nil
memory.age = nil
memory.real_age = nil
memory.completion_time = nil
memory.force_name = nil
memory.enemy_force_name = nil
memory.force_name = nil
memory.enemy_force_name = nil
memory.original_proposal = nil
memory.name = nil
memory.difficulty_option = nil
memory.capacity_option = nil
-- memory.mode_option = nil
memory.difficulty = nil
memory.capacity = nil
-- memory.mode = nil
memory.original_proposal = nil
memory.name = nil
memory.difficulty_option = nil
memory.capacity_option = nil
-- memory.mode_option = nil
memory.difficulty = nil
memory.capacity = nil
-- memory.mode = nil
memory.destinations = nil
memory.currentdestination_index = nil
memory.destinations = nil
memory.currentdestination_index = nil
memory.hold_surface_count = nil
memory.merchant_ships_unlocked = nil
memory.hold_surface_count = nil
memory.merchant_ships_unlocked = nil
memory.boat = nil
memory.boat = nil
memory.available_classes_pool = nil
-- Duplicating unlocked classes data for consistency reasons (this way, entries will remain in the same order when unlocked class data changes)
-- @TODO Might have to consider sacrificing consistency(or find a way to retain consistency) to reduce the chance of contradicting data which results in weird bugs (this happened once already)
memory.unlocked_classes = nil
memory.available_classes_pool = nil
-- Duplicating unlocked classes data for consistency reasons (this way, entries will remain in the same order when unlocked class data changes)
-- @TODO Might have to consider sacrificing consistency(or find a way to retain consistency) to reduce the chance of contradicting data which results in weird bugs (this happened once already)
memory.unlocked_classes = nil
memory.seconds_until_alert_sound_can_be_played_again = 0
memory.crewplayerindices = nil
memory.spectatorplayerindices = nil
memory.tempbanned_from_joining_data = nil
memory.playerindex_captain = nil
memory.captain_accrued_time_data = nil
memory.max_players_recorded = nil
memory.temporarily_logged_off_characters = nil
memory.seconds_until_alert_sound_can_be_played_again = 0
memory.crewplayerindices = nil
memory.spectatorplayerindices = nil
memory.tempbanned_from_joining_data = nil
memory.playerindex_captain = nil
memory.captain_accrued_time_data = nil
memory.max_players_recorded = nil
memory.temporarily_logged_off_characters = nil
memory.speed_boost_characters = nil
memory.speed_boost_characters = nil
memory.enemyboats = nil
memory.overworld_krakens = nil
memory.active_sea_enemies = nil
memory.kraken_stream_registrations = nil
memory.enemyboats = nil
memory.overworld_krakens = nil
memory.active_sea_enemies = nil
memory.kraken_stream_registrations = nil
memory.mainshop_availability_bools = nil
memory.mainshop_availability_bools = nil
memory.delayed_tasks = nil
memory.buffered_tasks = nil
memory.game_lost = false
memory.game_won = false
memory.crew_disband_tick = nil
memory.destinationsvisited_indices = nil
memory.overworldx = nil
memory.overworldy = nil
memory.mapbeingloadeddestination_index = nil
memory.loadingticks = nil
memory.stored_fuel = nil
memory.spawnpoint = nil
memory.delayed_tasks = nil
memory.buffered_tasks = nil
memory.game_lost = false
memory.game_won = false
memory.crew_disband_tick = nil
memory.destinationsvisited_indices = nil
memory.overworldx = nil
memory.overworldy = nil
memory.mapbeingloadeddestination_index = nil
memory.loadingticks = nil
memory.stored_fuel = nil
memory.spawnpoint = nil
memory.evolution_factor = nil
memory.scripted_biters = nil
memory.scripted_unit_groups = nil
memory.floating_pollution = nil
memory.evolution_factor = nil
memory.scripted_biters = nil
memory.scripted_unit_groups = nil
memory.floating_pollution = nil
memory.playtesting_stats = nil
memory.playtesting_stats = nil
memory.cliff_explosives_acquired_once = false -- used to give tip by parrot what to do with them(only triggers from buying it in captain's cabin)
memory.hold_surface_destroyable_wooden_chests = nil
memory.cliff_explosives_acquired_once = false -- used to give tip by parrot what to do with them(only triggers from buying it in captain's cabin)
memory.hold_surface_destroyable_wooden_chests = nil
end
function Public.fallthrough_crew_memory() --could make this a metatable, but metatables and factorio global seem not to play nicely
return {
id = 0,
difficulty = 1,
force_name = 'player',
boat = {},
destinations = {},
spectatorplayerindices = {},
crewplayerindices = {},
--[[boat = {
return {
id = 0,
difficulty = 1,
force_name = 'player',
boat = {},
destinations = {},
spectatorplayerindices = {},
crewplayerindices = {}
--[[boat = {
type = nil,
state = nil,
speed = nil,
@ -151,24 +148,23 @@ function Public.fallthrough_crew_memory() --could make this a metatable, but met
dockedposition = nil,
surface_name = nil,
}]]
}
}
end
function Public.get_crew_memory()
if pirates_global_memory.working_id and pirates_global_memory.working_id > 0 then
return pirates_global_memory.crew_memories[pirates_global_memory.working_id] or Public.fallthrough_crew_memory()
else
return Public.fallthrough_crew_memory()
end
if pirates_global_memory.working_id and pirates_global_memory.working_id > 0 then
return pirates_global_memory.crew_memories[pirates_global_memory.working_id] or Public.fallthrough_crew_memory()
else
return Public.fallthrough_crew_memory()
end
end
function Public.get_global_memory()
return pirates_global_memory
return pirates_global_memory
end
function Public.set_working_id(id)
pirates_global_memory.working_id = id
pirates_global_memory.working_id = id
end
return Public

View File

@ -401,6 +401,32 @@ local fortress_functions = {
end
}
local pirates_functions = {
['toggle_disband'] = function(event)
local players = game.players
local Memory = global.tokens.maps_pirates_memory
if event.element.switch_state == 'left' then
Memory.disband_crews = true
for _, player in pairs(players) do
local gui = player.gui.screen['crew_piratewindow']
if gui and gui.valid then
gui.destroy()
end
end
get_actor(event, '[Pirates]', 'has enabled the ability to disband crews.')
else
Memory.disband_crews = false
for _, player in pairs(players) do
local gui = player.gui.screen['crew_piratewindow']
if gui and gui.valid then
gui.destroy()
end
end
get_actor(event, '[Pirates]', 'has disabled the ability to disband crews.')
end
end
}
local function add_switch(element, switch_state, name, description_main, description)
local t = element.add({type = 'table', column_count = 5})
local on_label = t.add({type = 'label', caption = 'ON'})
@ -718,6 +744,24 @@ local function build_config_gui(data)
add_switch(scroll_pane, switch_state, 'christmas_mode', 'Wintery Mode', 'On = Enables wintery mode.\nOff = Disables wintery mode.')
scroll_pane.add({type = 'line'})
end
if global.tokens.maps_pirates_memory then
label = scroll_pane.add({type = 'label', caption = 'Pirates Settings'})
label.style.font = 'default-bold'
label.style.padding = 0
label.style.left_padding = 10
label.style.top_padding = 10
label.style.horizontal_align = 'left'
label.style.vertical_align = 'bottom'
label.style.font_color = Color.green
local Memory = global.tokens.maps_pirates_memory
switch_state = 'right'
if Memory.disband_crews then
switch_state = 'left'
end
add_switch(scroll_pane, switch_state, 'toggle_disband', 'Disband Crews', 'On = Enables crew disband.\nOff = Disables crew disband.')
end
end
for _, e in pairs(scroll_pane.children) do
if e.type == 'line' then
@ -763,6 +807,13 @@ local function on_gui_switch_state_changed(event)
end
fortress_functions[event.element.name](event)
return
elseif pirates_functions[event.element.name] then
local is_spamming = SpamProtection.is_spamming(player, nil, 'Config Pirates Elem')
if is_spamming then
return
end
pirates_functions[event.element.name](event)
return
elseif is_loaded('utils.gui.poll') then
local is_spamming = SpamProtection.is_spamming(player, nil, 'Config Poll Elem')
if is_spamming then