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Merge branch 'develop' into stylua-ignore

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danielmartin0 2024-11-01 15:49:32 +00:00 committed by GitHub
commit c8c52e9f1a
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8 changed files with 111 additions and 51 deletions

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@ -111,7 +111,7 @@ local artillery_target_entities = {
'car', 'car',
'radar', 'radar',
'lab', 'lab',
'furnace', 'stone-furnace',
'locomotive', 'locomotive',
'cargo-wagon', 'cargo-wagon',
'fluid-wagon', 'fluid-wagon',
@ -120,7 +120,7 @@ local artillery_target_entities = {
'laser-turret', 'laser-turret',
'gun-turret', 'gun-turret',
'flamethrower-turret', 'flamethrower-turret',
'silo', 'rocket-silo',
'spidertron' 'spidertron'
} }

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@ -677,9 +677,17 @@ local function construct_doors(car)
for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) } local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
if p.x < 0 then if p.x < 0 then
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true) surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
else else
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true) surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
end end
local e = local e =
surface.create_entity( surface.create_entity(

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@ -484,9 +484,17 @@ local function construct_wagon_doors(icw, wagon)
for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) } local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
if p.x < 0 then if p.x < 0 then
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true) surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
else else
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true) surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
end end
local e = local e =
surface.create_entity( surface.create_entity(

View File

@ -1030,8 +1030,8 @@ local function update_raw()
stateful.objectives_completed.randomized_zone = true stateful.objectives_completed.randomized_zone = true
stateful.objectives_time_spent.randomized_zone = tick stateful.objectives_time_spent.randomized_zone = tick
play_achievement_unlocked() play_achievement_unlocked()
Alert.alert_all_players(100, 'Objective: **breach zone** has been complete!') Alert.alert_all_players(100, 'Objective: [color=blue]Breach zone[/color] has been completed!')
Server.to_discord_embed('Objective: **breach zone** has been complete!') Server.to_discord_embed('Objective: **Breach zone** has been completed!')
stateful.objectives_completed_count = stateful.objectives_completed_count + 1 stateful.objectives_completed_count = stateful.objectives_completed_count + 1
end end
end end
@ -1044,8 +1044,8 @@ local function update_raw()
stateful.objectives_time_spent.randomized_wave = tick stateful.objectives_time_spent.randomized_wave = tick
play_achievement_unlocked() play_achievement_unlocked()
Alert.alert_all_players(100, 'Objective: **survive until wave** has been complete!') Alert.alert_all_players(100, 'Objective: [color=blue]Wave survival[/color] has been completed!')
Server.to_discord_embed('Objective: **survive until wave** has been complete!') Server.to_discord_embed('Objective: **Wave survival** has been completed!')
stateful.objectives_completed_count = stateful.objectives_completed_count + 1 stateful.objectives_completed_count = stateful.objectives_completed_count + 1
end end
end end
@ -1069,8 +1069,8 @@ local function update_raw()
if not stateful.objectives_completed.supplies then if not stateful.objectives_completed.supplies then
stateful.objectives_completed.supplies = true stateful.objectives_completed.supplies = true
stateful.objectives_time_spent.supplies = tick stateful.objectives_time_spent.supplies = tick
Alert.alert_all_players(100, 'Objective: **produce 3 items multiple times** has been complete!') Alert.alert_all_players(100, 'Objective: [color=blue]Produce items[/color] has been completed!')
Server.to_discord_embed('Objective: **produce 3 items multiple times** has been complete!') Server.to_discord_embed('Objective: **Produce items** has been completed!')
play_achievement_unlocked() play_achievement_unlocked()
stateful.objectives_completed_count = stateful.objectives_completed_count + 1 stateful.objectives_completed_count = stateful.objectives_completed_count + 1
end end
@ -1097,8 +1097,8 @@ local function update_raw()
stateful.objectives_completed.single_item = true stateful.objectives_completed.single_item = true
stateful.objectives_time_spent.single_item = tick stateful.objectives_time_spent.single_item = tick
play_achievement_unlocked() play_achievement_unlocked()
Alert.alert_all_players(100, 'Objective: **produce an item multiple times** has been completed!') Alert.alert_all_players(100, 'Objective: [color=blue]Produce item[/color] has been completed!')
Server.to_discord_embed('Objective: **produce an item multiple times** has been completed!') Server.to_discord_embed('Objective: **Produce item** has been completed!')
stateful.objectives_completed_count = stateful.objectives_completed_count + 1 stateful.objectives_completed_count = stateful.objectives_completed_count + 1
end end
end end
@ -1194,8 +1194,8 @@ local function update_raw()
if completed and completed == true and not stateful.objectives_completed[objective_name] then if completed and completed == true and not stateful.objectives_completed[objective_name] then
stateful.objectives_completed[objective_name] = true stateful.objectives_completed[objective_name] = true
stateful.objectives_time_spent[objective_name] = tick stateful.objectives_time_spent[objective_name] = tick
Alert.alert_all_players(100, 'Objective: **' .. objective_name .. '** has been completed!') Alert.alert_all_players(100, 'Objective: [color=blue]' .. objective.discord .. '[/color] has been completed!')
Server.to_discord_embed('Objective: **' .. objective_name .. '** has been completed!') Server.to_discord_embed('Objective: **' .. objective.discord .. '** has been completed!')
play_achievement_unlocked() play_achievement_unlocked()
stateful.objectives_completed_count = stateful.objectives_completed_count + 1 stateful.objectives_completed_count = stateful.objectives_completed_count + 1
end end

View File

@ -958,51 +958,63 @@ local function get_random_objectives()
local items = { local items = {
{ {
name = 'single_item', name = 'single_item',
token = empty_token token = empty_token,
discord = 'Produce item'
}, },
{ {
name = 'killed_enemies', name = 'killed_enemies',
token = killed_enemies_token token = killed_enemies_token,
discord = 'Kill enemies'
}, },
{ {
name = 'killed_enemies_type', name = 'killed_enemies_type',
token = killed_enemies_type_token token = killed_enemies_type_token,
discord = 'Kill enemies of a specific type'
}, },
{ {
name = 'handcrafted_items', name = 'handcrafted_items',
token = handcrafted_items_token token = handcrafted_items_token,
discord = 'Craft items'
}, },
{ {
name = 'handcrafted_items_any', name = 'handcrafted_items_any',
token = handcrafted_items_any_token token = handcrafted_items_any_token,
discord = 'Craft any items'
}, },
{ {
name = 'cast_spell', name = 'cast_spell',
token = cast_spell_token token = cast_spell_token,
discord = 'Cast a spell'
}, },
{ {
name = 'launch_item', name = 'launch_item',
token = launch_item_token token = launch_item_token,
discord = 'Launch an item'
}, },
{ {
name = 'cast_spell_any', name = 'cast_spell_any',
token = cast_spell_any_token token = cast_spell_any_token,
discord = 'Cast any spell'
}, },
{ {
name = 'research_level_selection', name = 'research_level_selection',
token = research_level_selection_token token = research_level_selection_token,
discord = 'Research a specific technology'
}, },
{ {
name = 'locomotive_market_coins_spent', name = 'locomotive_market_coins_spent',
token = locomotive_market_coins_spent_token token = locomotive_market_coins_spent_token,
discord = 'Spend coins at the market'
}, },
{ {
name = 'minerals_farmed', name = 'minerals_farmed',
token = minerals_farmed_token token = minerals_farmed_token,
discord = 'Mine minerals'
}, },
{ {
name = 'rockets_launched', name = 'rockets_launched',
token = rockets_launched_token token = rockets_launched_token,
discord = 'Launch rockets'
} }
} }

View File

@ -8,8 +8,8 @@ local this = {
settings = { settings = {
is_enabled = false, is_enabled = false,
offline_players_surface_removal = false, offline_players_surface_removal = false,
active_surface_index = nil, -- needs to be set else this will fail active_surface_index = nil, -- needs to be set else this will fail
required_online_time = 18000, -- nearest prime to 5 minutes in ticks required_online_time = 18000, -- nearest prime to 5 minutes in ticks
clear_player_after_tick = 108000 -- nearest prime to 30 minutes in ticks clear_player_after_tick = 108000 -- nearest prime to 30 minutes in ticks
}, },
offline_players = {} offline_players = {}
@ -17,7 +17,7 @@ local this = {
Global.register( Global.register(
this, this,
function(tbl) function (tbl)
this = tbl this = tbl
end end
) )
@ -43,8 +43,6 @@ function Public.dump_expired_players()
if not surface or not surface.valid then if not surface or not surface.valid then
return return
end end
local player_inv = {}
local items = {}
if #this.offline_players > 0 then if #this.offline_players > 0 then
for i = 1, #this.offline_players, 1 do for i = 1, #this.offline_players, 1 do
if this.offline_players[i] and this.offline_players[i].index then if this.offline_players[i] and this.offline_players[i].index then
@ -54,8 +52,11 @@ function Public.dump_expired_players()
remove(this.offline_players, i) remove(this.offline_players, i)
else else
if this.offline_players[i].tick < tick then if this.offline_players[i].tick < tick then
local name = this.offline_players[i].name local player_inv = {}
player_inv[1] = target.get_inventory(defines.inventory.character_main) local items = {}
local name = target.name
player_inv[1] = target.get_main_inventory()
player_inv[2] = target.get_inventory(defines.inventory.character_armor) player_inv[2] = target.get_inventory(defines.inventory.character_armor)
player_inv[3] = target.get_inventory(defines.inventory.character_guns) player_inv[3] = target.get_inventory(defines.inventory.character_guns)
player_inv[4] = target.get_inventory(defines.inventory.character_ammo) player_inv[4] = target.get_inventory(defines.inventory.character_ammo)
@ -64,25 +65,32 @@ function Public.dump_expired_players()
Event.raise(this.events.remove_surface, { target = target }) Event.raise(this.events.remove_surface, { target = target })
end end
if target.get_item_count() == 0 then -- if the player has zero items, don't do anything local found_items = false
for index = 1, 5, 1 do
if player_inv[index] and player_inv[index].valid and player_inv[index].get_item_count() ~= 0 then
found_items = true
end
end
if not found_items then -- if the player has zero items, don't do anything
remove(this.offline_players, i) remove(this.offline_players, i)
goto final goto final
end end
local pos = game.forces.player.get_spawn_position(surface) local pos = game.forces.player.get_spawn_position(surface)
local e = local e =
surface.create_entity( surface.create_entity(
{ {
name = 'character', name = 'character',
position = pos, position = pos,
force = 'neutral' force = 'neutral'
} }
) )
if not e or not e.valid then if not e or not e.valid then
break break
end end
local inv = e.get_inventory(defines.inventory.character_main) local inv = e.get_main_inventory()
if not inv then if not inv then
break break
end end
@ -90,9 +98,9 @@ function Public.dump_expired_players()
---@diagnostic disable-next-line: assign-type-mismatch ---@diagnostic disable-next-line: assign-type-mismatch
e.character_inventory_slots_bonus = #player_inv[1] e.character_inventory_slots_bonus = #player_inv[1]
for ii = 1, 5, 1 do for ii = 1, 5, 1 do
if player_inv[ii].valid then if player_inv[ii] and player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then if player_inv[ii][iii] and player_inv[ii][iii].valid then
insert(items, player_inv[ii][iii]) insert(items, player_inv[ii][iii])
end end
end end
@ -117,7 +125,7 @@ function Public.dump_expired_players()
end end
for ii = 1, 5, 1 do for ii = 1, 5, 1 do
if player_inv[ii].valid then if player_inv[ii] and player_inv[ii].valid then
player_inv[ii].clear() player_inv[ii].clear()
end end
end end
@ -184,7 +192,7 @@ Event.on_nth_tick(tick_frequency, Public.dump_expired_players)
Event.add( Event.add(
defines.events.on_pre_player_left_game, defines.events.on_pre_player_left_game,
function(event) function (event)
if not this.settings.is_enabled then if not this.settings.is_enabled then
return return
end end

View File

@ -164,16 +164,21 @@ local function zoom_to_pos(event)
if is_spamming then if is_spamming then
return return
end end
local player = event.player local player = event.player
local element = event.element local element = event.element
local target = Gui.get_data(element) local data = Gui.get_data(element)
if not data then return end
if not target or not target.valid then if player.controller_type == defines.controllers.remote then
return return
end end
if target.character ~= nil then target = target.character end player.set_controller({
player.centered_on = target type = defines.controllers.remote,
position = data.position,
surface = player.surface,
zoom = 4
})
end end
local close_alert = Public.close_alert local close_alert = Public.close_alert
@ -290,7 +295,7 @@ function Public.alert_all_players_location(player, message, color, duration)
style = 'slot_button' style = 'slot_button'
} }
Gui.set_data(sprite, player) Gui.set_data(sprite, player.position)
local label = local label =
container.add { container.add {

View File

@ -583,6 +583,25 @@ function Public:callback(func)
end end
end end
local directions = {
[0] = 'defines.direction.north',
[1] = 'defines.direction.northnortheast',
[2] = 'defines.direction.northeast',
[3] = 'defines.direction.eastnortheast',
[4] = 'defines.direction.east',
[5] = 'defines.direction.eastsoutheast',
[6] = 'defines.direction.southeast',
[7] = 'defines.direction.southsoutheast',
[8] = 'defines.direction.south',
[9] = 'defines.direction.southsouthwest',
[10] = 'defines.direction.southwest',
[11] = 'defines.direction.westsouthwest',
[12] = 'defines.direction.west',
[13] = 'defines.direction.westnorthwest',
[14] = 'defines.direction.northwest',
[15] = 'defines.direction.northnorthwest',
}
Public.new('get', 'Hover over an object to get its name.') Public.new('get', 'Hover over an object to get its name.')
:require_admin() :require_admin()
:add_parameter('die', true, 'string') :add_parameter('die', true, 'string')
@ -602,7 +621,7 @@ Public.new('get', 'Hover over an object to get its name.')
player.print('[color=orange]Name:[/color] ' .. entity.name) player.print('[color=orange]Name:[/color] ' .. entity.name)
player.print('[color=orange]Type:[/color] ' .. entity.type) player.print('[color=orange]Type:[/color] ' .. entity.type)
player.print('[color=orange]Force:[/color] ' .. entity.force.name) player.print('[color=orange]Force:[/color] ' .. entity.force.name)
player.print('[color=orange]Direction:[/color] ' .. entity.direction) player.print('[color=orange]Direction:[/color] ' .. entity.direction .. ' (' .. directions[entity.direction] .. ')')
player.print('[color=orange]Destructible:[/color] ' .. (entity.destructible and 'true' or 'false')) player.print('[color=orange]Destructible:[/color] ' .. (entity.destructible and 'true' or 'false'))
player.print('[color=orange]Minable:[/color] ' .. (entity.minable and 'true' or 'false')) player.print('[color=orange]Minable:[/color] ' .. (entity.minable and 'true' or 'false'))
player.print('[color=orange]Unit Number:[/color] ' .. (entity.unit_number or 'nil')) player.print('[color=orange]Unit Number:[/color] ' .. (entity.unit_number or 'nil'))