From 222c81980e5553e8d882cdfd8b88201aacfed97b Mon Sep 17 00:00:00 2001 From: Gerkiz Date: Tue, 22 Feb 2022 21:26:00 +0100 Subject: [PATCH] Map update and module fix --- functions/soft_reset.lua | 22 ++- maps/labyrinth.lua | 394 ++++++++++++++++++++++++++------------- modules/teleporters.lua | 7 +- 3 files changed, 284 insertions(+), 139 deletions(-) diff --git a/functions/soft_reset.lua b/functions/soft_reset.lua index 9b6c899c..f1f6576d 100644 --- a/functions/soft_reset.lua +++ b/functions/soft_reset.lua @@ -159,13 +159,18 @@ local function reset_forces(new_surface, old_surface) end end -local function teleport_players(surface) +local function teleport_players(surface, small_force_chunk) for _, player in pairs(game.connected_players) do local spawn = player.force.get_spawn_position(surface) local chunk = {math.floor(spawn.x / 32), math.floor(spawn.y / 32)} if not surface.is_chunk_generated(chunk) then - surface.request_to_generate_chunks(spawn, 1) - surface.force_generate_chunk_requests() + if not small_force_chunk then + surface.request_to_generate_chunks(spawn, 1) + surface.force_generate_chunk_requests() + else + surface.request_to_generate_chunks({0, 0}, 0.1) + surface.force_generate_chunk_requests() + end end local pos = surface.find_non_colliding_position('character', spawn, 3, 0.5) player.teleport(pos, surface) @@ -199,15 +204,20 @@ local function clear_robots(new_surface) end end -function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items) +function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items, small_force_chunk) if not this.original_surface_name then this.original_surface_name = old_surface.name end this.soft_reset_counter = this.soft_reset_counter + 1 local new_surface = game.create_surface(this.original_surface_name .. '_' .. tostring(this.soft_reset_counter), map_gen_settings) - new_surface.request_to_generate_chunks({0, 0}, 1) - new_surface.force_generate_chunk_requests() + if not small_force_chunk then + new_surface.request_to_generate_chunks({0, 0}, 1) + new_surface.force_generate_chunk_requests() + else + new_surface.request_to_generate_chunks({0, 0}, 0.1) + new_surface.force_generate_chunk_requests() + end reset_forces(new_surface, old_surface) teleport_players(new_surface) diff --git a/maps/labyrinth.lua b/maps/labyrinth.lua index 1ff0d784..7553ba35 100644 --- a/maps/labyrinth.lua +++ b/maps/labyrinth.lua @@ -1,17 +1,37 @@ ---luacheck: ignore --labyrinth-- mewmew made this -- +-- modified by gerkiz require 'maps.labyrinth_map_intro' require 'modules.teleporters' require 'modules.satellite_score' --require "modules.landfill_reveals_nauvis" +local Event = require 'utils.event' +local Server = require 'utils.server' +local Global = require 'utils.global' local map_functions = require 'tools.map_functions' local simplex_noise = require 'utils.simplex_noise'.d2 -local event = require 'utils.event' -local unique_rooms = require 'maps.labyrinth_unique_rooms' local Score = require 'comfy_panel.score' +local unique_rooms = require 'maps.labyrinth_unique_rooms' +local SoftReset = require 'functions.soft_reset' +local Autostash = require 'modules.autostash' +local BottomFrame = require 'comfy_panel.bottom_frame' +local this = { + settings = { + labyrinth_size = 1, + surface_index = nil, + check_landfill = true + } +} + +Global.register( + this, + function(tbl) + this = tbl + end +) local labyrinth_difficulty_curve = 333 --- How much size the labyrinth needs to have the highest difficulty. +local mapkeeper = '[color=blue]Mapkeeper:[/color]' local threat_values = { ['small-biter'] = 1, @@ -28,10 +48,10 @@ local function create_labyrinth_difficulty_gui(player) if player.gui.top['labyrinth_difficulty'] then player.gui.top['labyrinth_difficulty'].destroy() end - if not global.labyrinth_size then + if not this.settings.labyrinth_size then return end - local str = tostring(math.ceil((global.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. '%' + local str = tostring(math.ceil((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. '%' local b = player.gui.top.add({type = 'button', name = 'labyrinth_difficulty', caption = 'Difficulty: ' .. str}) b.style.minimal_height = 38 b.style.minimal_width = 38 @@ -119,6 +139,51 @@ local function is_canditate_chunk_valid(chunk, surface) end end +local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 64, ['raw-fish'] = 3} + +local function init_map() + local seed = game.surfaces[1].map_gen_settings.seed + local map_gen_settings = {} + map_gen_settings.water = '0.01' + map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50} + map_gen_settings.autoplace_controls = { + ['coal'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['stone'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['trees'] = {frequency = 'none', size = 'none', richness = 'none'}, + ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} + } + if not this.settings.surface_index then + this.settings.surface_index = game.create_surface('labyrinth', map_gen_settings).index + else + this.settings.surface_index = SoftReset.soft_reset_map(game.surfaces[this.settings.surface_index], map_gen_settings, starting_items, true).index + end + + this.settings.labyrinth_size = 1 + + local surface = game.get_surface(this.settings.surface_index) + + game.map_settings.pollution.pollution_restored_per_tree_damage = 0 + game.forces['player'].set_spawn_position({16, 0}, surface) + surface.create_entity {name = 'rock-big', position = {16, -16}} + this.settings.seed = seed + + game.forces['player'].technologies['artillery'].enabled = false + game.forces['player'].technologies['artillery-shell-range-1'].enabled = false + game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false + game.forces['player'].technologies['atomic-bomb'].enabled = false + + global.satellites_in_space = 0 + + Autostash.insert_into_furnace(true) + Autostash.insert_into_wagon(true) + Autostash.bottom_button(true) + BottomFrame.reset() + BottomFrame.activate_custom_buttons(true) +end + local worm_raffle = {} worm_raffle[1] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret'} worm_raffle[2] = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret'} @@ -133,26 +198,11 @@ worm_raffle[10] = {'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turr local rock_weights = {{'sand-rock-big', 9}, {'rock-big', 32}, {'rock-huge', 1}} local rock_raffle = {} for _, t in pairs(rock_weights) do - for x = 1, t[2], 1 do + for _ = 1, t[2], 1 do table.insert(rock_raffle, t[1]) end end -local ore_spawn_raffle = { - 'iron-ore', - 'iron-ore', - 'iron-ore', - 'iron-ore', - 'iron-ore', - 'copper-ore', - 'copper-ore', - 'copper-ore', - 'coal', - 'coal', - 'stone', - 'stone', - 'uranium-ore', - 'crude-oil' -} + local room_layouts = {'quad_rocks', 'single_center_rock', 'three_horizontal_rocks', 'three_vertical_rocks', 'tree_and_lake', 'forest', 'forest_fence'} local biter_raffle = { {'small-biter'}, @@ -193,12 +243,12 @@ local room_enemy_weights = { local unique_room_raffle = {'forgotten_place', 'flamethrower_cross', 'railway_roundabout', 'big_worm_crossing', 'deadly_crossing', 'mini_labyrinth'} for _, t in pairs(room_enemy_weights) do - for x = 1, t[2], 1 do + for _ = 1, t[2], 1 do table.insert(room_enemies, t[1]) end end -local function grow_cell(chunk_position, surface) +local function grow_cell(chunk_position, surface) -- luacheck: ignore local math_random = math.random local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}} modifier_raffle = shuffle(modifier_raffle) @@ -252,9 +302,9 @@ local function grow_cell(chunk_position, surface) end if #valid_chunks > 0 then - global.labyrinth_size = global.labyrinth_size + 1 + this.settings.labyrinth_size = this.settings.labyrinth_size + 1 end - local evolution = global.labyrinth_size / labyrinth_difficulty_curve + local evolution = this.settings.labyrinth_size / labyrinth_difficulty_curve if evolution > 1 then evolution = 1 end @@ -264,10 +314,10 @@ local function grow_cell(chunk_position, surface) end for x = 1, math_random(1, #valid_chunks), 1 do - local chunk_position = valid_chunks[x] + local chunk_position = valid_chunks[x] --luacheck: ignore local left_top_x = chunk_position.x * 32 local left_top_y = chunk_position.y * 32 - local tile_to_insert = false + local tile_to_insert local tiles = {} local entities_to_place = { rocks = {}, @@ -287,8 +337,8 @@ local function grow_cell(chunk_position, surface) local layout = room_layouts[math_random(1, #room_layouts)] local enemies = room_enemies[math_random(1, #room_enemies)] - local unique_room = true - if global.labyrinth_size > 12 and math_random(1, 50) == 1 then + local unique_room + if this.settings.labyrinth_size > 12 and math_random(1, 50) == 1 then layout = nil enemies = nil unique_room = unique_room_raffle[math_random(1, #unique_room_raffle)] @@ -382,29 +432,29 @@ local function grow_cell(chunk_position, surface) allied_entity = allied_entity_raffle[math_random(1, #allied_entity_raffle)] end - if global.labyrinth_size < 16 then + if this.settings.labyrinth_size < 16 then while enemies == 'gun_turrets' or enemies == 'only_worms' or enemies == 'worms_and_spawners' do enemies = room_enemies[math_random(1, #room_enemies)] end end local placed_enemies = 0 - local enemy_counter = global.labyrinth_size + local enemy_counter = this.settings.labyrinth_size if enemy_counter > 2000 then enemy_counter = 2000 end local random_max = 400 - if global.labyrinth_size > 50 then + if this.settings.labyrinth_size > 50 then random_max = 200 end - if global.labyrinth_size > 100 then + if this.settings.labyrinth_size > 100 then random_max = 100 end while placed_enemies < enemy_counter do if not enemies then break end - for x = 0, 31, 1 do + for x = 0, 31, 1 do --luacheck: ignore for y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} if enemies == 'spawners' then @@ -473,7 +523,7 @@ local function grow_cell(chunk_position, surface) #entities_to_place.allied_entities end - for x = 0, 31, 1 do + for x = 0, 31, 1 do --luacheck: ignore for y = 0, 31, 1 do local pos = {x = left_top_x + x, y = left_top_y + y} tile_to_insert = 'dirt-5' @@ -557,10 +607,10 @@ local function grow_cell(chunk_position, surface) local entity = surface.create_entity {name = e.name, position = e.position, force = e.force, direction = e.direction} if entity.name == 'gun-turret' then local ammo = 'firearm-magazine' - if global.labyrinth_size > 100 then + if this.settings.labyrinth_size > 100 then ammo = 'piercing-rounds-magazine' end - if global.labyrinth_size > 300 then + if this.settings.labyrinth_size > 300 then ammo = 'uranium-rounds-magazine' end entity.insert({name = ammo, count = math.random(50, 150)}) @@ -583,19 +633,19 @@ local function grow_cell(chunk_position, surface) end for _, p in pairs(entities_to_place.worms) do - local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0) - local raffle = worm_raffle[evolution] + local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0) + local raffle = worm_raffle[ev] local n = raffle[math.random(1, #raffle)] if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end end - local threat_amount = global.labyrinth_size * 4 + local threat_amount = this.settings.labyrinth_size * 4 for _, p in pairs(entities_to_place.biters) do - local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0) - local raffle = biter_raffle[evolution] + local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0) + local raffle = biter_raffle[ev] local n = raffle[math.random(1, #raffle)] if threat_values[n] then threat_amount = threat_amount - threat_values[n] @@ -609,8 +659,8 @@ local function grow_cell(chunk_position, surface) end for _, p in pairs(entities_to_place.spitters) do - local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0) - local raffle = spitter_raffle[evolution] + local ev = math.ceil(game.forces.enemy.evolution_factor * 10, 0) + local raffle = spitter_raffle[ev] local n = raffle[math.random(1, #raffle)] if threat_values[n] then threat_amount = threat_amount - threat_values[n] @@ -626,10 +676,10 @@ local function grow_cell(chunk_position, surface) for _, p in pairs(entities_to_place.gun_turrets) do local e = surface.create_entity {name = 'gun-turret', position = p, force = 'enemy'} local ammo = 'firearm-magazine' - if global.labyrinth_size > 100 then + if this.settings.labyrinth_size > 100 then ammo = 'piercing-rounds-magazine' end - if global.labyrinth_size > 300 then + if this.settings.labyrinth_size > 300 then ammo = 'uranium-rounds-magazine' end e.insert({name = ammo, count = math.random(50, 150)}) @@ -716,6 +766,7 @@ local function treasure_chest(position, surface) {{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5}, {{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7}, + {{name = 'player-port', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = 'steel-plate', count = math_random(50, 100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1}, {{name = 'burner-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, @@ -792,7 +843,7 @@ local function treasure_chest(position, surface) {{name = 'gun-turret', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9} } for _, t in pairs(chest_loot) do - for x = 1, t.weight, 1 do + for _ = 1, t.weight, 1 do if t.evolution_min <= game.forces.enemy.evolution_factor and t.evolution_max >= game.forces.enemy.evolution_factor then table.insert(chest_raffle, t[1]) end @@ -801,12 +852,97 @@ local function treasure_chest(position, surface) local chest_type_raffle = {'steel-chest', 'iron-chest', 'wooden-chest'} local e = surface.create_entity {name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player'} local i = e.get_inventory(defines.inventory.chest) - for x = 1, math_random(3, 4), 1 do + for _ = 1, math_random(3, 4), 1 do local loot = chest_raffle[math_random(1, #chest_raffle)] i.insert(loot) end end +commands.add_command( + 'scenario', + 'Usable only for admins - controls the scenario!', + function(cmd) + local p + local player = game.player + + if not player or not player.valid then + p = log + else + p = player.print + if not player.admin then + return + end + end + + local param = cmd.parameter + + if param == 'restart' or param == 'shutdown' or param == 'reset' or param == 'restartnow' then + goto continue + else + p('[ERROR] Arguments are:\nrestart\nshutdown\nreset\nrestartnow') + return + end + + ::continue:: + + if not this.settings.reset_are_you_sure then + this.settings.reset_are_you_sure = true + p('[WARNING] This command will disable the soft-reset feature, run this command again if you really want to do this!') + return + end + + if param == 'restart' then + if this.settings.restart then + this.settings.reset_are_you_sure = nil + this.settings.restart = false + this.settings.soft_reset = true + p('[SUCCESS] Soft-reset is enabled.') + return + else + this.settings.reset_are_you_sure = nil + this.settings.restart = true + this.settings.soft_reset = false + if this.settings.shutdown then + this.settings.shutdown = false + end + p('[WARNING] Soft-reset is disabled! Server will restart from scenario to load new changes.') + return + end + elseif param == 'restartnow' then + this.settings.reset_are_you_sure = nil + Server.start_scenario('Labyrinth') + return + elseif param == 'shutdown' then + if this.settings.shutdown then + this.settings.reset_are_you_sure = nil + this.settings.shutdown = false + this.settings.soft_reset = true + p('[SUCCESS] Soft-reset is enabled.') + return + else + this.settings.reset_are_you_sure = nil + this.settings.shutdown = true + this.settings.soft_reset = false + if this.settings.restart then + this.settings.restart = false + end + p('[WARNING] Soft-reset is disabled! Server will shutdown. Most likely because of updates.') + return + end + elseif param == 'reset' then + this.settings.reset_are_you_sure = nil + if player and player.valid then + game.print(mapkeeper .. ' ' .. player.name .. ', has reset the game!', {r = 0.98, g = 0.66, b = 0.22}) + else + game.print(mapkeeper .. ' server, has reset the game!', {r = 0.98, g = 0.66, b = 0.22}) + end + init_map() + p('[WARNING] Game has been reset!') + return + end + end +) + local function spawn_infinity_chest(pos, surface) local math_random = math.random local infinity_chests = { @@ -856,17 +992,48 @@ local entity_drop_amount = { ['spitter-spawner'] = {low = 50, high = 100} } local ore_spill_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'landfill'} -local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'uranium-ore', 'crude-oil'} +local ore_spawn_raffle = { + 'iron-ore', + 'iron-ore', + 'iron-ore', + 'iron-ore', + 'copper-ore', + 'copper-ore', + 'copper-ore', + 'coal', + 'coal', + 'stone', + 'uranium-ore', + 'crude-oil' +} + +local function restrict_landfill(surface, tiles) + for _, t in pairs(tiles) do + local check_position = t.position + if check_position.y > 100 then + surface.set_tiles({{name = t.old_tile.name, position = t.position}}, true) + end + end +end + +local function on_player_built_tile(event) + if not this.settings.check_landfill then + return + end + + local player = game.get_player(event.player_index) + local tiles = event.tiles + restrict_landfill(player.surface, tiles) +end local function on_entity_died(event) for _, fragment in pairs(biter_fragmentation) do if event.entity.name == fragment[1] then - for x = 1, math.random(fragment[3], fragment[4]), 1 do + for _ = 1, math.random(fragment[3], fragment[4]), 1 do local p = event.entity.surface.find_non_colliding_position(fragment[2], event.entity.position, 2, 1) if p then event.entity.surface.create_entity {name = fragment[2], position = p} end - p = nil end return end @@ -875,7 +1042,7 @@ local function on_entity_died(event) if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then local e = math.ceil(game.forces.enemy.evolution_factor * 10, 0) for _, t in pairs(biter_building_inhabitants[e]) do - for x = 1, math.random(t[2], t[3]), 1 do + for _ = 1, math.random(t[2], t[3]), 1 do local p = event.entity.surface.find_non_colliding_position(t[1], event.entity.position, 6, 1) if p then event.entity.surface.create_entity {name = t[1], position = p} @@ -888,7 +1055,8 @@ local function on_entity_died(event) if game.forces.enemy.evolution_factor < 0.5 then local evolution_drop_modifier = (0.1 - game.forces.enemy.evolution_factor) * 10 if evolution_drop_modifier > 0 then - local amount = math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * evolution_drop_modifier) + local amount = + math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * evolution_drop_modifier) event.entity.surface.spill_item_stack(event.entity.position, {name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount}, true) end end @@ -906,7 +1074,7 @@ local function on_entity_died(event) end if event.entity.name == 'sand-rock-big' then local n = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)] - --local amount_modifier = 1 + ((global.labyrinth_size / labyrinth_difficulty_curve) * 10) + --local amount_modifier = 1 + ((this.settings.labyrinth_size / labyrinth_difficulty_curve) * 10) local amount_modifier = math.ceil(1 + game.forces.enemy.evolution_factor * 5) if n == 'crude-oil' then @@ -936,21 +1104,23 @@ local function get_noise(name, pos) local noise_seed_add = 25000 if name == 'ocean' then noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed) - seed = seed + noise_seed_add - local noise = noise[1] + noise = noise[1] return noise end seed = seed + noise_seed_add if name == 'island' then noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed) - seed = seed + noise_seed_add - local noise = noise[1] + noise = noise[1] return noise end end local function on_chunk_generated(event) - local surface = game.surfaces['labyrinth'] + local index = this.settings.surface_index + local surface = game.get_surface(index) + if not surface or not surface.valid then + return + end if event.surface.name ~= surface.name then return end @@ -963,19 +1133,11 @@ local function on_chunk_generated(event) fish = {}, shipwrecks = {} } - local decoratives = {} local tiles = {} - local tile_to_insert = false + local tile_to_insert local chunk_position_x = event.area.left_top.x / 32 local chunk_position_y = event.area.left_top.y / 32 - --if not global.spawn_ores_generated then - -- if event.area.left_top.x > 96 then - -- map_functions.draw_rainbow_patch({x = 16, y = 16}, surface, 9, 1000) - -- global.spawn_ores_generated = true - -- end - --end - for x = 0, 31, 1 do for y = 0, 31, 1 do tile_to_insert = false @@ -988,7 +1150,7 @@ local function on_chunk_generated(event) end if pos.y >= 196 + noise * 20 then - local noise = get_noise('island', pos) + noise = get_noise('island', pos) if noise > 0.85 then tile_to_insert = 'grass-1' end @@ -1039,53 +1201,17 @@ end local function on_player_joined_game(event) local player = game.players[event.player_index] - if not global.map_init_done then - local map_gen_settings = {} - map_gen_settings.water = '0.01' - map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50} - map_gen_settings.autoplace_controls = { - ['coal'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['stone'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['trees'] = {frequency = 'none', size = 'none', richness = 'none'}, - ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} - } - game.map_settings.pollution.pollution_restored_per_tree_damage = 0 - game.create_surface('labyrinth', map_gen_settings) - game.forces['player'].set_spawn_position({16, 0}, game.surfaces['labyrinth']) - local surface = game.surfaces['labyrinth'] - surface.create_entity {name = 'rock-big', position = {16, -16}} - - --game.forces["player"].technologies["gun-turret-damage-1"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-2"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-3"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-4"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-5"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-6"].enabled = false - --game.forces["player"].technologies["gun-turret-damage-7"].enabled = false - game.forces['player'].technologies['artillery'].enabled = false - game.forces['player'].technologies['artillery-shell-range-1'].enabled = false - game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false - game.forces['player'].technologies['atomic-bomb'].enabled = false - - --game.forces["player"].set_ammo_damage_modifier("flamethrower", -0.95) - --game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.95) - --game.forces["player"].set_turret_attack_modifier("gun-turret", -0.25) - --game.forces["player"].set_turret_attack_modifier("laser-turret", -0.75) - - if not global.labyrinth_size then - global.labyrinth_size = 1 - end - global.map_init_done = true + local index = this.settings.surface_index + local surface = game.get_surface(index) + if not surface or not surface.valid then + return end - local surface = game.surfaces['labyrinth'] + if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then - player.teleport(surface.find_non_colliding_position('character', {16, 0}, 2, 1), 'labyrinth') + player.teleport(surface.find_non_colliding_position('character', {16, 0}, 2, 1), surface.name) else if player.online_time < 5 then - player.teleport({16, 0}, 'labyrinth') + player.teleport({16, 0}, surface.name) end end if player.online_time < 10 then @@ -1112,7 +1238,7 @@ local function on_built_entity(event) if not chest[1] then return end - local a = { + local _ = { left_top = {x = chest[1].position.x - 2, y = chest[1].position.y - 2}, right_bottom = {x = chest[1].position.x + 2, y = chest[1].position.y + 2} } @@ -1165,7 +1291,8 @@ local function on_built_entity(event) if get_score then if get_score[player.force.name] then if get_score[player.force.name].players[player.name] then - get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1 + get_score[player.force.name].players[player.name].built_entities = + get_score[player.force.name].players[player.name].built_entities - 1 end end end @@ -1186,7 +1313,10 @@ local function on_built_entity(event) surface.count_entities_filtered( { name = {'spitter-spawner', 'biter-spawner'}, - area = {{event.created_entity.position.x - 18, event.created_entity.position.y - 18}, {event.created_entity.position.x + 18, event.created_entity.position.y + 18}}, + area = { + {event.created_entity.position.x - 18, event.created_entity.position.y - 18}, + {event.created_entity.position.x + 18, event.created_entity.position.y + 18} + }, force = 'enemy', limit = 1 } @@ -1220,12 +1350,8 @@ end local function on_entity_damaged(event) if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then - local rock_is_alive = true if event.force.name == 'enemy' then event.entity.health = event.entity.health + event.final_damage_amount - if event.entity.health <= event.final_damage_amount then - rock_is_alive = false - end end end end @@ -1238,12 +1364,16 @@ local attack_messages = { 'These noises, this canĀ“t be good..' } -local function on_tick(event) +local function on_tick() if game.tick % 4600 == 0 then if math.random(1, 6) ~= 1 then return end - local surface = game.surfaces['labyrinth'] + local index = this.settings.surface_index + local surface = game.get_surface(index) + if not surface or not surface.valid then + return + end local area = {{-10000, -10000}, {10000, 0}} local biters = surface.find_entities_filtered({type = 'unit', force = 'enemy', area = area}) for _, biter in pairs(biters) do @@ -1255,12 +1385,14 @@ local function on_tick(event) end end -event.add(defines.events.on_tick, on_tick) -event.add(defines.events.on_robot_built_entity, on_robot_built_entity) -event.add(defines.events.on_entity_damaged, on_entity_damaged) -event.add(defines.events.on_built_entity, on_built_entity) -event.add(defines.events.on_entity_died, on_entity_died) -event.add(defines.events.on_player_mined_entity, on_player_mined_entity) -event.add(defines.events.on_robot_mined_entity, on_player_mined_entity) -event.add(defines.events.on_chunk_generated, on_chunk_generated) -event.add(defines.events.on_player_joined_game, on_player_joined_game) +Event.on_init(init_map) +Event.add(defines.events.on_tick, on_tick) +Event.add(defines.events.on_robot_built_entity, on_robot_built_entity) +Event.add(defines.events.on_entity_damaged, on_entity_damaged) +Event.add(defines.events.on_built_entity, on_built_entity) +Event.add(defines.events.on_entity_died, on_entity_died) +Event.add(defines.events.on_player_mined_entity, on_player_mined_entity) +Event.add(defines.events.on_player_built_tile, on_player_built_tile) +Event.add(defines.events.on_robot_mined_entity, on_player_mined_entity) +Event.add(defines.events.on_chunk_generated, on_chunk_generated) +Event.add(defines.events.on_player_joined_game, on_player_joined_game) diff --git a/modules/teleporters.lua b/modules/teleporters.lua index 7076871e..7b27f933 100644 --- a/modules/teleporters.lua +++ b/modules/teleporters.lua @@ -1,5 +1,5 @@ local Event = require 'utils.event' -local key_item = 'computer' +local key_item = 'player-port' local blacklisted_tiles = {'out-of-map', 'water', 'deepwater', 'water-green', 'lab-white', 'lab-dark-1'} local teleporter_names = { 'Stuedrik', @@ -211,7 +211,10 @@ local function gui_teleporter(player, visited_teleporter_index) { type = 'label', caption = tostring( - math.ceil(math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2), 0) + math.ceil( + math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2), + 0 + ) ) .. ' Units' } )