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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00

Basic Zone mechanics working

This commit is contained in:
blubFisch 2022-10-05 17:15:39 +01:00
parent 792a795840
commit f225b21c50
3 changed files with 85 additions and 0 deletions

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@ -0,0 +1,81 @@
local Public = {}
local math_random = math.random
local table_insert = table.insert
local math_floor = math.floor
local atan2 = math.atan2
local Event = require 'utils.event'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local Team = require 'maps.scrap_towny_ffa.team'
local Building = require 'maps.scrap_towny_ffa.building'
local Colors = require 'maps.scrap_towny_ffa.colors'
local Enemy = require 'maps.scrap_towny_ffa.enemy'
local Color = require 'utils.color_presets'
local CommonFunctions = require 'utils.common'
local zone_size = 80
local function draw_borders(zone)
local surface = zone.surface
local right = zone.box.right_bottom.x
local left = zone.box.left_top.x
local top = zone.box.left_top.y
local bottom = zone.box.right_bottom.y
local beam_type = 'electric-beam-no-sound'
surface.create_entity({name = beam_type, position = {right, top},
source = {right, top}, target = {right, bottom + 1}}) -- intentional offset here to correct visual appearance
surface.create_entity({name = beam_type, position = {right, bottom},
source = {right, bottom}, target = {left, bottom}})
surface.create_entity({name = beam_type, position = {left, bottom},
source = {left, bottom}, target = {left, top}})
surface.create_entity({name = beam_type, position = {left, top},
source = {left, top}, target = {right, top}})
end
function Public.add_zone(surface, force, center)
local this = ScenarioTable.get_table()
-- Init zone geometry
local box = {left_top = {x = center.x - zone_size / 2, y = center.y - zone_size / 2},
right_bottom = {x = center.x + zone_size / 2, y = center.y + zone_size / 2}}
local zone = {surface = surface, force = force, center = center, box = box}
table_insert(this.exclusion_zones, zone)
draw_borders(zone)
end
local function vector_norm(vector)
return math.sqrt(vector.x ^ 2 + vector.y ^ 2)
end
local function on_player_changed_position(event)
--TODO: fast 1st level check: count_entities(beam) around zone_size?
local player = game.get_player(event.player_index)
local surface = player.surface
if not surface or not surface.valid then
return
end
local this = ScenarioTable.get_table()
for _, zone in pairs(this.exclusion_zones) do
if CommonFunctions.point_in_bounding_box(player.position, zone.box) then
local center_diff = { x = player.position.x - zone.center.x, y = player.position.y - zone.center.y}
center_diff.x = center_diff.x / vector_norm(center_diff)
center_diff.y = center_diff.y / vector_norm(center_diff)
player.teleport({ player.position.x + center_diff.x, player.position.y + center_diff.y}, surface)
if player.character then
player.character.health = player.character.health - 25
player.character.surface.create_entity({name = 'water-splash', position = player.position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
end
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
return Public

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@ -37,6 +37,7 @@ function Public.reset_table()
this.mining_entity = {}
this.mining_target = {}
this.spaceships = {}
this.exclusion_zones = {}
end
function Public.get_table()

View File

@ -13,6 +13,7 @@ local Building = require 'maps.scrap_towny_ffa.building'
local Colors = require 'maps.scrap_towny_ffa.colors'
local Enemy = require 'maps.scrap_towny_ffa.enemy'
local Color = require 'utils.color_presets'
local ExclusionZone = require 'maps.scrap_towny_ffa.exclusion_zone'
local town_radius = 27
local radius_between_towns = 64
@ -181,6 +182,8 @@ local function draw_town_spawn(player_name)
end
end
ExclusionZone.add_zone(surface, force, position)
-- ore patches
local ores = {'iron-ore', 'copper-ore', 'stone', 'coal'}
table_shuffle(ores)