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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00

Add break/AFK protection shield

This commit is contained in:
blubFisch 2022-10-09 11:11:38 +01:00
parent d672332b33
commit f5d04d8c63
6 changed files with 127 additions and 55 deletions

View File

@ -59,9 +59,9 @@ local function on_chunk_charted(event)
update_forces(health_text)
add_force(health_text, force.name)
-- protection text
local zone_text = town_center.zone_text
update_forces(zone_text)
add_force(zone_text, force.name)
local shield_text = town_center.shield_text
update_forces(shield_text)
add_force(shield_text, force.name)
end
end

View File

@ -2,6 +2,7 @@ local table_insert = table.insert
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local Town_center = require 'maps.scrap_towny_ffa.town_center'
local PvPShield = require 'maps.scrap_towny_ffa.pvp_shield'
local upgrade_functions = {
-- Upgrade Town Center Health
@ -86,6 +87,33 @@ local upgrade_functions = {
this.spawn_point[player.index] = spawn_point
surface.play_sound({path = 'utility/scenario_message', position = player.position, volume_modifier = 1})
return false
end,
-- Pause-mode PvP Shield
[8] = function(town_center, player)
local this = ScenarioTable.get_table()
local market = town_center.market
local force = market.force
local surface = market.surface
local shield_lifetime_ticks = 10 * 60 * 60
if not this.pvp_shields[player.force.name] then
-- Double-check with the player to prevent accidental clicks
if this.pvp_shield_warned[player.force.name] ~= nil and game.tick - this.pvp_shield_warned[player.force.name] < 60 * 60 then
if not Town_center.enemy_players_nearby(town_center, 100) then
PvPShield.add_shield(surface, force, market.position, shield_lifetime_ticks, 2 * 60 * 60, true)
surface.play_sound({path = 'utility/scenario_message', position = player.position, volume_modifier = 1})
this.pvp_shield_warned[player.force.name] = nil
else
player.print("Enemy players are too close, can't deploy PvP shield")
end
else
player.force.print('You have requested a temporary PvP shield. This will freeze all players in your town for ' .. string.format("%.0f", shield_lifetime_ticks / 60 / 60) .. ' minutes to take a break. Click again to confirm.')
this.pvp_shield_warned[player.force.name] = game.tick
end
else
player.print("Your town already has a PvP shield")
end
return false
end
}
@ -134,6 +162,7 @@ local function set_offers(town_center)
special_offers[6] = {{{'coin', (town_center.upgrades.laser_turret.slots * 150)}}, laser_turret}
local spawn_point = 'Set Spawn Point'
special_offers[7] = {{}, spawn_point}
special_offers[8] = {{}, 'Temporary PvP Shield for pause/AFK'}
for _, v in pairs(special_offers) do
table_insert(market_items, {price = v[1], offer = {type = 'nothing', effect_description = v[2]}})
end

View File

@ -1,20 +1,22 @@
local Public = {}
local math_sqrt = math.sqrt
local Event = require 'utils.event'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local CommonFunctions = require 'utils.common'
local max_size = 120
local beam_type = 'electric-beam-no-sound'
local max_lifetime_ticks = 4 * 60 * 60 * 60
local time_to_full_size_ticks = 60 * 60
local default_lifetime_ticks = 2 * 60 * 60 * 60
local default_time_to_full_size_ticks = 60 * 60
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 function draw_borders(shield)
local surface = shield.surface
local right = shield.box.right_bottom.x
local left = shield.box.left_top.x
local top = shield.box.left_top.y
local bottom = shield.box.right_bottom.y
surface.create_entity({name = beam_type, position = {right, top},
source = {right, top}, target = {right, bottom + 0.5}}) -- intentional offset here to correct visual appearance
@ -26,56 +28,73 @@ local function draw_borders(zone)
source = {left, top - 0.5}, target = {right, top}})
end
local function remove_drawn_borders(zone)
for _, e in pairs(zone.surface.find_entities_filtered({area = zone.box, name = beam_type})) do
local function remove_drawn_borders(shield)
for _, e in pairs(shield.surface.find_entities_filtered({area = shield.box, name = beam_type})) do
if e.valid then
e.destroy()
end
end
end
local function scale_size_and_box(zone)
local time_scale = math.min(1, (game.tick - zone.lifetime_start) / time_to_full_size_ticks)
local function scale_size_and_box(shield)
local time_scale = math.min(1, (game.tick - shield.lifetime_start) / shield.time_to_full_size_ticks)
local scaled_size = time_scale * max_size
local center = zone.center
local center = shield.center
local box = {left_top = { x = center.x - scaled_size / 2, y = center.y - scaled_size / 2},
right_bottom = { x = center.x + scaled_size / 2, y = center.y + scaled_size / 2}}
zone.box = box
zone.size = scaled_size
shield.box = box
shield.size = scaled_size
end
function Public.add_zone(surface, force, center)
function Public.add_shield(surface, force, center, lifetime_ticks, time_to_full_size_ticks, is_pause_mode)
local this = ScenarioTable.get_table()
local zone = {surface = surface, force = force, center = center, lifetime_start = game.tick}
scale_size_and_box(zone)
this.pvp_shields[force.name] = zone
if not lifetime_ticks then
lifetime_ticks = default_lifetime_ticks
end
if not time_to_full_size_ticks then
time_to_full_size_ticks = default_time_to_full_size_ticks
end
local shield = {surface = surface, force = force, center = center, max_lifetime_ticks = lifetime_ticks,
time_to_full_size_ticks = time_to_full_size_ticks, lifetime_start = game.tick, is_pause_mode = is_pause_mode}
if is_pause_mode then
-- Freeze players to avoid AFK abuse
shield.force.character_running_speed_modifier = -1
game.print("Your AFK PvP shield is now rolling out. You will be frozen until it expires in " ..
string.format("%.0f", (Public.remaining_lifetime(shield)) / 60 / 60) .. ' minutes')
end
scale_size_and_box(shield)
this.pvp_shields[force.name] = shield
end
function Public.remove_zone(zone)
function Public.remove_shield(shield)
local this = ScenarioTable.get_table()
remove_drawn_borders(zone)
this.pvp_shields[zone.force.name] = nil
zone.force.print("Your PvP Shield has expired", {r = 1, g = 0, b = 0})
remove_drawn_borders(shield)
if shield.is_pause_mode then
shield.force.character_running_speed_modifier = 0
end
this.pvp_shields[shield.force.name] = nil
shield.force.print("Your PvP Shield has expired", {r = 1, g = 0, b = 0})
end
function Public.remaining_lifetime(zone)
return max_lifetime_ticks - (game.tick - zone.lifetime_start)
function Public.remaining_lifetime(shield)
return shield.max_lifetime_ticks - (game.tick - shield.lifetime_start)
end
local function vector_norm(vector)
return math.sqrt(vector.x ^ 2 + vector.y ^ 2)
end
local function update_zone_lifetime()
local function update_shield_lifetime()
local this = ScenarioTable.get_table()
for _, zone in pairs(this.pvp_shields) do
if Public.remaining_lifetime(zone) > 0 then
if zone.size < max_size then
remove_drawn_borders(zone)
scale_size_and_box(zone)
draw_borders(zone)
for _, shield in pairs(this.pvp_shields) do
if Public.remaining_lifetime(shield) > 0 then
if shield.size < max_size then
remove_drawn_borders(shield)
scale_size_and_box(shield)
draw_borders(shield)
-- Push everyone out as we grow (even if they're just standing)
for _, player in pairs(game.connected_players) do
@ -83,19 +102,23 @@ local function update_zone_lifetime()
end
end
else
Public.remove_zone(zone)
Public.remove_shield(shield)
end
end
end
local function vector_norm(vector)
return math_sqrt(vector.x ^ 2 + vector.y ^ 2)
end
function Public.push_enemies_out(player)
local this = ScenarioTable.get_table()
for _, zone in pairs(this.pvp_shields) do
if not (zone.force == player.force or zone.force.get_friend(player.force) or player.surface ~= zone.surface) then
if CommonFunctions.point_in_bounding_box(player.position, zone.box) then
for _, shield in pairs(this.pvp_shields) do
if not (shield.force == player.force or shield.force.get_friend(player.force) or player.surface ~= shield.surface) then
if CommonFunctions.point_in_bounding_box(player.position, shield.box) then
if player.character then
-- Push player away from center
local center_diff = { x = player.position.x - zone.center.x, y = player.position.y - zone.center.y}
local center_diff = { x = player.position.x - shield.center.x, y = player.position.y - shield.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}, player.surface)
@ -128,6 +151,6 @@ local function on_player_changed_position(event)
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.on_nth_tick(60, update_zone_lifetime)
Event.on_nth_tick(60, update_shield_lifetime)
return Public

View File

@ -38,6 +38,7 @@ function Public.reset_table()
this.mining_target = {}
this.spaceships = {}
this.pvp_shields = {}
this.pvp_shield_warned = {}
end
function Public.get_table()

View File

@ -826,7 +826,7 @@ local function kill_force(force_name, cause)
end
end
if this.pvp_shields[force_name] then
PvPShield.remove_zone(this.pvp_shields[force_name])
PvPShield.remove_shield(this.pvp_shields[force_name])
end
game.merge_forces(force_name, 'neutral')
this.town_centers[force_name] = nil

View File

@ -3,6 +3,7 @@ local Public = {}
local math_random = math.random
local table_insert = table.insert
local math_floor = math.floor
local math_sqrt = math.sqrt
local table_shuffle = table.shuffle_table
local Event = require 'utils.event'
@ -368,17 +369,35 @@ function Public.update_coin_balance(force)
rendering.set_text(town_center.coins_text, 'Coins: ' .. town_center.coin_balance)
end
local function update_protection_display()
function Public.enemy_players_nearby(town_center, max_radius)
local own_force = town_center.market.force
local town_position = town_center.market.position
for _, player in pairs(game.connected_players) do
if player.surface == town_center.market.surface then
local distance = math_floor(math_sqrt((player.position.x - town_position.x) ^ 2
+ (player.position.y - town_position.y) ^ 2))
if distance < max_radius then
if player.force ~= "enemy" and (own_force ~= player.force and not own_force.get_friend(player.force)) then
return true
end
end
end
end
return false
end
local function update_pvp_shields_display()
local this = ScenarioTable.get_table()
for _, town_center in pairs(this.town_centers) do
local zone = this.pvp_shields[town_center.market.force.name]
local shield = this.pvp_shields[town_center.market.force.name]
local info
if zone then
info = 'PvP Shield: ' .. string.format("%.0f", (PvPShield.remaining_lifetime(zone)) / 60 / 60) .. ' minutes'
if shield then
info = 'PvP Shield: ' .. string.format("%.0f", (PvPShield.remaining_lifetime(shield)) / 60 / 60) .. ' minutes'
else
info = ''
end
rendering.set_text(town_center.zone_text, info)
rendering.set_text(town_center.shield_text, info)
end
end
@ -528,7 +547,7 @@ local function found_town(event)
scale_with_zoom = false
}
town_center.zone_text = rendering.draw_text {
town_center.shield_text = rendering.draw_text {
text = 'PvP Shield: (..)',
surface = surface,
forces = {force_name, game.forces.player, game.forces.rogue},
@ -545,8 +564,8 @@ local function found_town(event)
Enemy.clear_enemies(position, surface, town_radius * 5)
draw_town_spawn(force_name)
PvPShield.add_zone(surface, force, { x = position.x + 0.5, y = position.y + 0.5}) -- Market center is slightly shifted
update_protection_display()
PvPShield.add_shield(surface, force, { x = position.x + 0.5, y = position.y + 0.5}) -- Market center is slightly shifted
update_pvp_shields_display()
-- set the spawn point
local pos = {x = town_center.market.position.x, y = town_center.market.position.y + 4}
@ -634,7 +653,7 @@ commands.add_command(
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
Event.on_nth_tick(60, update_protection_display)
Event.on_nth_tick(60, update_pvp_shields_display)
--Event.add(defines.events.on_robot_repaired_entity, on_robot_repaired_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)