local Public = {} local math_random = math.random local table_insert = table.insert local math_floor = math.floor local table_shuffle = table.shuffle_table local Table = require 'modules.scrap_towny_ffa.table' local Team = require 'modules.scrap_towny_ffa.team' local Building = require 'modules.scrap_towny_ffa.building' local town_radius = 27 local radius_between_towns = 160 local ore_amount = 250 local colors = {} local c1 = 250 local c2 = 210 local c3 = -40 for v = c1, c2, c3 do table_insert(colors, {0, 0, v}) end for v = c1, c2, c3 do table_insert(colors, {0, v, 0}) end for v = c1, c2, c3 do table_insert(colors, {v, 0, 0}) end for v = c1, c2, c3 do table_insert(colors, {0, v, v}) end for v = c1, c2, c3 do table_insert(colors, {v, v, 0}) end for v = c1, c2, c3 do table_insert(colors, {v, 0, v}) end local town_wall_vectors = {} for x = 2, town_radius, 1 do table_insert(town_wall_vectors, {x, town_radius}) table_insert(town_wall_vectors, {x * -1, town_radius}) table_insert(town_wall_vectors, {x, town_radius * -1}) table_insert(town_wall_vectors, {x * -1, town_radius * -1}) end for y = 2, town_radius - 1, 1 do table_insert(town_wall_vectors, {town_radius, y}) table_insert(town_wall_vectors, {town_radius, y * -1}) table_insert(town_wall_vectors, {town_radius * -1, y}) table_insert(town_wall_vectors, {town_radius * -1, y * -1}) end local gate_vectors_horizontal = {} for x = -1, 1, 1 do table_insert(gate_vectors_horizontal, {x, town_radius}) table_insert(gate_vectors_horizontal, {x, town_radius * -1}) end local gate_vectors_vertical = {} for y = -1, 1, 1 do table_insert(gate_vectors_vertical, {town_radius, y}) table_insert(gate_vectors_vertical, {town_radius * -1, y}) end local resource_vectors = {} resource_vectors[1] = {} for x = 7, 24, 1 do for y = 7, 24, 1 do table_insert(resource_vectors[1], {x, y}) end end resource_vectors[2] = {} for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[2], {vector[1] * -1, vector[2]}) end resource_vectors[3] = {} for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[3], {vector[1] * -1, vector[2] * -1}) end resource_vectors[4] = {} for _, vector in pairs(resource_vectors[1]) do table_insert(resource_vectors[4], {vector[1], vector[2] * -1}) end local additional_resource_vectors = {} additional_resource_vectors[1] = {} for x = 10, 22, 1 do for y = -4, 4, 1 do table_insert(additional_resource_vectors[1], {x, y}) end end additional_resource_vectors[2] = {} for _, vector in pairs(additional_resource_vectors[1]) do table_insert(additional_resource_vectors[2], {vector[1] * -1, vector[2]}) end additional_resource_vectors[3] = {} for y = 10, 22, 1 do for x = -4, 4, 1 do table_insert(additional_resource_vectors[3], {x, y}) end end additional_resource_vectors[4] = {} for _, vector in pairs(additional_resource_vectors[3]) do table_insert(additional_resource_vectors[4], {vector[1], vector[2] * -1}) end local clear_whitelist_types = { ['simple-entity'] = true, ['resource'] = true, ['cliff'] = true, ['tree'] = true } local starter_supplies = { {name = 'raw-fish', count = 3}, {name = 'grenade', count = 3}, {name = 'stone', count = 32}, {name = 'land-mine', count = 4}, {name = 'iron-gear-wheel', count = 16}, {name = 'iron-plate', count = 32}, {name = 'copper-plate', count = 16}, {name = 'shotgun', count = 1}, {name = 'shotgun-shell', count = 8}, {name = 'firearm-magazine', count = 16}, {name = 'firearm-magazine', count = 16}, {name = 'gun-turret', count = 2} } local function count_nearby_ore(surface, position, ore_name) local count = 0 local r = town_radius + 8 for _, e in pairs(surface.find_entities_filtered({area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}, force = 'neutral', name = ore_name})) do count = count + e.amount end return count end local function draw_town_spawn(player_name) local ffatable = Table.get_table() local market = ffatable.town_centers[player_name].market local position = market.position local surface = market.surface local area = {{position.x - (town_radius + 1), position.y - (town_radius + 1)}, {position.x + (town_radius + 1), position.y + (town_radius + 1)}} -- remove other than cliffs, rocks and ores and trees for _, e in pairs(surface.find_entities_filtered({area = area, force = 'neutral'})) do if not clear_whitelist_types[e.type] then e.destroy() end end -- create walls for _, vector in pairs(gate_vectors_horizontal) do local p = {position.x + vector[1], position.y + vector[2]} --p = surface.find_non_colliding_position("gate", p, 64, 1) if p then surface.create_entity({name = 'gate', position = p, force = player_name, direction = 2}) end end for _, vector in pairs(gate_vectors_vertical) do local p = {position.x + vector[1], position.y + vector[2]} --p = surface.find_non_colliding_position("gate", p, 64, 1) if p then surface.create_entity({name = 'gate', position = p, force = player_name, direction = 0}) end end for _, vector in pairs(town_wall_vectors) do local p = {position.x + vector[1], position.y + vector[2]} --p = surface.find_non_colliding_position("stone-wall", p, 64, 1) if p then surface.create_entity({name = 'stone-wall', position = p, force = player_name}) end end -- ore patches local ores = {'iron-ore', 'copper-ore', 'stone', 'coal'} table_shuffle(ores) for i = 1, 4, 1 do if count_nearby_ore(surface, position, ores[i]) < 200000 then for _, vector in pairs(resource_vectors[i]) do local p = {position.x + vector[1], position.y + vector[2]} p = surface.find_non_colliding_position(ores[i], p, 64, 1) if p then surface.create_entity({name = ores[i], position = p, amount = ore_amount}) end end end end -- starter chests for _, item_stack in pairs(starter_supplies) do local m1 = -8 + math_random(0, 16) local m2 = -8 + math_random(0, 16) local p = {position.x + m1, position.y + m2} p = surface.find_non_colliding_position('wooden-chest', p, 64, 1) if p then local e = surface.create_entity({name = 'wooden-chest', position = p, force = player_name}) local inventory = e.get_inventory(defines.inventory.chest) inventory.insert(item_stack) end end local vector_indexes = {1, 2, 3, 4} table_shuffle(vector_indexes) -- trees --local tree = "tree-0" .. math_random(1, 9) --for _, vector in pairs(additional_resource_vectors[vector_indexes[1]]) do -- if math_random(1, 6) == 1 then -- local p = {position.x + vector[1], position.y + vector[2]} -- p = surface.find_non_colliding_position(tree, p, 64, 1) -- if p then -- surface.create_entity({name = tree, position = p}) -- end -- end --end --local area = {{position.x - town_radius * 1.5, position.y - town_radius * 1.5}, {position.x + town_radius * 1.5, position.y + town_radius * 1.5}} -- pond for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do local x = position.x + vector[1] local y = position.y + vector[2] local p = {x = x, y = y} if surface.get_tile(p).name ~= 'out-of-map' then surface.set_tiles({{name = 'water-green', position = p}}) end end -- fish for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do local x = position.x + vector[1] + 0.5 local y = position.y + vector[2] + 0.5 local p = {x = x, y = y} if math_random(1, 5) == 1 then if surface.can_place_entity({name = 'fish', position = p}) then surface.create_entity({name = 'water-splash', position = p}) surface.create_entity({name = 'fish', position = p}) end end end -- uranium ore --if count_nearby_ore(surface, position, "uranium-ore") < 100000 then -- for _, vector in pairs(additional_resource_vectors[vector_indexes[3]]) do -- local p = {position.x + vector[1], position.y + vector[2]} -- p = surface.find_non_colliding_position("uranium-ore", p, 64, 1) -- if p then -- surface.create_entity({name = "uranium-ore", position = p, amount = ore_amount * 2}) -- end -- end --end -- oil patches --local vectors = additional_resource_vectors[vector_indexes[4]] --for _ = 1, 3, 1 do -- local vector = vectors[math_random(1, #vectors)] -- local p = {position.x + vector[1], position.y + vector[2]} -- p = surface.find_non_colliding_position("crude-oil", p, 64, 1) -- if p then -- surface.create_entity({name = "crude-oil", position = p, amount = 500000}) -- end --end end local function is_valid_location(surface, position) local ffatable = Table.get_table() if not surface.can_place_entity({name = 'market', position = position}) then surface.create_entity( { name = 'flying-text', position = position, text = 'Position is obstructed - no room for market!', color = {r = 0.77, g = 0.0, b = 0.0} } ) return false end for _, vector in pairs(town_wall_vectors) do local p = {x = math_floor(position.x + vector[1]), y = math_floor(position.y + vector[2])} local tile = surface.get_tile(p.x, p.y) if tile.name == 'out-of-map' then surface.create_entity( { name = 'flying-text', position = position, text = 'Town would be off-map!', color = {r = 0.77, g = 0.0, b = 0.0} } ) return false end end if ffatable.size_of_town_centers > 48 then surface.create_entity( { name = 'flying-text', position = position, text = 'Too many town centers on the map!', color = {r = 0.77, g = 0.0, b = 0.0} } ) return false end if Building.near_town(position, surface, radius_between_towns) then surface.create_entity( { name = 'flying-text', position = position, text = 'Town location is too close to another town center!', color = {r = 0.77, g = 0.0, b = 0.0} } ) return false end local area = {{position.x - town_radius, position.y - town_radius}, {position.x + town_radius, position.y + town_radius}} local count = 0 for _, e in pairs(surface.find_entities_filtered({area = area})) do if e.force.name == 'enemy' then count = count + 1 end end if count > 1 then surface.create_entity( { name = 'flying-text', position = position, text = 'I got a bad feeling about this! There are enemies nearby.', color = {r = 0.77, g = 0.0, b = 0.0} } ) end return true end function Public.set_market_health(entity, final_damage_amount) local ffatable = Table.get_table() local town_center = ffatable.town_centers[entity.force.name] town_center.health = math_floor(town_center.health - final_damage_amount) if town_center.health > town_center.max_health then town_center.health = town_center.max_health end local m = town_center.health / town_center.max_health entity.health = 150 * m rendering.set_text(town_center.health_text, 'HP: ' .. town_center.health .. ' / ' .. town_center.max_health) end function Public.update_coin_balance(force) local ffatable = Table.get_table() local town_center = ffatable.town_centers[force.name] rendering.set_text(town_center.coins_text, 'Coins: ' .. town_center.coin_balance) end local function is_color_used(color, town_centers) for _, center in pairs(town_centers) do if center.color then if center.color.r == color.r and center.color.g == color.g and center.color.b == color.b then return true end end end end local function get_color() local ffatable = Table.get_table() local town_centers = ffatable.town_centers local c local shuffle_index = {} for i = 1, #colors, 1 do shuffle_index[i] = i end table_shuffle(shuffle_index) for i = 1, #colors, 1 do c = {r = colors[shuffle_index[i]][1], g = colors[shuffle_index[i]][2], b = colors[shuffle_index[i]][3]} if not is_color_used(c, town_centers) then return c end end return c end local function found_town(event) local entity = event.created_entity if entity == nil or not entity.valid then return true end -- cancel, not a valid entity placed if entity.name ~= 'stone-furnace' then return false end -- cancel, player did not place a stone-furnace local player = game.players[event.player_index] if player.force ~= game.forces.player and player.force ~= game.forces['rogue'] then return false end -- cancel, player is in a team already local force_name = tostring(player.name) if game.forces[force_name] then return end -- cancel, player is mayor of town if Team.has_key(player) == false then return false end -- cancel, player has already placed a town local surface = entity.surface local ffatable = Table.get_table() if ffatable.cooldowns_town_placement[player.index] then if game.tick < ffatable.cooldowns_town_placement[player.index] then surface.create_entity( { name = 'flying-text', position = entity.position, text = 'Town founding is on cooldown for ' .. math.ceil((ffatable.cooldowns_town_placement[player.index] - game.tick) / 3600) .. ' minutes.', color = {r = 0.77, g = 0.0, b = 0.0} } ) player.insert({name = 'stone-furnace', count = 1}) entity.destroy() return true end end local position = entity.position entity.destroy() if not is_valid_location(surface, position) then player.insert({name = 'stone-furnace', count = 1}) return true end Team.add_new_force(force_name) ffatable.town_centers[force_name] = {} local town_center = ffatable.town_centers[force_name] town_center.market = surface.create_entity({name = 'market', position = position, force = force_name}) town_center.chunk_position = {math.floor(town_center.market.position.x / 32), math.floor(town_center.market.position.y / 32)} town_center.max_health = 1000 town_center.coin_balance = 0 town_center.input_buffer = {} town_center.output_buffer = {} town_center.health = town_center.max_health town_center.color = get_color() town_center.research_counter = 1 town_center.upgrades = {} town_center.upgrades.mining_prod = 0 town_center.upgrades.laser_turret = {} town_center.upgrades.laser_turret.slots = 0 town_center.upgrades.laser_turret.locations = {} town_center.evolution = {} town_center.evolution.biters = 0 town_center.evolution.spitters = 0 town_center.evolution.worms = 0 town_center.coins_text = rendering.draw_text { text = 'Coins: ' .. town_center.coin_balance, surface = surface, target = town_center.market, target_offset = {0, -2.75}, color = {200, 200, 200}, scale = 1.00, font = 'default-game', alignment = 'center', scale_with_zoom = false } town_center.health_text = rendering.draw_text { text = 'HP: ' .. town_center.health .. ' / ' .. town_center.max_health, surface = surface, target = town_center.market, target_offset = {0, -3.25}, color = {200, 200, 200}, scale = 1.00, font = 'default-game', alignment = 'center', scale_with_zoom = false } town_center.town_caption = rendering.draw_text { text = player.name .. "'s Town", surface = surface, target = town_center.market, target_offset = {0, -4.25}, color = town_center.color, scale = 1.30, font = 'default-game', alignment = 'center', scale_with_zoom = false } ffatable.size_of_town_centers = ffatable.size_of_town_centers + 1 draw_town_spawn(force_name) Team.add_player_to_town(player, town_center) Team.add_chart_tag(game.forces.player, town_center.market) local force = player.force -- set the spawn point local pos = {x = town_center.market.position.x, y = town_center.market.position.y + 4} --log("setting spawn point = {" .. spawn_point.x .. "," .. spawn_point.y .. "}") force.set_spawn_position(pos, surface) ffatable.spawn_point[player.name] = pos ffatable.cooldowns_town_placement[player.index] = game.tick + 3600 * 15 Team.remove_key(player) game.print('>> ' .. player.name .. ' has founded a new town!', {255, 255, 0}) return true end local function on_built_entity(event) found_town(event) end local function on_player_repaired_entity(event) local entity = event.entity if entity.name == 'market' then Public.set_market_health(entity, -4) end end --local function on_robot_repaired_entity(event) -- local entity = event.entity -- if entity.name == "market" then -- Public.set_market_health(entity, -4) -- end --end local function on_entity_damaged(event) local entity = event.entity if not entity.valid then return end if entity.name == 'market' then Public.set_market_health(entity, event.final_damage_amount) end end local on_init = function() local ffatable = Table.get_table() ffatable.town_centers = {} ffatable.size_of_town_centers = 0 ffatable.cooldowns_town_placement = {} end local Event = require 'utils.event' Event.on_init(on_init) Event.add(defines.events.on_built_entity, on_built_entity) Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity) --Event.add(defines.events.on_robot_repaired_entity, on_robot_repaired_entity) Event.add(defines.events.on_entity_damaged, on_entity_damaged) return Public