local Public = {} local Event = require 'utils.event' local ScenarioTable = require 'maps.scrap_towny_ffa.table' local CommonFunctions = require 'utils.common' local zone_size = 100 local beam_type = 'electric-beam-no-sound' local lifetime_ticks = 4 * 60 * 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 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 local function remove_drawn_borders(zone) for _, e in pairs(zone.surface.find_entities_filtered({area = zone.box, name = beam_type})) do if e.valid then e.destroy() end end end function Public.add_zone(surface, force, center) local this = ScenarioTable.get_table() 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, lifetime_end = game.tick + lifetime_ticks} this.exclusion_zones[force.name] = zone draw_borders(zone) end function Public.remove_zone(zone) local this = ScenarioTable.get_table() remove_drawn_borders(zone) this.exclusion_zones[zone.force.name] = nil zone.force.print("Your protection zone has expired") end local function vector_norm(vector) return math.sqrt(vector.x ^ 2 + vector.y ^ 2) end local function update_zone_lifetime() local this = ScenarioTable.get_table() for _, zone in pairs(this.exclusion_zones) do if game.tick > zone.lifetime_end then Public.remove_zone(zone) end end end local function on_player_changed_position(event) 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 not (zone.force == player.force or zone.force.get_friend(player.force)) then 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 -- Kick players out of vehicles if they try to drive in if player.character.driving then player.character.driving = false end -- Damage player 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 end Event.add(defines.events.on_player_changed_position, on_player_changed_position) Event.on_nth_tick(60, update_zone_lifetime) return Public