local event = require 'utils.event' local key_item = "computer" local blacklisted_tiles = {"out-of-map", "water", "deepwater", "water-green", "lab-white", "lab-dark-1"} local teleporter_names = {"Stuedrik", "Wrirrirb", "Cekoht", "Deokels", "Gnaecl", "Yffolf", "Xuohsywae", "Flublodoe", "Dicyhnea", "Ruovyk", "Truecuhz", "Vaux'ers", "Gyttux", "Flys", "Qlammed", "Gynneo", "Xraeqoeht", "Phuashlk", "Cuahnennu", "Kneizigh", "Zruex'iz", "Stux'ar", "Zrihq", "Opsyms", "Ogigh", "Nek'oke", "Knoebhybeo", "Kluetryrceo", "Chahz", "Xralarb", "Wrib", "Breipuhz", "Nueglahloe", "Wuammea", "Iblameo", "Wuansyrfua", "Flohlilue", "Vev'unnae", "Deivrym", "Atahz", "Zrux'ysk", "Kyq'yks", "Gnyf'ilm", "Knaegnom", "Gnaelphiss", "Kmaek'irba", "Zruffira", "Kicremme", "Tuot'az", "Ouprard", "Tyv'im", "Get'yks", "Essyh", "Vliln", "Glucutha", "Teoblux", "Feohshowtha", "Dedrapt", "Isom", "Xoxxywth", "Qrokmeg", "Uzzuhz", "Achumea", "Caelhume", "Diewylfi", "Deak'yrbie", "Bepsilp", "Uogeptue", "Gouq'oht", "Strauyb", "Evvyks", "Riux", "Ielfahs", "Myls", "Dael'eth", "Tluymnyrbu", "Qluephaulpie", "Bruetheltua"} local charged_accumulators_required = 8 function get_power_status(teleporter_index, drain_power) local surface = game.surfaces[global.teleporters[teleporter_index].surface] local a = { left_top = {x = global.teleporters[teleporter_index].position.x - 5, y = global.teleporters[teleporter_index].position.y - 5}, right_bottom = {x = global.teleporters[teleporter_index].position.x + 6, y = global.teleporters[teleporter_index].position.y + 6} } local power_cells = surface.find_entities_filtered({area = a, name = "accumulator"}) if not power_cells[1] then return "No energy source found - Operation not possible" end if #power_cells < charged_accumulators_required then return "Low Energy - More energy sources needed" end local charged_cells = {} for _, cell in pairs(power_cells) do if cell.energy >= 5000000 then table.insert(charged_cells, cell) end if #charged_cells == charged_accumulators_required then break end end if #charged_cells < charged_accumulators_required then return "Low Energy - Not enough accumulator charge" end if drain_power == true then for _, cell in pairs(charged_cells) do cell.energy = 0 end end return true end local function gui_spawn_new_teleporter(player) if player.gui.left["spawn_new_teleporter_button"] then player.gui.left["spawn_new_teleporter_button"].destroy() end local b = player.gui.left.add({ type = "button", name = "spawn_new_teleporter_button", caption = "Deploy Teleporter"}) b.style.minimal_height = 38 b.style.minimal_width = 38 b.style.top_padding = 6 b.style.left_padding = 12 b.style.right_padding = 12 b.style.bottom_padding = 6 b.style.font = "default-listbox" b.style.font_color = {r = 0.35, g = 0.5, b = 1} end local function gui_teleporter(player, visited_teleporter_index) if player.gui.left["gui_teleporter"] then player.gui.left["gui_teleporter"].destroy() end local frame = player.gui.left.add({ type = "frame", name = "gui_teleporter", direction = "vertical"}) local t = frame.add({type = "table", column_count = 2, name = "teleporter_heading"}) local l = t.add({type = "label", caption = " "}) l.style.font_color = {r = 0.35, g = 0.5, b = 1} l.style.font = "default-frame" local l = t.add({type = "label", caption = global.teleporters[visited_teleporter_index].name, name = visited_teleporter_index}) l.style.font_color = {r = 0.77, g = 0.77, b = 0.77} l.style.font = "default-bold" l.style.top_padding = 4 local frame2 = frame.add({ type = "frame", direction = "vertical"}) frame2.style.maximal_height = 400 frame2.style.top_padding = 8 frame2.style.font = "default-bold" frame2.style.font_color = {r = 0.88, g = 0.22, b = 0.22} if #global.teleporters < 2 then frame2.caption = "No connected teleporters found." frame2.style.top_padding = 14 frame2.style.bottom_padding = 0 return end local power_status = get_power_status(visited_teleporter_index) if power_status ~= true then frame2.caption = power_status frame2.style.top_padding = 14 frame2.style.bottom_padding = 0 return end local scroll_pane = frame2.add({ type = "scroll-pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"}) for x = #global.teleporters, 1, -1 do local surface = game.surfaces[global.teleporters[x].surface] local tile = surface.get_tile(global.teleporters[x].position) if x ~= visited_teleporter_index and tile.name == "lab-white" then local t = scroll_pane.add({ type = "table", column_count = 2}) local b = t.add({type = "button", caption = "> " .. global.teleporters[x].name .. " <", name = "teleporter_" .. x}) b.style.minimal_width = 250 b.style.font_color = {r = 0.35, g = 0.5, b = 1} b.style.font = "default-listbox" b.style.top_padding = 7 b.style.bottom_padding = 7 local tt = t.add({ type = "table", column_count = 2}) local l = tt.add({type = "label", caption = global.teleporters[x].surface .. ": "}) l.style.font_color = {r = 0.22, g = 0.88, b = 0.44} l.style.font = "default-bold" l.style.minimal_width = 65 l.style.top_padding = 0 l.style.bottom_padding = 0 l.style.left_padding = 8 local l = tt.add({type = "label", caption = "X: " .. tostring(global.teleporters[x].position.x) .. " Y: " .. tostring(global.teleporters[x].position.y)}) l.style.font = "default" l.style.font_color = {r = 0.77, g = 0.77, b = 0.77} l.style.minimal_width = 100 l.style.top_padding = 0 l.style.bottom_padding = 0 local l = tt.add({type = "label", caption = "Distance: "}) l.style.font_color = {r = 0.22, g = 0.88, b = 0.44} l.style.font = "default-bold" l.style.minimal_width = 65 l.style.top_padding = 0 l.style.bottom_padding = 0 l.style.left_padding = 8 local l = tt.add({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)) .. " Units"}) l.style.font = "default" l.style.font_color = {r = 0.77, g = 0.77, b = 0.77} l.style.minimal_width = 100 l.style.top_padding = 0 l.style.bottom_padding = 0 if #global.teleporters > 2 and x ~= 1 then local l = scroll_pane.add({ type = "label", caption = "-----------------------------------------------------------------"}) l.style.font_color = {r = 0.77, g = 0.77, b = 0.77} l.style.font = "default" l.style.top_padding = 0 l.style.bottom_padding = 0 end end end end local function spawn_teleporter(player) if not global.teleporters then global.teleporters = {} end local surface = player.surface local pos = {x = math.floor(player.position.x, 0), y = math.floor(player.position.y, 0)} local a = { left_top = {x = pos.x - 3, y = pos.y - 3}, right_bottom = {x = pos.x + 3, y = pos.y + 3} } local c = surface.count_tiles_filtered{area = a, name = blacklisted_tiles, limit = 1} if c == 0 then local i = player.get_quickbar() local removed_item_count = i.remove({name = key_item, count = 1}) if removed_item_count ~= 1 then local i = player.get_main_inventory() removed_item_count = i.remove({name = key_item, count = 1}) end if removed_item_count ~= 1 then return end local str = teleporter_names[math.random(1, #teleporter_names)] local str2 = str while str == str2 do str2 = teleporter_names[math.random(1, #teleporter_names)] end table.insert(global.teleporters, {position = {x = pos.x, y = pos.y}, name = str .. " " .. str2, surface = surface.name}) local tiles = { {name = "lab-white", position = pos}, {name = "lab-dark-1", position = {pos.x - 1, pos.y - 1}}, {name = "lab-dark-1", position = {pos.x, pos.y - 1}}, {name = "lab-dark-1", position = {pos.x + 1, pos.y - 1}}, {name = "lab-dark-1", position = {pos.x + 1, pos.y}}, {name = "lab-dark-1", position = {pos.x + 1, pos.y + 1}}, {name = "lab-dark-1", position = {pos.x, pos.y + 1}}, {name = "lab-dark-1", position = {pos.x - 1, pos.y + 1}}, {name = "lab-dark-1", position = {pos.x - 1, pos.y}}, } surface.set_tiles(tiles, true) game.print(player.name .. " has deployed a Teleporter!", {r = 0.35, g = 0.5, b = 1}) end end local function check_inventory_for_key_item(player_index) local player = game.players[player_index] if player.get_item_count(key_item) > 0 then gui_spawn_new_teleporter(player) else if player.gui.left["spawn_new_teleporter_button"] then player.gui.left["spawn_new_teleporter_button"].destroy() end end end local function on_player_changed_position(event) if not global.teleporters then return end local player = game.players[event.player_index] if player.character.driving == true then return end --if game.tick % 2 == 1 then return end local a = { left_top = {x = player.position.x - 1, y = player.position.y - 1}, right_bottom = {x = player.position.x + 1, y = player.position.y + 1} } local tile = player.surface.find_tiles_filtered{area = a, name = "lab-white", limit = 1} if not tile[1] then if player.gui.left["gui_teleporter"] then player.gui.left["gui_teleporter"].destroy() end return end for x, teleporter in pairs(global.teleporters) do if teleporter.position.x == tile[1].position.x and teleporter.position.y == tile[1].position.y then gui_teleporter(player, x) break end end end local function on_player_main_inventory_changed(event) check_inventory_for_key_item(event.player_index) end local function on_player_quickbar_inventory_changed(event) check_inventory_for_key_item(event.player_index) end local function on_player_dropped_item(event) check_inventory_for_key_item(event.player_index) end local function on_gui_click(event) if not event then return end if not event.element then return end if not event.element.valid then return end local player = game.players[event.element.player_index] local name = event.element.name if name == "spawn_new_teleporter_button" then spawn_teleporter(player) end if string.sub(name, 1, 10) ~= "teleporter" then return end local index = tonumber(string.sub(name, 12)) local visited_teleporter_index = tonumber(player.gui.left["gui_teleporter"]["teleporter_heading"].children[2].name) local status = get_power_status(visited_teleporter_index, true) if status == true then local surface = game.surfaces[global.teleporters[index].surface] for _, p in pairs(game.connected_players) do p.play_sound{path="utility/armor_insert", volume_modifier=1, position = global.teleporters[visited_teleporter_index].position} p.play_sound{path="utility/armor_insert", volume_modifier=1, position = global.teleporters[index].position} end surface.create_entity({name = "water-splash", position = player.position}) surface.create_entity({name = "blood-explosion-big", position = player.position}) local p = surface.find_non_colliding_position("player",global.teleporters[index].position, 2,0.5) if p then player.teleport(p, global.teleporters[index].surface) else player.teleport(global.teleporters[index].position, global.teleporters[index].surface) end end end event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_player_dropped_item, on_player_dropped_item) event.add(defines.events.on_player_main_inventory_changed, on_player_main_inventory_changed) event.add(defines.events.on_player_quickbar_inventory_changed, on_player_quickbar_inventory_changed) event.add(defines.events.on_gui_click, on_gui_click)