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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-26 22:56:43 +02:00
ComfyFactorio/maps/mountain_fortress_v3/icw/functions.lua
2024-12-21 23:32:33 +01:00

1150 lines
40 KiB
Lua

local Public = {}
local ICW = require 'maps.mountain_fortress_v3.icw.table'
local WPT = require 'maps.mountain_fortress_v3.table'
local Task = require 'utils.task_token'
local Gui = require 'utils.gui'
local SpamProtection = require 'utils.spam_protection'
local Core = require 'utils.core'
local LinkedChests = require 'maps.mountain_fortress_v3.icw.linked_chests'
local deepcopy = table.deepcopy
local random = math.random
local sqrt = math.sqrt
local out_of_map_tile = 'out-of-map'
local scenario_name = WPT.scenario_name
local fallout_width = 64
local fallout_debris = {}
for x = fallout_width * -1 - 42, fallout_width + 42, 1 do
if x < -42 or x > 42 then
for y = fallout_width * -1 - 42, fallout_width + 42, 1 do
local position = { x = x, y = y }
local fallout = sqrt(position.x ^ 2 + position.y ^ 2)
if fallout > fallout_width then
fallout_debris[#fallout_debris + 1] = { position.x, position.y }
end
end
end
end
local size_of_debris = #fallout_debris
local add_chests_to_wagon_token =
Task.register(
function (data)
local wagon = data.wagon
local surface = data.surface
local wagon_areas = ICW.get('wagon_areas')
local cargo_wagon = wagon_areas['cargo-wagon']
local position1 = { cargo_wagon.left_top.x + 4, cargo_wagon.left_top.y + 1 }
local position2 = { cargo_wagon.right_bottom.x - 5, cargo_wagon.left_top.y + 1 }
local position3 = { cargo_wagon.left_top.x + 4, cargo_wagon.right_bottom.y - 2 }
local position4 = { cargo_wagon.right_bottom.x - 5, cargo_wagon.right_bottom.y - 2 }
if not wagon.entity or not wagon.entity.valid then
return error('Entity was invalid, please check this out!')
end
local left_1 = LinkedChests.add(surface, position1, 'player', 'wagon_' .. wagon.entity.unit_number .. '_1')
if not left_1 then
return error('Surface was invalid, please check this out!')
end
left_1.destructible = false
left_1.minable_flag = false
local left_2 = LinkedChests.add(surface, { position1[1] - 1, position1[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_2')
left_2.destructible = false
left_2.minable_flag = false
local left_3 = LinkedChests.add(surface, { position1[1] - 2, position1[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_3')
left_3.destructible = false
left_3.minable_flag = false
local left_4 = LinkedChests.add(surface, { position1[1] - 3, position1[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_4')
left_4.destructible = false
left_4.minable_flag = false
local right_1 = LinkedChests.add(surface, position2, 'player', 'wagon_' .. wagon.entity.unit_number .. '_5')
right_1.destructible = false
right_1.minable_flag = false
local right_2 = LinkedChests.add(surface, { position2[1] + 1, position2[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_6')
right_2.destructible = false
right_2.minable_flag = false
local right_3 = LinkedChests.add(surface, { position2[1] + 2, position2[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_7')
right_3.destructible = false
right_3.minable_flag = false
local right_4 = LinkedChests.add(surface, { position2[1] + 3, position2[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_8')
right_4.destructible = false
right_4.minable_flag = false
local bottom_left_1 = LinkedChests.add(surface, position3, 'player', 'wagon_' .. wagon.entity.unit_number .. '_9')
bottom_left_1.destructible = false
bottom_left_1.minable_flag = false
local bottom_left_2 = LinkedChests.add(surface, { position3[1] - 1, position3[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_10')
bottom_left_2.destructible = false
bottom_left_2.minable_flag = false
local bottom_left_3 = LinkedChests.add(surface, { position3[1] - 2, position3[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_11')
bottom_left_3.destructible = false
bottom_left_3.minable_flag = false
local bottom_left_4 = LinkedChests.add(surface, { position3[1] - 3, position3[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_12')
bottom_left_4.destructible = false
bottom_left_4.minable_flag = false
local bottom_right_1 = LinkedChests.add(surface, position4, 'player', 'wagon_' .. wagon.entity.unit_number .. '_13')
bottom_right_1.destructible = false
bottom_right_1.minable_flag = false
local bottom_right_2 = LinkedChests.add(surface, { position4[1] + 1, position4[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_14')
bottom_right_2.destructible = false
bottom_right_2.minable_flag = false
local bottom_right_3 = LinkedChests.add(surface, { position4[1] + 2, position4[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_15')
bottom_right_3.destructible = false
bottom_right_3.minable_flag = false
local bottom_right_4 = LinkedChests.add(surface, { position4[1] + 3, position4[2] }, 'player', 'wagon_' .. wagon.entity.unit_number .. '_16')
bottom_right_4.destructible = false
bottom_right_4.minable_flag = false
end
)
local reconstruct_all_trains =
Task.register(
function (data)
local icw = data.icw
Public.reconstruct_all_trains(icw)
end
)
-- local ICW = require 'maps.mountain_fortress_v3.icw.functions'
-- local icw_table = require 'maps.mountain_fortress_v3.icw.table'.get()
-- ICW.reconstruct_all_trains(icw_table)
local remove_non_migrated_doors_token =
Task.register(
function (data)
local icw = data.icw
for _, unit_data in pairs(icw.wagons) do
if not unit_data.migrated then
for _, door in pairs(unit_data.doors) do
if door and door.valid then
door.destroy()
end
end
end
end
end
)
local function get_tile_name()
-- local main_tile_name = 'tutorial-grid'
-- local main_tile_name = 'stone-path'
local main_tile_name = 'black-refined-concrete'
return main_tile_name
end
function Public.request_reconstruction(icw)
Task.set_timeout_in_ticks(60, reconstruct_all_trains, { icw = icw })
end
local function validate_entity(entity)
if not entity then
return false
end
if not entity.valid then
return false
end
return true
end
local function delete_empty_surfaces(icw)
for k, surface in pairs(icw.surfaces) do
if not icw.trains[tonumber(surface.name)] then
game.delete_surface(surface)
icw.surfaces[k] = nil
end
end
end
local function kick_players_from_surface(wagon)
if not validate_entity(wagon.surface) then
return print('Surface was not valid.')
end
if not wagon.entity or not wagon.entity.valid then
local main_surface = wagon.surface
if validate_entity(main_surface) then
for _, e in pairs(wagon.surface.find_entities_filtered({ area = wagon.area })) do
if validate_entity(e) and e.name == 'character' and e.player then
e.player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
end
end
end
return print('Wagon entity was not valid.')
end
for _, e in pairs(wagon.surface.find_entities_filtered({ area = wagon.area })) do
if validate_entity(e) and e.name == 'character' and e.player then
local p = wagon.entity.surface.find_non_colliding_position('character', wagon.entity.position, 128, 0.5)
if p then
e.player.teleport(p, wagon.entity.surface)
else
e.player.teleport(wagon.entity.position, wagon.entity.surface)
end
end
end
end
local function kick_players_out_of_vehicles(wagon)
for _, player in pairs(game.connected_players) do
local character = player.character
if character and character.valid and character.driving then
if wagon.surface == player.physical_surface then
character.driving = false
end
end
end
end
local function teleport_char(position, destination_area, wagon)
for _, e in pairs(wagon.surface.find_entities_filtered({ name = 'character', area = wagon.area })) do
local player = e.player
if player then
position[player.index] = {
player.physical_position.x,
player.physical_position.y + (destination_area.left_top.y - wagon.area.left_top.y)
}
player.teleport({ 0, 0 }, game.surfaces.fortress)
end
end
end
local function connect_power_pole(entity, wagon_area_left_top_y)
local surface = entity.surface
local max_wire_distance = prototypes.entity[entity.name].get_max_wire_distance()
local area = {
{ entity.position.x - max_wire_distance, entity.position.y - max_wire_distance },
{ entity.position.x + max_wire_distance, entity.position.y - 1 }
}
for _, pole in pairs(surface.find_entities_filtered({ area = area, name = entity.name })) do
if pole.position.y < wagon_area_left_top_y then
local source_wire = entity.get_wire_connector(5)
local target_wire = pole.get_wire_connector(5)
if source_wire and target_wire then
source_wire.connect_to(target_wire, false)
end
return
end
end
end
local function equal_fluid(source_tank, target_tank)
if not source_tank.valid then
return
end
if not target_tank.valid then
return
end
local source_fluid = source_tank.get_fluid(1) ~= nil and source_tank.get_fluid(1)
if not source_fluid then
return
end
local target_fluid = target_tank.get_fluid(1)
local source_fluid_amount = source_fluid.amount
local amount
if target_fluid then
amount = source_fluid_amount - ((target_fluid.amount + source_fluid_amount) * 0.5)
else
amount = source_fluid.amount * 0.5
end
if amount <= 1 then
return
end
if amount > 0 then
local inserted_amount = target_tank.insert_fluid({ name = source_fluid.name, amount = amount, temperature = source_fluid.temperature })
if inserted_amount > 0 then
source_tank.remove_fluid({ name = source_fluid.name, amount = inserted_amount })
end
end
end
local function exclude_surface(surface)
for _, force in pairs(game.forces) do
force.set_surface_hidden(surface, true)
end
end
local function divide_fluid(wagon, storage_tank)
if not validate_entity(wagon.entity) then
return
end
local fluid_wagon = wagon.entity
equal_fluid(fluid_wagon, storage_tank)
equal_fluid(storage_tank, fluid_wagon)
end
function Public.disable_auto_minimap()
local icw = ICW.get()
Core.iter_connected_players(
function (player)
local data = Public.get_player_data(icw, player)
if not data then
return
end
Gui.clear_all_active_frames(player)
data.auto = false
Public.kill_minimap(player)
end
)
end
function Public.hazardous_debris()
local surface = WPT.get('loco_surface')
if not surface or not surface.valid then
return
end
local icw = ICW.get()
local speed = icw.speed
local final_battle = icw.final_battle
local hazardous_debris = icw.hazardous_debris
if not hazardous_debris then
return
end
local create = surface.create_entity
if final_battle then
for _ = 1, 16 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create({ name = 'slowdown-capsule', position = position, force = 'neutral', target = { position[1], position[2] + fallout_width * 2 }, speed = speed })
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create({ name = 'slowdown-capsule', position = position, force = 'neutral', target = { position[1], position[2] + fallout_width * 2 }, speed = speed })
end
end
for _ = 1, 4 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create(
{
name = 'atomic-bomb-wave-spawns-nuke-shockwave-explosion',
position = position,
force = 'neutral',
target = { position[1], position[2] + fallout_width * 2 },
speed = speed
}
)
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create(
{
name = 'slowdown-capsule',
position = position,
force = 'neutral',
target = { position[1], position[2] + fallout_width * 2 },
speed = speed
}
)
end
end
else
for _ = 1, 16 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create({ name = 'shotgun-pellet', position = position, force = 'neutral', target = { position[1], position[2] + fallout_width * 2 }, speed = speed })
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create({ name = 'cannon-projectile', position = position, force = 'neutral', target = { position[1], position[2] + fallout_width * 2 }, speed = speed })
end
end
for _ = 1, 4 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create(
{
name = 'atomic-bomb-wave-spawns-nuke-shockwave-explosion',
position = position,
force = 'neutral',
target = { position[1], position[2] + fallout_width * 2 },
speed = speed
}
)
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = { x = position[1], y = position[2] }
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == out_of_map_tile then
create(
{
name = 'uranium-cannon-projectile',
position = position,
force = 'neutral',
target = { position[1], position[2] + fallout_width * 2 },
speed = speed
}
)
end
end
end
end
local transfer_functions = {
['storage-tank'] = divide_fluid
}
local function get_wagon_for_entity(icw, entity)
if not validate_entity(entity) then
return
end
local train = icw.trains[tonumber(entity.surface.name)]
if not train then
return
end
local position = entity.position
for _, unit_number in pairs(train.wagons) do
local wagon = icw.wagons[unit_number]
if wagon then
local left_top = wagon.area.left_top
local right_bottom = wagon.area.right_bottom
if position.x >= left_top.x and position.y >= left_top.y and position.x <= right_bottom.x and position.y <= right_bottom.y then
return wagon
end
end
end
return false
end
local function kill_wagon_doors(icw, wagon)
if not validate_entity(wagon.entity) then
return
end
for k, e in pairs(wagon.doors) do
if e and e.valid then
icw.doors[e.unit_number] = nil
e.destroy()
wagon.doors[k] = nil
end
end
end
local function construct_wagon_doors(icw, wagon)
local area = wagon.area
local surface = wagon.surface
local main_tile_name = get_tile_name()
for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
if p.x < 0 then
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
else
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
end
local e =
surface.create_entity(
{
name = 'car',
position = { x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) },
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable_flag = false
e.operable = false
e.get_inventory(defines.inventory.fuel).insert({ name = 'coal', count = 1 })
icw.doors[e.unit_number] = wagon.entity.unit_number
wagon.doors[#wagon.doors + 1] = e
end
end
local function get_player_data(icw, player)
local player_data = icw.players[player.index]
if icw.players[player.index] then
return player_data
end
local fallback = WPT.get('active_surface_index')
if not fallback then
fallback = 1
end
icw.players[player.index] = {
surface = 1,
fallback_surface = tonumber(fallback),
zoom = 0.30,
auto = true,
map_size = 360
}
return icw.players[player.index]
end
function Public.kill_minimap(player)
local element = player.gui.left.icw_main_frame
if element then
element.destroy()
end
end
function Public.is_minimap_valid(player, surface)
if validate_entity(player) then
if player.physical_surface ~= surface then
Public.kill_minimap(player)
end
end
end
function Public.kill_wagon(icw, entity)
if not validate_entity(entity) then
return
end
local wagon_types = ICW.get('wagon_types')
if not wagon_types[entity.type] then
return
end
local wagon = icw.wagons[entity.unit_number]
if not wagon then
return
end
local surface = wagon.surface
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
kill_wagon_doors(icw, wagon)
for _, tile in pairs(surface.find_tiles_filtered({ area = wagon.area })) do
surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
for _, x in pairs({ wagon.area.left_top.x - 1.5, wagon.area.right_bottom.x + 1.5 }) do
local p = { x = x, y = wagon.area.left_top.y + ((wagon.area.right_bottom.y - wagon.area.left_top.y) * 0.5) }
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x - 1, y = p.y } } }, true)
end
wagon.entity.force.chart(surface, wagon.area)
icw.wagons[entity.unit_number] = nil
Public.request_reconstruction(icw)
end
function Public.create_room_surface(icw, unit_number)
if game.surfaces[tostring(unit_number)] then
return game.surfaces[tostring(unit_number)]
end
local map_gen_settings = {
['width'] = 2,
['height'] = 2,
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = { treat_missing_as_default = false },
['tile'] = { treat_missing_as_default = true },
['decorative'] = { treat_missing_as_default = false }
}
}
local surface = game.create_surface(tostring(unit_number), map_gen_settings)
surface.no_enemies_mode = true
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({ 16, 16 }, 1)
surface.force_generate_chunk_requests()
exclude_surface(surface)
for _, tile in pairs(surface.find_tiles_filtered({ area = { { -2, -2 }, { 2, 2 } } })) do
surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
icw.surfaces[#icw.surfaces + 1] = surface
return surface
end
function Public.create_wagon_room(icw, wagon)
local surface = wagon.surface
local area = wagon.area
local main_tile_name = get_tile_name()
local tiles = {}
for x = -3, 2, 1 do
tiles[#tiles + 1] = { name = 'hazard-concrete-right', position = { x, area.left_top.y } }
tiles[#tiles + 1] = { name = 'hazard-concrete-right', position = { x, area.right_bottom.y - 1 } }
end
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
tiles[#tiles + 1] = { name = main_tile_name, position = { x, y } }
end
end
for x = -3, 2, 1 do
for y = 1, 3, 1 do
tiles[#tiles + 1] = { name = main_tile_name, position = { x, y } }
end
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
tiles[#tiles + 1] = { name = main_tile_name, position = { x, y } }
end
end
local fishes = {}
if wagon.entity.type == 'locomotive' then
for x = -6, 5, 1 do
for y = 10, 12, 1 do
tiles[#tiles + 1] = { name = 'water', position = { x, y } }
fishes[#fishes + 1] = { name = 'fish', position = { x, y } }
end
end
end
surface.set_tiles(tiles, true)
for _, fish in pairs(fishes) do
surface.create_entity(fish)
end
construct_wagon_doors(icw, wagon)
local mgs = surface.map_gen_settings
mgs.width = area.right_bottom.x * 2
mgs.height = area.right_bottom.y * 2
surface.map_gen_settings = mgs
if wagon.entity.type == 'fluid-wagon' then
local height = area.right_bottom.y - area.left_top.y
local positions = {
{ area.right_bottom.x, area.left_top.y + height * 0.25 },
{ area.right_bottom.x, area.left_top.y + height * 0.75 },
{ area.left_top.x - 1, area.left_top.y + height * 0.25 },
{ area.left_top.x - 1, area.left_top.y + height * 0.75 }
}
table.shuffle_table(positions)
local e =
surface.create_entity(
{
name = 'storage-tank',
position = positions[1],
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable_flag = false
wagon.transfer_entities = { e }
return
end
if wagon.entity.type == 'cargo-wagon' then
local task = Task.get(add_chests_to_wagon_token)
task({ wagon = wagon, surface = surface })
end
end
function Public.create_wagon(icw, created_entity, delay_surface)
if not validate_entity(created_entity) then
return
end
local wagon_types = ICW.get('wagon_types')
local wagon_areas = ICW.get('wagon_areas')
if not created_entity.unit_number then
return
end
if icw.trains[tonumber(created_entity.surface.name)] or icw.wagons[tonumber(created_entity.surface.name)] then
return
end
if not wagon_types[created_entity.type] then
return
end
local wagon_area = wagon_areas[created_entity.type]
icw.wagons[created_entity.unit_number] = {
entity = created_entity,
area = {
left_top = { x = wagon_area.left_top.x, y = wagon_area.left_top.y },
right_bottom = { x = wagon_area.right_bottom.x, y = wagon_area.right_bottom.y }
},
doors = {}
}
local wagon = icw.wagons[created_entity.unit_number]
if not delay_surface then
wagon.surface = Public.create_room_surface(icw, created_entity.unit_number)
Public.create_wagon_room(icw, icw.wagons[created_entity.unit_number])
end
Public.request_reconstruction(icw)
return wagon
end
function Public.migrate_wagon(icw, source, target)
if not validate_entity(target) then
return
end
target.minable_flag = false
local target_wagon = target.unit_number
local source_wagon = source.unit_number
for door_id, entity_id in pairs(icw.doors) do
if entity_id == source_wagon then
icw.doors[door_id] = target_wagon
end
end
for _, surface_data in pairs(icw.surfaces) do
if surface_data.name == source_wagon then
surface_data.name = tostring(target_wagon)
end
end
for unit_number, unit_data in pairs(icw.wagons) do
if unit_number == source_wagon then
unit_data.surface.name = tostring(target_wagon)
unit_data.entity = target
unit_data.migrated = true
icw.wagons[target_wagon] = deepcopy(unit_data)
end
end
Task.set_timeout_in_ticks(100, remove_non_migrated_doors_token, { icw = icw })
end
function Public.use_cargo_wagon_door_with_entity(icw, player, door)
local player_data = get_player_data(icw, player)
if player_data.state then
player_data.state = player_data.state - 1
if player_data.state == 0 then
player_data.state = nil
end
return
end
if not door then
return
end
if not door.valid then
return
end
local doors = icw.doors
local wagons = icw.wagons
local wagon = false
if doors[door.unit_number] then
wagon = wagons[doors[door.unit_number]]
end
if wagons[door.unit_number] then
wagon = wagons[door.unit_number]
end
if not wagon then
return
end
if not wagon.entity or not wagon.entity.valid then
return
end
player_data.fallback_surface = wagon.entity.surface.index
player_data.fallback_position = { wagon.entity.position.x, wagon.entity.position.y }
if wagon.entity.surface.name ~= player.physical_surface.name then
local surface = wagon.entity.surface
if not (surface and surface.valid) then
return
end
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = { wagon.entity.position.x + x_vector, wagon.entity.position.y }
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
if not position then
return
end
if not surface_position then
surface.request_to_generate_chunks({ -20, 22 }, 1)
if player.character and player.character.valid and player.character.driving then
if wagon.surface == player.physical_surface then
player.character.driving = false
end
end
return
end
if wagon.entity.type == 'locomotive' then
player.teleport(surface_position, surface)
player_data.state = 2
player.driving = true
Public.kill_minimap(player)
else
player.teleport(surface_position, surface)
Public.kill_minimap(player)
end
player_data.surface = surface.index
else
local surface = wagon.surface
if not (surface and surface.valid) then
return
end
local area = wagon.area
local x_vector = door.position.x - player.physical_position.x
local position
if x_vector > 0 then
position = { area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
else
position = { area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
end
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
player_data.surface = surface.index
end
end
local function move_room_to_train(icw, train, wagon)
if not wagon then
return
end
train.wagons[#train.wagons + 1] = wagon.entity.unit_number
local destination_area = {
left_top = { x = wagon.area.left_top.x, y = train.top_y },
right_bottom = {
x = wagon.area.right_bottom.x,
y = train.top_y + (wagon.area.right_bottom.y - wagon.area.left_top.y)
}
}
train.top_y = destination_area.right_bottom.y
if destination_area.left_top.x == wagon.area.left_top.x and destination_area.left_top.y == wagon.area.left_top.y and wagon.surface.name == train.surface.name then
return
end
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
local player_positions = {}
teleport_char(player_positions, destination_area, wagon)
kill_wagon_doors(icw, wagon)
wagon.surface.clone_area(
{
source_area = wagon.area,
destination_area = destination_area,
destination_surface = train.surface,
clone_tiles = true,
clone_entities = true,
clear_destination_entities = true,
expand_map = true
}
)
for player_index, position in pairs(player_positions) do
local player = game.players[player_index]
player.teleport(position, train.surface)
end
for _, tile in pairs(wagon.surface.find_tiles_filtered({ area = wagon.area })) do
wagon.surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
wagon.entity.force.chart(wagon.surface, wagon.area)
wagon.surface = train.surface
wagon.area = destination_area
wagon.transfer_entities = {}
construct_wagon_doors(icw, wagon)
local left_top_y = wagon.area.left_top.y
for _, e in pairs(wagon.surface.find_entities_filtered({ type = 'electric-pole', area = wagon.area })) do
connect_power_pole(e, left_top_y)
end
for _, e in pairs(wagon.surface.find_entities_filtered({ area = wagon.area, force = 'neutral' })) do
if transfer_functions[e.name] then
wagon.transfer_entities[#wagon.transfer_entities + 1] = e
end
end
end
function Public.construct_train(icw, locomotive, carriages)
for i, carriage in pairs(carriages) do
if carriage == locomotive then
local adjusted_zones = WPT.get('adjusted_zones')
local stock
if adjusted_zones.reversed then
stock = locomotive.get_connected_rolling_stock(defines.rail_direction.back)
else
stock = locomotive.get_connected_rolling_stock(defines.rail_direction.front)
end
if stock ~= carriages[i - 1] then
local n = 1
local m = #carriages
while (n < m) do
carriages[n], carriages[m] = carriages[m], carriages[n]
n = n + 1
m = m - 1
end
break
end
end
end
local unit_number = carriages[1].unit_number
if icw.trains[unit_number] then
return
end
local train = { surface = Public.create_room_surface(icw, unit_number), wagons = {}, top_y = 0 }
icw.trains[unit_number] = train
for _, carriage in pairs(carriages) do
move_room_to_train(icw, train, icw.wagons[carriage.unit_number])
end
end
function Public.reconstruct_all_trains(icw)
local final_battle = WPT.get('final_battle')
if final_battle then
return
end
icw.trains = {}
for unit_number, wagon in pairs(icw.wagons) do
if not validate_entity(wagon.entity) then
icw.wagons[unit_number] = nil
Public.request_reconstruction(icw)
return
end
local locomotive = WPT.get('locomotive')
if not (locomotive and locomotive.valid) then
return
end
if not wagon.surface then
wagon.surface = Public.create_room_surface(icw, unit_number)
Public.create_wagon_room(icw, wagon)
end
local carriages = wagon.entity.train.carriages
for _, carriage in pairs(carriages) do
if not icw.wagons[carriage.unit_number] then
Public.create_wagon(icw, carriage)
end
end
Public.construct_train(icw, locomotive, carriages)
end
delete_empty_surfaces(icw)
return true
end
function Public.item_transfer()
local icw = ICW.get()
local wagon
icw.current_wagon_index, wagon = next(icw.wagons, icw.current_wagon_index)
if not wagon then
return
end
if validate_entity(wagon.entity) and wagon.transfer_entities then
for _, e in pairs(wagon.transfer_entities) do
if validate_entity(e) then
transfer_functions[e.name](wagon, e)
end
end
end
end
function Public.toggle_auto(icw, player)
local player_data = get_player_data(icw, player)
local switch = player.gui.left.icw_main_frame['icw_auto_switch']
if switch.switch_state == 'left' then
player_data.auto = true
elseif switch.switch_state == 'right' then
player_data.auto = false
end
end
function Public.draw_minimap(icw, player, surface, position)
if not (surface and surface.valid) then
return
end
local player_data = get_player_data(icw, player)
local frame = player.gui.left.icw_main_frame
if not frame then
frame = player.gui.left.add({ type = 'frame', direction = 'vertical', name = 'icw_main_frame', caption = 'Minimap' })
end
local element = frame['icw_sub_frame']
if not frame.icw_auto_switch then
frame.add({ type = 'switch', name = 'icw_auto_switch', allow_none_state = false, left_label_caption = { 'gui.map_on' }, right_label_caption = { 'gui.map_off' } })
end
if not element then
element =
player.gui.left.icw_main_frame.add(
{
type = 'camera',
position = position,
name = 'icw_sub_frame',
surface_index = surface.index,
zoom = player_data.zoom,
tooltip = 'LMB: Increase zoom level.\nRMB: Decrease zoom level.\nMMB: Toggle camera size.'
}
)
element.style.margin = 1
element.style.minimal_height = player_data.map_size
element.style.minimal_width = player_data.map_size
return
end
element.position = position
end
function Public.update_minimap()
local icw = ICW.get()
for _, player in pairs(game.connected_players) do
if player and player.valid then
local player_data = get_player_data(icw, player)
if player.character and player.character.valid then
local wagon = get_wagon_for_entity(icw, player.character)
if wagon and player_data.auto then
if wagon and wagon.entity and wagon.entity.valid then
Public.draw_minimap(icw, player, wagon.entity.surface, wagon.entity.position)
end
end
end
end
end
end
function Public.toggle_minimap(icw, event)
local element = event.element
if not element then
return
end
if not element.valid then
return
end
if element.name ~= 'icw_sub_frame' then
return
end
local player = game.players[event.player_index]
if player.controller_type == defines.controllers.remote then
return
end
local is_spamming = SpamProtection.is_spamming(player, 5, 'ICW Toggle Minimap')
if is_spamming then
return
end
local player_data = get_player_data(icw, player)
if event.button == defines.mouse_button_type.right then
player_data.zoom = player_data.zoom - 0.07
if player_data.zoom < 0.07 then
player_data.zoom = 0.07
end
element.zoom = player_data.zoom
return
end
if event.button == defines.mouse_button_type.left then
player_data.zoom = player_data.zoom + 0.07
if player_data.zoom > 2 then
player_data.zoom = 2
end
element.zoom = player_data.zoom
return
end
if event.button == defines.mouse_button_type.middle then
player_data.map_size = player_data.map_size + 50
if player_data.map_size > 650 then
player_data.map_size = 250
end
element.style.minimal_height = player_data.map_size
element.style.minimal_width = player_data.map_size
element.style.maximal_height = player_data.map_size
element.style.maximal_width = player_data.map_size
return
end
end
function Public.on_player_or_robot_built_tile(event)
local surface = game.surfaces[event.surface_index]
if string.sub(surface.name, 0, #scenario_name) == scenario_name then
return
end
local tiles = event.tiles
if not tiles then
return
end
for _, v in pairs(tiles) do
local old_tile = v.old_tile
if old_tile.name == 'water' then
surface.set_tiles({ { name = 'water', position = v.position } }, true)
end
end
end
function Public.on_entity_cloned(source, destination)
LinkedChests.migrate(source, destination)
end
Public.get_player_data = get_player_data
return Public