mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
526 lines
18 KiB
Lua
526 lines
18 KiB
Lua
--luacheck: ignore
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--tetris by mewmew
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--18x10 gb
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local event = require 'utils.event'
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local bricks = require 'maps.tetris.bricks'
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local connect_belts = require 'functions.connect_belts'
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local playfield_left_top = {x = -17, y = -18}
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local playfield_width = 12
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local playfield_height = 24
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local playfield_area = {
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['left_top'] = {x = playfield_left_top.x, y = playfield_left_top.y},
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['right_bottom'] = {x = playfield_left_top.x + playfield_width, y = playfield_left_top.y + playfield_height}
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}
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local playfield_width = math.abs(playfield_area.left_top.x - playfield_area.right_bottom.x)
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local playfield_height = math.abs(playfield_area.left_top.y - playfield_area.right_bottom.y)
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local move_translations = {
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['iron-plate'] = {-1, 0},
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['copper-plate'] = {1, 0}
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}
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local function coord_string(x, y)
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str = tostring(x) .. '_'
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str = str .. tostring(y)
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return str
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end
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local function draw_active_bricks(surface)
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if not global.active_brick then
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return
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end
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if not global.active_brick.entities then
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global.active_brick.entities = {}
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end
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for k, e in pairs(global.active_brick.entities) do
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if e.valid then
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global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = false
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end
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global.active_brick.entities[k] = nil
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e.destroy()
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end
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for _, p in pairs(global.active_brick.positions) do
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local e = surface.create_entity({name = global.active_brick.entity_name, position = p, create_build_effect_smoke = false})
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--if bricks[global.active_brick.type].fluid then
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-- e.fluidbox[1] = {name = bricks[global.active_brick.type].fluid, amount = 100}
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--end
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global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = true
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global.active_brick.entities[#global.active_brick.entities + 1] = e
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end
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if global.active_brick.entity_type == 'transport-belt' then
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connect_belts(global.active_brick.entities)
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end
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end
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local function set_collision_grid(surface)
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for x = 0, playfield_width - 1, 1 do
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for y = 0, playfield_height - 1, 1 do
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local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
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global.tetris_grid[coord_string(math.floor(position.x), math.floor(position.y))] = true
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end
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end
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local entities = surface.find_entities_filtered({area = playfield_area, force = 'enemy'})
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for _, e in pairs(entities) do
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if not global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] then
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global.tetris_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = false
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else
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--game.print(e.position)
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end
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end
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end
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local function rotate_brick(surface)
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if not global.active_brick then
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return
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end
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local center_pos = global.active_brick.positions[1]
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local vectors = bricks[global.active_brick.type].vectors
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local new_direction = global.active_brick.direction + 1
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if new_direction > 4 then
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new_direction = 1
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end
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local new_vectors = vectors[new_direction]
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for k, p in pairs(global.active_brick.positions) do
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if not global.tetris_grid[coord_string(math.floor(center_pos.x + new_vectors[k][1]), math.floor(center_pos.y + new_vectors[k][2]))] then
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return
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end
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end
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for k, p in pairs(global.active_brick.positions) do
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global.active_brick.positions[k] = {x = center_pos.x + new_vectors[k][1], y = center_pos.y + new_vectors[k][2]}
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end
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global.active_brick.direction = new_direction
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end
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local function set_hotbar()
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for _, player in pairs(game.connected_players) do
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player.set_quick_bar_slot(1, 'iron-plate')
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player.set_quick_bar_slot(2, 'copper-plate')
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player.set_quick_bar_slot(9, 'iron-gear-wheel')
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player.set_quick_bar_slot(10, 'processing-unit')
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end
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end
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local function set_inventory()
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for _, player in pairs(game.connected_players) do
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for _, item in pairs({'iron-plate', 'copper-plate', 'iron-gear-wheel', 'processing-unit'}) do
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if player.get_main_inventory().get_item_count(item) == 0 then
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player.insert({name = item, count = 1})
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end
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end
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end
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end
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local function draw_playfield(surface)
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for x = -1, playfield_width, 1 do
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for y = -1, playfield_height, 1 do
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local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
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--surface.set_tiles({{name = "deepwater", position = position}})
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end
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end
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for x = 0, playfield_width - 1, 1 do
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for y = 0, playfield_height - 1, 1 do
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local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
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global.tetris_grid[coord_string(math.floor(position.x), math.floor(position.y))] = true
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surface.set_tiles({{name = 'tutorial-grid', position = position}})
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end
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end
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end
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local function draw_score(surface)
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local score = 'Score: ' .. global.score
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local high_score = 'Highscore: ' .. global.high_score
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local level = 'Level: ' .. global.level
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local cleared_lines = 'Lines: ' .. global.cleared_lines
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if not global.tetris_score_rendering then
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global.tetris_score_rendering = {}
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rendering.draw_text {
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text = '#######################',
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 0.5},
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color = {r = 0.2, g = 0.0, b = 0.5},
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scale = 1,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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global.tetris_score_rendering.score =
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rendering.draw_text {
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text = score,
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 1},
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color = {r = 0.98, g = 0.66, b = 0.22},
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scale = 2,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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rendering.draw_text {
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text = '#######################',
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 2.5},
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color = {r = 0.2, g = 0.0, b = 0.5},
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scale = 1,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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global.tetris_score_rendering.high_score =
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rendering.draw_text {
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text = high_score,
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 3.3},
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color = {r = 0.98, g = 0.66, b = 0.22},
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scale = 1.15,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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global.tetris_score_rendering.level =
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rendering.draw_text {
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text = level,
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 4.3},
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color = {r = 0.98, g = 0.66, b = 0.22},
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scale = 1.15,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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global.tetris_score_rendering.cleared_lines =
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rendering.draw_text {
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text = cleared_lines,
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surface = surface,
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target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 5.3},
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color = {r = 0.98, g = 0.66, b = 0.22},
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scale = 1.15,
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font = 'heading-1',
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--alignment = "center",
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scale_with_zoom = false
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}
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end
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rendering.set_text(global.tetris_score_rendering.score, score)
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rendering.set_text(global.tetris_score_rendering.high_score, high_score)
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rendering.set_text(global.tetris_score_rendering.level, level)
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rendering.set_text(global.tetris_score_rendering.cleared_lines, cleared_lines)
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end
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local function add_score_points(amount)
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global.score = global.score + amount
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if global.score > global.high_score then
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global.high_score = global.score
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end
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end
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local function move_lines_down(surface, y)
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local entities =
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surface.find_entities_filtered(
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{area = {{playfield_area.left_top.x, playfield_area.left_top.y}, {playfield_area.left_top.x + playfield_width + 1, playfield_area.left_top.y + y + 1}}, force = 'enemy'}
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)
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for _, e in pairs(entities) do
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if e.valid then
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e.clone {position = {e.position.x, e.position.y + 1}, surface = surface, force = 'enemy'}
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e.destroy()
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end
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end
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end
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local function tetris(surface)
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local c = 0
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local entity_lines_to_kill = {}
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for y = 0, playfield_height, 1 do
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local entities =
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surface.find_entities_filtered(
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{
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area = {{playfield_area.left_top.x, playfield_area.left_top.y + y}, {playfield_area.left_top.x + playfield_width + 1, playfield_area.left_top.y + y + 1}},
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force = 'enemy'
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}
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)
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if #entities == playfield_width then
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entity_lines_to_kill[#entity_lines_to_kill + 1] = {entities = entities, y = y}
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c = c + 1
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end
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end
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if c < 1 then
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return
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end
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global.cleared_lines = global.cleared_lines + c
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local name = 'explosion'
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if c > 2 then
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name = 'uranium-cannon-shell-explosion'
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end
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if c >= 4 then
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name = 'ground-explosion'
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end
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local score_y = false
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for _, line in pairs(entity_lines_to_kill) do
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for _, entity in pairs(line.entities) do
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if math.random(1, 2) == 1 then
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surface.create_entity({name = name, position = entity.position, force = 'neutral'})
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end
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entity.destroy()
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end
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move_lines_down(surface, line.y)
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if not score_y then
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score_y = line.y
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end
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end
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set_collision_grid(surface)
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local score_gain = (c * 100 * c)
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add_score_points(score_gain)
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rendering.draw_text {
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text = '+' .. score_gain,
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surface = surface,
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target = {playfield_area.left_top.x + playfield_width * 0.5, playfield_area.left_top.y + score_y},
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color = {r = 0.22, g = 0.77, b = 0.22},
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scale = c,
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font = 'heading-1',
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time_to_live = 180,
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alignment = 'center',
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scale_with_zoom = false
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}
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end
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local function reset_score()
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global.level = 0
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global.cleared_lines = 0
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global.score = 0
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end
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local function reset_play_area(surface)
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local entities = surface.find_entities_filtered({area = playfield_area, force = 'enemy'})
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for _, e in pairs(entities) do
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if math.random(1, 6) == 1 then
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e.surface.create_entity({name = 'big-artillery-explosion', position = e.position, force = 'neutral'})
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end
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e.destroy()
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end
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set_collision_grid(surface)
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global.last_reset = game.tick + 300
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end
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local function set_difficulty()
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global.move_down_delay = game.tick + (64 - (global.level * 2))
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local level = math.floor(global.cleared_lines * 0.15) + 1
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if global.level == level then
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return
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end
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global.level = level
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end
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local function new_brick(surface)
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if global.active_brick then
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return
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end
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local r = math.random(1, 7)
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if math.random(1, 16) == 1 then
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r = math.random(8, #bricks)
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end
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--local r = 12
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local brick = bricks[r]
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local x_modifier = -1 + math.random(0, 2)
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local spawn_position = {x = playfield_area.left_top.x + playfield_width * 0.5 + x_modifier, y = playfield_area.left_top.y + brick.spawn_y_modifier - 1}
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if not global.tetris_grid[coord_string(math.floor(spawn_position.x), math.floor(spawn_position.y))] then
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reset_play_area(surface)
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reset_score()
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set_difficulty()
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draw_score(surface)
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end
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if game.tick < global.last_reset then
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rendering.draw_text {
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text = 'Round begins in.. ' .. math.abs(math.floor((game.tick - global.last_reset) / 60)),
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surface = surface,
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target = {playfield_area.left_top.x + playfield_width * 0.5, playfield_area.left_top.y + playfield_height * 0.5},
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color = {r = 0.98, g = 0.66, b = 0.22},
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scale = 3,
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font = 'heading-1',
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time_to_live = 60,
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alignment = 'center',
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scale_with_zoom = false
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}
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return
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end
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global.active_brick = {}
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global.active_brick.direction = 1
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global.active_brick.type = r
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global.active_brick.positions = {}
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global.active_brick.entity_name = brick.entity_name
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global.active_brick.entity_type = brick.entity_type
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for k, v in pairs(brick.vectors[1]) do
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global.active_brick.positions[k] = {x = spawn_position.x + v[1], y = spawn_position.y + v[2]}
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end
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end
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local function move_down(surface)
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if not global.active_brick then
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return
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end
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if global.move_down_delay > game.tick then
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return
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end
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for k, p in pairs(global.active_brick.positions) do
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if not global.tetris_grid[coord_string(math.floor(global.active_brick.positions[k].x), math.floor(global.active_brick.positions[k].y + 1))] then
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for k, p in pairs(global.active_brick.positions) do
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global.tetris_grid[coord_string(math.floor(p.x), math.floor(p.y))] = false
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global.tetris_active_grid[coord_string(math.floor(p.x), math.floor(p.y))] = false
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end
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global.active_brick = nil
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tetris(surface)
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add_score_points(5)
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draw_score(surface)
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new_brick(surface)
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return
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end
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end
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for k, p in pairs(global.active_brick.positions) do
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global.active_brick.positions[k] = {x = global.active_brick.positions[k].x, y = global.active_brick.positions[k].y + 1}
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end
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set_difficulty()
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return true
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end
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local function move(surface, item)
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if not global.active_brick then
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return
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end
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if item == 'iron-gear-wheel' then
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rotate_brick(surface)
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return
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end
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if item == 'processing-unit' then
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for c = 1, 4, 1 do
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global.move_down_delay = 0
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local b = move_down(surface)
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draw_active_bricks(surface)
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if not b then
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return
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end
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end
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end
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if not move_translations[item] then
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return
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end
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for k, p in pairs(global.active_brick.positions) do
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if
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not global.tetris_grid[
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coord_string(
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math.floor(global.active_brick.positions[k].x + move_translations[item][1]),
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math.floor(global.active_brick.positions[k].y + move_translations[item][2])
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)
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]
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then
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return
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end
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end
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for k, p in pairs(global.active_brick.positions) do
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global.active_brick.positions[k] = {
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x = global.active_brick.positions[k].x + move_translations[item][1],
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y = global.active_brick.positions[k].y + move_translations[item][2]
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}
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end
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end
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local function on_player_cursor_stack_changed(event)
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local player = game.players[event.player_index]
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--game.print(game.tick)
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-- game.print(player.cursor_stack)
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if not player.cursor_stack then
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return
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end
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if not player.cursor_stack.valid_for_read then
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return
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end
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if not player.cursor_stack.name then
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return
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end
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local item = player.cursor_stack.name
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move(player.surface, item)
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player.cursor_stack.clear()
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player.surface.spill_item_stack(player.position, {name = item, count = 1}, true)
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if item == 'iron-plate' then
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player.surface.create_entity({name = 'flying-text', position = player.position, text = '<', color = player.color})
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end
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if item == 'copper-plate' then
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player.surface.create_entity({name = 'flying-text', position = player.position, text = '>', color = player.color})
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end
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if item == 'processing-unit' then
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player.surface.create_entity({name = 'flying-text', position = player.position, text = '▼', color = player.color})
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end
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if item == 'iron-gear-wheel' then
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player.surface.create_entity({name = 'flying-text', position = player.position, text = '8', color = player.color})
|
|
end
|
|
end
|
|
|
|
local function on_player_joined_game(event)
|
|
local player = game.players[event.player_index]
|
|
set_hotbar()
|
|
set_inventory()
|
|
player.surface.daytime = 0.22
|
|
player.surface.freeze_daytime = 1
|
|
player.print('Use 1,2, 9, 0 on your keyboard to control the bricks.', {r = 0.98, g = 0.66, b = 0.22})
|
|
end
|
|
|
|
local function on_chunk_generated(event)
|
|
local surface = event.surface
|
|
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = {'neutral', 'enemy'}})) do
|
|
e.destroy()
|
|
end
|
|
for _, t in pairs(surface.find_tiles_filtered({area = event.area})) do
|
|
--surface.set_tiles({{name = "tutorial-grid", position = t.position}})
|
|
if t.position.y < 4 and t.position.y > -4 and t.position.x < 4 and t.position.x > -4 then
|
|
surface.set_tiles({{name = 'sand-1', position = t.position}})
|
|
else
|
|
surface.set_tiles({{name = 'out-of-map', position = t.position}})
|
|
end
|
|
end
|
|
surface.destroy_decoratives {area = event.area}
|
|
if event.area.left_top.x == 128 and event.area.left_top.y == 128 then
|
|
draw_playfield(surface)
|
|
end
|
|
end
|
|
|
|
local function on_init(event)
|
|
global.tetris_grid = {}
|
|
global.tetris_active_grid = {}
|
|
global.high_score = 0
|
|
global.last_reset = 120
|
|
global.cleared_lines = 0
|
|
global.level = 0
|
|
end
|
|
|
|
local function tick()
|
|
local surface = game.surfaces[1]
|
|
if game.tick % 4 == 0 then
|
|
draw_active_bricks(surface)
|
|
move_down(surface)
|
|
end
|
|
if game.tick % 60 == 0 then
|
|
new_brick(surface)
|
|
end
|
|
end
|
|
|
|
event.on_nth_tick(4, tick)
|
|
event.on_init(on_init)
|
|
event.add(defines.events.on_player_cursor_stack_changed, on_player_cursor_stack_changed)
|
|
event.add(defines.events.on_player_joined_game, on_player_joined_game)
|
|
event.add(defines.events.on_chunk_generated, on_chunk_generated)
|