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ComfyFactorio/maps/scrap_towny_ffa/exclusion_zone.lua

106 lines
4.0 KiB
Lua

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