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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/journey/main.lua
MewMew 6dd88c505d Update
Remove offline players to shrink save file.
Delete chunks slowly during the world selection phase.
Randomize daytime of created worlds.
Artillery that sometimes shoots.
2021-05-13 11:25:27 +02:00

129 lines
4.0 KiB
Lua

--luacheck: ignore
--[[
Journey, launch a rocket in increasingly harder getting worlds. - MewMew
]]--
local Constants = require 'maps.journey.constants'
local Functions = require 'maps.journey.functions'
local Map = require 'modules.map_info'
local Global = require 'utils.global'
local journey = {}
Global.register(
journey,
function(tbl)
journey = tbl
end
)
local function on_chunk_generated(event)
local surface = event.surface
if surface.name ~= "mothership" then return end
Functions.on_mothership_chunk_generated(event)
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
Functions.draw_gui(journey)
if player.surface.name == "mothership" then
journey.characters_in_mothership = journey.characters_in_mothership + 1
end
if player.force.name == "enemy" then
Functions.clear_player(player)
player.force = game.forces.player
end
end
local function on_player_left_game(event)
local player = game.players[event.player_index]
Functions.draw_gui(journey)
if player.surface.name == "mothership" then
journey.characters_in_mothership = journey.characters_in_mothership - 1
end
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
Functions.teleporters(journey, player)
end
local function on_built_entity(event)
Functions.deny_building(event)
end
local function on_robot_built_entity(event)
Functions.deny_building(event)
end
local function on_rocket_launched(event)
local rocket_inventory = event.rocket.get_inventory(defines.inventory.rocket)
local slot = rocket_inventory[1]
if slot and slot.valid and slot.valid_for_read then
if journey.mothership_cargo[slot.name] then
journey.mothership_cargo[slot.name] = journey.mothership_cargo[slot.name] + slot.count
else
journey.mothership_cargo[slot.name] = slot.count
end
end
end
local function on_nth_tick()
Functions[journey.game_state](journey)
Functions.mothership_message_queue(journey)
end
local function on_init()
local T = Map.Pop_info()
T.main_caption = 'Journey'
T.sub_caption = 'v 1.4'
T.text =
table.concat(
{
'The selectors in the mothership, allow you to select a destination.\n',
'Once enough players are on a selector, mothership will start traveling.\n',
'A teleporter will be deployed, after reaching the target.\n',
'It is however, only capable of transfering the subjects body, anything besides will be left on the ground.\n\n',
'Worlds will get more difficult with each jump, adding the chosen modifiers.\n',
'Launch a stack of uranium fuel cells via rocket cargo, to advance to the next world.\n',
'The tooltip on the top button has information about the current world.\n',
'If the journey ends, an admin can fully reset the map via command "/reset-journey".\n\n',
'How far will this journey lead?\n\n',
}
)
T.main_caption_color = {r = 100, g = 20, b = 255}
T.sub_caption_color = {r = 100, g = 100, b = 100}
Functions.hard_reset(journey)
end
commands.add_command(
'reset-journey',
'Fully resets the journey map.',
function()
local player = game.player
if not (player and player.valid) then
return
end
if not player.admin then
player.print("You are not an admin!")
return
end
Functions.hard_reset(journey)
game.print(player.name .. " has reset the map.")
end
)
local Event = require 'utils.event'
Event.on_init(on_init)
Event.on_nth_tick(10, on_nth_tick)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_built_entity, on_built_entity)