mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
c052e2ddc4
Changes: - Added damage reduction to Roc Eater that forgot to add before - Fixed an issue where "placeability_function_optional" in "try_place" could be nil (it was causing crash in debug mode) - Fixed an issue where arrival timer would continue ticking during kraken encounter past 20 seconds (this should result in kraken encounter not being unintentionally skippable anymore when arrival timer ends) - Fixed an issue where kraken spit sometimes would cause a crash in debug mode - Added 4 new dev related commands - Significantly buffed Dredger class loot - Buffed Master Angler class - Changed tick tack trap to troll emoji when nothing happens
1571 lines
56 KiB
Lua
1571 lines
56 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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--luacheck: ignore
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--luacheck ignores because tickinterval arguments are a code templating choice...
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local Memory = require 'maps.pirates.memory'
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local Gui = require 'maps.pirates.gui.gui'
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local Ai = require 'maps.pirates.ai'
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local Structures = require 'maps.pirates.structures.structures'
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local Boats = require 'maps.pirates.structures.boats.boats'
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local Islands = require 'maps.pirates.surfaces.islands.islands'
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local IslandsCommon = require 'maps.pirates.surfaces.islands.common'
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local Surfaces = require 'maps.pirates.surfaces.surfaces'
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local PiratesApiEvents = require 'maps.pirates.api_events'
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local Roles = require 'maps.pirates.roles.roles'
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local Progression = require 'maps.pirates.progression'
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local Crowsnest = require 'maps.pirates.surfaces.crowsnest'
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local Hold = require 'maps.pirates.surfaces.hold'
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local Cabin = require 'maps.pirates.surfaces.cabin'
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local Balance = require 'maps.pirates.balance'
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local Common = require 'maps.pirates.common'
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local CoreData = require 'maps.pirates.coredata'
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local Overworld = require 'maps.pirates.overworld'
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local Utils = require 'maps.pirates.utils_local'
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local Crew = require 'maps.pirates.crew'
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local Parrot = require 'maps.pirates.parrot'
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local Math = require 'maps.pirates.math'
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local _inspect = require 'utils.inspect'.inspect
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local Kraken = require 'maps.pirates.surfaces.sea.kraken'
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local Quest = require 'maps.pirates.quest'
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local ShopDock = require 'maps.pirates.shop.dock'
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local QuestStructures = require 'maps.pirates.structures.quest_structures.quest_structures'
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local Public = {}
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function Public.strobe_player_colors(tickinterval)
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local memory = Memory.get_crew_memory()
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local strobing_players = memory.speed_boost_characters
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if strobing_players and #strobing_players > 0 then
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local col = Utils.rgb_from_hsv((game.tick*6) % 360, 0.7, 0.9)
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for index, val in pairs(strobing_players) do
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if val then
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local player = game.players[index]
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if Common.validate_player_and_character(player) then
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player.color = col
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end
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end
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end
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end
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end
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function Public.prevent_unbarreling_off_ship(tickinterval)
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if Common.allow_barreling_off_ship then return end
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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local boat = memory.boat
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local surface_name = boat.surface_name
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if not (surface_name and game.surfaces[surface_name] and game.surfaces[surface_name].valid) then return end
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local surface = game.surfaces[surface_name]
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local assemblers = surface.find_entities_filtered{type = 'assembling-machine', force = memory.force_name}
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for _, a in pairs(assemblers) do
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if a and a.valid then
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local r = a.get_recipe()
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if r and r.subgroup and r.subgroup.name and r.subgroup.name == 'fill-barrel' and (not (r.name and r.name == 'fill-water-barrel')) then
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if not Boats.on_boat(boat, a.position) then
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Common.notify_force_error(memory.force, {'pirates.error_cant_carry_barrels'})
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a.set_recipe('fill-water-barrel')
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end
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end
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end
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end
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end
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function Public.prevent_disembark(tickinterval)
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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local boat = memory.boat
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if boat and boat.state and (boat.state == Boats.enum_state.RETREATING or (boat.state == Boats.enum_state.LEAVING_DOCK and (not (memory.crewstatus and memory.crewstatus == Crew.enum.LEAVING_INITIAL_DOCK)))) then
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if not destination.dynamic_data.cant_disembark_players then destination.dynamic_data.cant_disembark_players = {} end
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local ps = destination.dynamic_data.cant_disembark_players
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for _, player in pairs(game.connected_players) do
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if player.surface and player.surface.valid and boat.surface_name and player.surface.name == boat.surface_name and Boats.on_boat(boat, player.position) then
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ps[player.index] = true
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end
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end
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for _, player in pairs(game.connected_players) do
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if player.surface and player.surface.valid and boat.surface_name and player.surface.name == boat.surface_name and ps[player.index] and (not Boats.on_boat(boat, player.position)) and (not (player.controller_type == defines.controllers.spectator)) then
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Common.notify_player_error(player, {'pirates.error_disembark'})
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-- player.teleport(memory.spawnpoint)
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local p = player.surface.find_non_colliding_position('character', memory.spawnpoint, 5, 0.1)
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if p then
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player.teleport(p)
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else
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player.teleport(memory.spawnpoint)
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end
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end
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end
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end
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end
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function Public.check_all_spawners_dead(tickinterval)
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local memory = Memory.get_crew_memory()
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local destination = Common.current_destination()
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local boat = memory.boat
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if destination.static_params and destination.static_params.base_cost_to_undock and (not (destination.subtype and destination.subtype == Islands.enum.RED_DESERT)) then
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if boat and boat.surface_name and boat.surface_name == destination.surface_name then
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local surface = game.surfaces[destination.surface_name]
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if not (surface and surface.valid) then return end
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local spawnerscount = Common.spawner_count(surface)
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if spawnerscount == 0 then
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destination.static_params.base_cost_to_undock = nil
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Common.notify_force(memory.force, {'pirates.destroyed_all_nests'})
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end
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end
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end
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end
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function Public.raft_raids(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.game_lost then return end
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local destination = Common.current_destination()
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if not destination then return end
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if (not destination.static_params) or (not destination.static_params.scheduled_raft_raids) or (not destination.dynamic_data.timer) then return end
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local scheduled_raft_raids = destination.static_params.scheduled_raft_raids
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local timer = destination.dynamic_data.timer
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for k, raid in pairs(scheduled_raft_raids) do
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if timer >= raid.timeinseconds and (not scheduled_raft_raids[k].fired) then
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local type
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if memory.overworldx >= 40*16 then
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type = Boats.enum.RAFTLARGE
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else
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type = Boats.enum.RAFT
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end
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local boat = Islands.spawn_enemy_boat(type)
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if boat then
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Ai.spawn_boat_biters(boat, raid.max_evo, Boats.get_scope(boat).Data.capacity, Boats.get_scope(boat).Data.width)
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end
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scheduled_raft_raids[k].fired = true
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end
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end
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end
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function Public.ship_deplete_fuel(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.game_lost then return end
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if not (memory.stored_fuel and memory.boat.input_chests and memory.boat.input_chests[1]) then return end
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local rate = Progression.fuel_depletion_rate()
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memory.fuel_depletion_rate_memoized = rate
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local boat = memory.boat
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local input_chests = boat.input_chests
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local inv = input_chests[1].get_inventory(defines.inventory.chest)
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local contents = inv.get_contents()
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local item_type = 'coal'
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local count = contents[item_type] or 0
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if count > 0 then
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inv.remove{name = 'coal', count = count}
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end
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memory.stored_fuel = memory.stored_fuel + count + rate*tickinterval/60
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if rate < 0 and memory.stored_fuel < 1000 and (not (memory.parrot_fuel_most_recent_warning and memory.parrot_fuel_most_recent_warning >= game.tick - 60*60*12)) then --12 minutes
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memory.parrot_fuel_most_recent_warning = game.tick
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Common.parrot_speak(memory.force, {'pirates.parrot_fuel_warning'})
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end
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if memory.stored_fuel < 0 then
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Crew.try_lose({'pirates.loss_out_of_fuel'})
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end
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end
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function Public.transfer_pollution(tickinterval)
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local memory = Memory.get_crew_memory()
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local p = 0
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for i = 1, memory.hold_surface_count do
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local surface = Hold.get_hold_surface(i)
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if not surface then return end
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p = p + surface.get_total_pollution()
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surface.clear_pollution()
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end
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if not (p and memory.floating_pollution) then return end
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memory.floating_pollution = memory.floating_pollution + p
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end
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function Public.shop_ratelimit_tick(tickinterval)
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-- if memory.mainshop_rate_limit_ticker and memory.mainshop_rate_limit_ticker > 0 then
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-- memory.mainshop_rate_limit_ticker = memory.mainshop_rate_limit_ticker - tickinterval
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-- end
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end
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function Public.captain_warn_afk(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.game_lost then return end
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if memory.playerindex_captain then
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for _, player in pairs(game.connected_players) do
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if Common.is_captain(player) and #Common.crew_get_nonafk_crew_members() > 1 and player.afk_time >= Common.afk_time - 20*60 - 60 - tickinterval and player.afk_time < Common.afk_time - 20*60 then
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Common.notify_player_announce(player, {'pirates.warn_nearly_afk_captain'})
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player.play_sound{path = 'utility/scenario_message'}
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end
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end
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end
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end
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function Public.prune_offline_characters_list(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.game_lost then return end
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for player_index, tick in pairs(memory.temporarily_logged_off_characters) do
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if player_index and game.players[player_index] and game.players[player_index].connected then
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--game.print("deleting already online character from list")
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memory.temporarily_logged_off_characters[player_index] = nil
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else
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if player_index and tick < game.tick - 60 * 60 * Common.logged_off_items_preserved_minutes then
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local player_inv = {}
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player_inv[1] = game.players[player_index].get_inventory(defines.inventory.character_main)
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player_inv[2] = game.players[player_index].get_inventory(defines.inventory.character_armor)
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player_inv[3] = game.players[player_index].get_inventory(defines.inventory.character_ammo)
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player_inv[4] = game.players[player_index].get_inventory(defines.inventory.character_guns)
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player_inv[5] = game.players[player_index].get_inventory(defines.inventory.character_trash)
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local any = false
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for ii = 1, 5, 1 do
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if player_inv[ii] and player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii][iii] and player_inv[ii][iii].valid and player_inv[ii][iii].valid_for_read then
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-- items[#items + 1] = player_inv[ii][iii]
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Common.give_items_to_crew(player_inv[ii][iii])
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any = true
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end
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end
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end
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end
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if any then
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Common.notify_force_light(memory.force, {'pirates.recover_offline_player_items'})
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end
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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player_inv[ii].clear()
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end
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end
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memory.temporarily_logged_off_characters[player_index] = nil
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end
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end
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end
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end
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function Public.periodic_free_resources(tickinterval)
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local memory = Memory.get_crew_memory()
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if memory.game_lost then return end
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local destination = Common.current_destination()
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local boat = memory.boat
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if not (destination and destination.type and destination.type == Surfaces.enum.ISLAND and boat and boat.surface_name and boat.surface_name == destination.surface_name) then return end
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Common.give_items_to_crew(Balance.periodic_free_resources_per_destination_5_seconds())
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if game.tick % (300*30) == 0 and (destination and destination.subtype and destination.subtype == Islands.enum.RADIOACTIVE) then -- every 150 seconds
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local count = 2
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Common.give_items_to_crew{{name = 'sulfuric-acid-barrel', count = count}}
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local force = memory.force
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if not (force and force.valid) then return end
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local message = {'pirates.granted_1', {'pirates.granted_periodic_barrel'}, count .. ' [item=sulfuric-acid-barrel]'}
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Common.notify_force_light(force, message)
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end
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end
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function Public.pick_up_tick(tickinterval)
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local destination = Common.current_destination()
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if not destination then return end
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local dynamic_data = destination.dynamic_data
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local surface_name = destination.surface_name
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if not (surface_name and dynamic_data) then return end
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local surface = game.surfaces[surface_name]
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if not (surface and surface.valid) then return end
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local maps = dynamic_data.treasure_maps or {}
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local buried_treasure = dynamic_data.buried_treasure or {}
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local ghosts = dynamic_data.ghosts or {}
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for i = 1, #maps do
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local map = maps[i]
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if map.state == 'on_ground' then
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local p = map.position
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local nearby_characters = surface.find_entities_filtered{position = p, radius = 3, name = 'character'}
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local nearby_characters_count = #nearby_characters
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if nearby_characters_count > 0 then
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local player
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local j = 1
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while j <= nearby_characters_count do
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if nearby_characters[j] and nearby_characters[j].valid and nearby_characters[j].player and Common.validate_player(nearby_characters[j].player) then
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player = nearby_characters[j].player
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break
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end
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j = j + 1
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end
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if player then
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local buried_treasure_candidates = {}
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for _, t in pairs(buried_treasure) do
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if not (t.associated_to_map) then
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buried_treasure_candidates[#buried_treasure_candidates + 1] = t
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end
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end
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if #buried_treasure_candidates == 0 then break end
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local chosen = buried_treasure_candidates[Math.random(#buried_treasure_candidates)]
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chosen.associated_to_map = true
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local p2 = chosen.position
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map.buried_treasure_position = p2
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map.state = 'picked_up'
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rendering.destroy(map.mapobject_rendering)
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Common.notify_force_light(player.force, {'pirates.find_map',player.name})
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map.x_renderings = {
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rendering.draw_line{
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width = 8,
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surface = surface,
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from = {p2.x + 3, p2.y + 3},
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to = {p2.x - 3, p2.y - 3},
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color = {1,0,0},
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gap_length = 0.2,
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dash_length = 1,
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draw_on_ground = true,
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-- players = {player},
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},
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rendering.draw_line{
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width = 8,
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surface = surface,
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from = {p2.x - 3, p2.y + 3},
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to = {p2.x + 3, p2.y - 3},
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color = {1,0,0},
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gap_length = 0.2,
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dash_length = 1,
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draw_on_ground = true,
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-- players = {player},
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},
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}
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end
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end
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end
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end
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if not (dynamic_data.quest_type and (not dynamic_data.quest_complete)) then return end
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for i = 1, #ghosts do
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local ghost = ghosts[i]
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if ghost.state == 'on_ground' then
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local p = ghost.position
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local nearby_characters = surface.find_entities_filtered{position = p, radius = 3, name = 'character'}
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local nearby_characters_count = #nearby_characters
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if nearby_characters_count > 0 then
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local player
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local j = 1
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while j <= nearby_characters_count do
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if nearby_characters[j] and nearby_characters[j].valid and nearby_characters[j].player and Common.validate_player(nearby_characters[j].player) then
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player = nearby_characters[j].player
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break
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end
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j = j + 1
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end
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if player then
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rendering.destroy(ghost.ghostobject_rendering)
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ghost.state = 'picked_up'
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Common.notify_force(player.force, {'pirates.find_ghost',player.name})
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dynamic_data.quest_progress = dynamic_data.quest_progress + 1
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Quest.try_resolve_quest()
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end
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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 cached_structure_delete_existing_entities_if_needed(surface, position, special)
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if (not special.doNotDestroyExistingEntities) then
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-- destroy existing entities
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local area = {left_top = {position.x - special.width/2, position.y - special.height/2}, right_bottom = {position.x + special.width/2 + 0.5, position.y + special.height/2 + 0.5}}
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surface.destroy_decoratives{area=area}
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local existing = surface.find_entities_filtered{area = area}
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if existing then
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for _, e in pairs(existing) do
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if not (((special.name == 'small_primitive_mining_base' or special.name == 'small_mining_base') and (e.name == 'iron-ore' or e.name == 'copper-ore' or e.name == 'stone')) or (special.name == 'uranium_miners' and e.name == 'uranium-ore')) then
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if not (e.name and e.name == 'rocket-silo') then
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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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end
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end
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end
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local function cached_structure_delete_existing_unwalkable_tiles_if_needed(surface, position, special)
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local area = {left_top = {position.x - special.width/2, position.y - special.height/2}, right_bottom = {position.x + special.width/2 + 0.5, position.y + special.height/2 + 0.5}}
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local existing = surface.find_tiles_filtered{area = area, collision_mask = "water-tile"}
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if existing then
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local tiles = {}
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for _, t in pairs(existing) do
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tiles[#tiles + 1] = {name = "landfill", position = t.position}
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end
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if #tiles > 0 then
|
|
surface.set_tiles(tiles, true)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.interpret_shorthanded_force_name(shorthanded_name)
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
local ret
|
|
if shorthanded_name == 'ancient-friendly' then
|
|
ret = memory.ancient_friendly_force_name
|
|
elseif shorthanded_name == 'ancient-hostile' then
|
|
ret = memory.ancient_enemy_force_name
|
|
elseif shorthanded_name == 'crew' then
|
|
ret = memory.force_name
|
|
elseif shorthanded_name == 'enemy' then
|
|
ret = memory.enemy_force_name
|
|
else
|
|
ret = shorthanded_name
|
|
end
|
|
return ret
|
|
end
|
|
|
|
|
|
|
|
function Public.place_cached_structures(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
local destination = Common.current_destination()
|
|
local surface_name = destination.surface_name
|
|
|
|
if (not destination.dynamic_data) or (not destination.dynamic_data.structures_waiting_to_be_placed) or (not surface_name) or (not game.surfaces[surface_name]) or (not game.surfaces[surface_name].valid) then return end
|
|
|
|
if not (memory.boat and memory.boat.surface_name and memory.boat.surface_name == surface_name) then
|
|
return --We only want to generate structures once the players arrive on the island. Otherwise, the following issue happens. 2x2 structures force-generate nearby chunks. But if the island has many structures, that could cause a domino effect of chunk-generation, lagging the game.
|
|
-- Since this change, this function has little conceptual reason to be an on_tick function, but it makes sense to run it a few ticks after you teleport to the island, so it can stay one for now.
|
|
end
|
|
|
|
local surface = game.surfaces[surface_name]
|
|
|
|
local structures = destination.dynamic_data.structures_waiting_to_be_placed
|
|
|
|
for i = #structures, 1, -1 do
|
|
local structure = structures[i]
|
|
|
|
if game.tick > structure.tick + 5 then
|
|
local special = structure.data
|
|
local position = special.position
|
|
|
|
-- game.print(special.name)
|
|
|
|
-- Since this structure has cliffs, the positions need to be snapped and floored to nearest set of elements for x and y accordingly:
|
|
-- x: {..., -4, 0, 4, 8, ...}
|
|
-- y: {..., -4, 0, 4, 8, ...}
|
|
-- This is assuming that "cliff.position + offset" already has snapped positions as such:
|
|
-- x: {..., -2, 2, 6, ...}
|
|
-- y: {..., -1.5, 2.5, 6.5, ...}
|
|
-- The position would be corrected in "try_place" function, but it gets adjusted later with "terraingen_coordinates_offset", so have to do it here
|
|
if special.name == 'small_cliff_base' then
|
|
position.x = position.x - position.x % 4
|
|
position.y = position.y - position.y % 4
|
|
|
|
-- add a small bias to avoid situations such as 7.999999999993
|
|
position.x = position.x + 0.01
|
|
position.y = position.y + 0.01
|
|
end
|
|
|
|
Common.ensure_chunks_at(surface, position, Common.structure_ensure_chunk_radius)
|
|
|
|
cached_structure_delete_existing_entities_if_needed(surface, position, special)
|
|
cached_structure_delete_existing_unwalkable_tiles_if_needed(surface, position, special)
|
|
|
|
local saved_components = {}
|
|
for k = 1, #special.components do
|
|
local c = special.components[k]
|
|
|
|
local force_name
|
|
if c.force then force_name = Public.interpret_shorthanded_force_name(c.force) end
|
|
|
|
if c.type == 'tiles' then
|
|
local tiles = {}
|
|
for _, p in pairs(Common.tile_positions_from_blueprint(c.bp_string, c.offset)) do
|
|
tiles[#tiles + 1] = {name = c.tile_name, position = Utils.psum{position, p}}
|
|
end
|
|
if #tiles > 0 then
|
|
surface.set_tiles(tiles, true)
|
|
end
|
|
|
|
elseif c.type == 'water_tiles' then
|
|
local tiles = {}
|
|
for _, p in pairs(c.positions) do
|
|
tiles[#tiles + 1] = {name = c.tile_name, position = Utils.psum{position, p, c.offset}}
|
|
end
|
|
if #tiles > 0 then
|
|
surface.set_tiles(tiles, true)
|
|
end
|
|
|
|
elseif c.type == 'cliffs' then
|
|
--local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for _, e in pairs(c.instances) do
|
|
local p = Utils.psum{position, e.position, c.offset}
|
|
local e2 = surface.create_entity{name = c.name, position = p, cliff_orientation = e.cliff_orientation}
|
|
-- c2.built_entities[#c2.built_entities + 1] = e2
|
|
end
|
|
|
|
--saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.type == 'entities' or c.type == 'entities_minable' then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for _, e in pairs(c.instances) do
|
|
local p = Utils.psum{position, e.position, c.offset}
|
|
local e2 = surface.create_entity{name = c.name, position = p, direction = e.direction, force = force_name, amount = c.amount}
|
|
c2.built_entities[#c2.built_entities + 1] = e2
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.type == 'vehicles' then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for _, e in pairs(c.instances) do
|
|
local p = Utils.psum{position, e.position, c.offset}
|
|
local e2 = surface.create_entity{name = c.name, position = p, direction = e.direction}
|
|
c2.built_entities[#c2.built_entities + 1] = e2
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.type == 'entities_grid' then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for x = Math.ceil(-c.width/2), Math.ceil(c.width/2), 1 do
|
|
for y = Math.ceil(-c.height/2), Math.ceil(c.height/2), 1 do
|
|
local p = Utils.psum{position, {x = x, y = y}, c.offset}
|
|
local e2 = surface.create_entity{name = c.name, position = p, direction = c.direction, force = force_name}
|
|
c2.built_entities[#c2.built_entities + 1] = e2
|
|
end
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.type == 'entities_randomlyplaced' then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for _ = 1, c.count do
|
|
local whilesafety = 0
|
|
local done = false
|
|
while whilesafety < 10 and done == false do
|
|
local rng_x = Math.random(-c.r, c.r)
|
|
local rng_y = Math.random(-c.r, c.r)
|
|
local p = Utils.psum{position, c.offset, {x = rng_x, y = rng_y}}
|
|
local name = c.name
|
|
if name == 'random-worm' then name = Common.get_random_worm_type(memory.evolution_factor) end
|
|
local e = {name = name, position = p, force = force_name}
|
|
if surface.can_place_entity(e) then
|
|
local e2 = surface.create_entity(e)
|
|
c2.built_entities[#c2.built_entities + 1] = e2
|
|
done = true
|
|
end
|
|
whilesafety = whilesafety + 1
|
|
end
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.type == 'entities_randomlyplaced_border' then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
for _ = 1, c.count do
|
|
local whilesafety = 0
|
|
local done = false
|
|
while whilesafety < 10 and done == false do
|
|
local rng_1 = Math.random(c.small_r, c.large_r)
|
|
local rng_2 = Math.random(- c.large_r, c.large_r)
|
|
local p
|
|
if Math.random(2) == 1 then
|
|
if Math.random(2) == 1 then
|
|
p = {x = rng_1, y = rng_2}
|
|
else
|
|
p = {x = -rng_1, y = rng_2}
|
|
end
|
|
else
|
|
if Math.random(2) == 1 then
|
|
p = {x = rng_2, y = rng_1}
|
|
else
|
|
p = {x = rng_2, y = -rng_1}
|
|
end
|
|
end
|
|
local p2 = Utils.psum{position, c.offset, p}
|
|
local e = {name = c.name, position = p2, force = force_name}
|
|
if surface.can_place_entity(e) then
|
|
local e2 = surface.create_entity(e)
|
|
c2.built_entities[#c2.built_entities + 1] = e2
|
|
done = true
|
|
end
|
|
whilesafety = whilesafety + 1
|
|
end
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
|
|
elseif c.bp_string then
|
|
local c2 = {type = c.type, force_name = force_name, built_entities = {}}
|
|
|
|
local es = Common.build_from_blueprint(c.bp_string, surface, Utils.psum{position, c.offset}, game.forces[force_name])
|
|
|
|
for l = 1, #es do
|
|
c2.built_entities[#c2.built_entities + 1] = es[l]
|
|
end
|
|
|
|
saved_components[#saved_components + 1] = c2
|
|
end
|
|
end
|
|
|
|
Structures.configure_structure_entities(special.name, saved_components)
|
|
|
|
QuestStructures.create_quest_structure_entities(special.name)
|
|
|
|
for j = i, #structures-1 do
|
|
structures[j] = structures[j+1]
|
|
end
|
|
structures[#structures] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Public.update_boat_stored_resources(tickinterval)
|
|
Common.update_boat_stored_resources()
|
|
end
|
|
|
|
|
|
|
|
function Public.buried_treasure_check(tickinterval)
|
|
-- local memory = Memory.get_crew_memory()
|
|
local destination = Common.current_destination()
|
|
|
|
local remaining = destination.dynamic_data.treasure_remaining
|
|
|
|
if not (remaining and remaining > 0 and destination.surface_name and destination.dynamic_data.buried_treasure and #destination.dynamic_data.buried_treasure > 0) then
|
|
return
|
|
end
|
|
|
|
local surface = game.surfaces[destination.surface_name]
|
|
local treasure_table = destination.dynamic_data.buried_treasure
|
|
|
|
for i = 1, #treasure_table do
|
|
local treasure = treasure_table[i]
|
|
if not treasure then break end
|
|
|
|
local t = treasure.treasure
|
|
|
|
if t then
|
|
local p = treasure.position
|
|
local free = surface.can_place_entity{name = 'wooden-chest', position = p}
|
|
|
|
if free then
|
|
local inserters = {
|
|
surface.find_entities_filtered{
|
|
type = 'inserter',
|
|
position = {x = p.x - 1, y = p.y},
|
|
radius = 0.1,
|
|
direction = defines.direction.east
|
|
},
|
|
surface.find_entities_filtered{
|
|
type = 'inserter',
|
|
position = {x = p.x + 1, y = p.y},
|
|
radius = 0.1,
|
|
direction = defines.direction.west
|
|
},
|
|
surface.find_entities_filtered{
|
|
type = 'inserter',
|
|
position = {x = p.x, y = p.y - 1},
|
|
radius = 0.1,
|
|
direction = defines.direction.south
|
|
},
|
|
surface.find_entities_filtered{
|
|
type = 'inserter',
|
|
position = {x = p.x, y = p.y + 1},
|
|
radius = 0.1,
|
|
direction = defines.direction.north
|
|
}
|
|
}
|
|
|
|
for j = 1,4 do
|
|
|
|
if inserters[j] and inserters[j][1] then
|
|
local ins = inserters[j][1]
|
|
|
|
if destination.dynamic_data.treasure_remaining > 0 and ins.held_stack.count == 0 and ins.status == defines.entity_status.waiting_for_source_items then
|
|
surface.create_entity{name = 'item-on-ground', position = p, stack = {name = t.name, count = 1}}
|
|
t.count = t.count - 1
|
|
destination.dynamic_data.treasure_remaining = destination.dynamic_data.treasure_remaining - 1
|
|
|
|
if destination.dynamic_data.treasure_remaining == 0 then
|
|
-- destroy all
|
|
local buried_treasure = destination.dynamic_data.buried_treasure
|
|
for _, t2 in pairs(buried_treasure) do
|
|
t2 = nil
|
|
end
|
|
local maps = destination.dynamic_data.treasure_maps
|
|
for _, m in pairs(maps) do
|
|
if m.state == 'on_ground' then
|
|
rendering.destroy(m.mapobject_rendering)
|
|
elseif m.state == 'picked_up' and m.x_renderings and #m.x_renderings > 0 then
|
|
rendering.destroy(m.x_renderings[1])
|
|
rendering.destroy(m.x_renderings[2])
|
|
end
|
|
m = nil
|
|
end
|
|
elseif t.count <= 0 then
|
|
treasure.treasure = nil
|
|
|
|
local maps = destination.dynamic_data.treasure_maps
|
|
for _, m in pairs(maps) do
|
|
if m.state == 'picked_up' and m.buried_treasure_position and m.buried_treasure_position == p and m.x_renderings and #m.x_renderings > 0 then
|
|
m.state = 'inactive'
|
|
rendering.destroy(m.x_renderings[1])
|
|
rendering.destroy(m.x_renderings[2])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function Public.boat_movement_tick(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
local destination = Common.current_destination()
|
|
local enemy_force_name = memory.enemy_force_name
|
|
|
|
local boat = memory.boat
|
|
if boat and boat.surface_name and game.surfaces[boat.surface_name] and game.surfaces[boat.surface_name].valid and boat.speed and boat.speed > 0 and memory.game_lost == false then
|
|
|
|
local surface_type = destination.type
|
|
|
|
local ticker_increase = boat.speed / 60 * tickinterval
|
|
boat.speedticker1 = boat.speedticker1 + ticker_increase
|
|
boat.speedticker2 = boat.speedticker2 + ticker_increase
|
|
boat.speedticker3 = boat.speedticker3 + ticker_increase
|
|
|
|
if boat.speedticker1 >= Common.boat_steps_at_a_time then
|
|
boat.speedticker1 = 0
|
|
if not Progression.check_for_end_of_boat_movement(boat) then
|
|
Structures.Boats.currentdestination_move_boat_natural()
|
|
end
|
|
elseif boat.speedticker2 >= Common.boat_steps_at_a_time then
|
|
if surface_type and surface_type == Surfaces.enum.ISLAND and boat and boat.state and boat.state == Boats.enum_state.APPROACHING then
|
|
Structures.Boats.currentdestination_try_move_boat_steered()
|
|
end
|
|
boat.speedticker2 = 0
|
|
end
|
|
end
|
|
|
|
if memory.enemyboats then
|
|
for i = 1, #memory.enemyboats do
|
|
local eboat = memory.enemyboats[i]
|
|
if eboat and eboat.surface_name and game.surfaces[eboat.surface_name] and game.surfaces[eboat.surface_name].valid then
|
|
if eboat.state == Boats.enum_state.APPROACHING and eboat.speed and eboat.speed > 0 and memory.game_lost == false then
|
|
local ticker_increase = eboat.speed / 60 * tickinterval
|
|
eboat.speedticker1 = eboat.speedticker1 + ticker_increase
|
|
if eboat.speedticker1 >= 1 then
|
|
eboat.speedticker1 = 0
|
|
if eboat.state == Boats.enum_state.APPROACHING then
|
|
if Progression.check_for_end_of_boat_movement(eboat) then
|
|
-- if boat.unit_group and boat.unit_group.ref and boat.unit_group.ref.valid then boat.unit_group.ref.set_command({
|
|
-- type = defines.command.attack_area,
|
|
-- destination = ({memory.boat.position.x - 32, memory.boat.position.y} or {0,0}),
|
|
-- radius = 32,
|
|
-- distraction = defines.distraction.by_enemy
|
|
-- }) end
|
|
|
|
local units = game.surfaces[eboat.surface_name].find_units{area = {{eboat.position.x - 12, eboat.position.y - 12}, {eboat.position.x + 12, eboat.position.y + 12}}, force = enemy_force_name, condition = 'same'}
|
|
|
|
if #units > 0 then
|
|
local unit_group = game.surfaces[eboat.surface_name].create_unit_group({position = eboat.position, force = enemy_force_name})
|
|
for _, unit in pairs(units) do
|
|
unit_group.add_member(unit)
|
|
end
|
|
boat.unit_group = {ref = unit_group, script_type = 'landing-party'}
|
|
|
|
boat.unit_group.ref.set_command({
|
|
type = defines.command.attack_area,
|
|
destination = ({memory.boat.position.x - 32, memory.boat.position.y} or {0,0}),
|
|
radius = 32,
|
|
distraction = defines.distraction.by_enemy
|
|
})
|
|
end
|
|
else
|
|
local p = {x = eboat.position.x + 1, y = eboat.position.y}
|
|
Boats.teleport_boat(eboat, nil, p, CoreData.static_boat_floor)
|
|
if p.x % 7 < 1 then
|
|
Ai.update_landing_party_unit_groups(eboat, 7)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif eboat.state == Boats.enum_state.LANDED then
|
|
do end
|
|
end
|
|
else
|
|
memory.enemyboats[i] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
function Public.crowsnest_natural_move(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
if not memory.loadingticks then
|
|
if not Public.overworld_check_collisions() then
|
|
Overworld.try_overworld_move_v2{x = 1, y = 0}
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function Public.overworld_check_collisions(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
if not memory.loadingticks then
|
|
Overworld.check_for_kraken_collisions()
|
|
return Overworld.check_for_destination_collisions()
|
|
end
|
|
return false
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
function Public.loading_update(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.game_lost then return end
|
|
|
|
if not memory.loadingticks then return end
|
|
|
|
local currentdestination = Common.current_destination()
|
|
|
|
local destination_index = memory.mapbeingloadeddestination_index
|
|
if not destination_index then memory.loadingticks = nil return end
|
|
|
|
-- if (not memory.boat.state) or (not (memory.boat.state == Boats.enum_state.LANDED or memory.boat.state == Boats.enum_state.ATSEA_LOADING_MAP or memory.boat.state == Boats.enum_state.LEAVING_DOCK or (memory.boat.state == Boats.enum_state.APPROACHING and destination_index == 1))) then return end
|
|
|
|
if not memory.boat.state then return end
|
|
|
|
local needs_loading_update = false
|
|
if memory.boat.state == Boats.enum_state.LANDED then needs_loading_update = true end
|
|
if memory.boat.state == Boats.enum_state.ATSEA_LOADING_MAP then needs_loading_update = true end
|
|
if memory.boat.state == Boats.enum_state.LEAVING_DOCK then needs_loading_update = true end
|
|
if memory.boat.state == Boats.enum_state.APPROACHING and destination_index == 1 then needs_loading_update = true end
|
|
|
|
if not needs_loading_update then return end
|
|
|
|
memory.loadingticks = memory.loadingticks + tickinterval
|
|
|
|
-- if memory.loadingticks % 100 == 0 then game.print(memory.loadingticks) end
|
|
|
|
local destination_data = memory.destinations[destination_index]
|
|
if (not destination_data) then
|
|
if memory.boat and currentdestination.type == Surfaces.enum.LOBBY then
|
|
if memory.loadingticks >= 350 - Common.loading_interval then
|
|
if Boats.players_on_boat_count(memory.boat) > 0 then
|
|
if memory.loadingticks < 350 then
|
|
Common.notify_game({'', '[' .. memory.name .. '] ', {'pirates.loading_new_game'}})
|
|
elseif memory.loadingticks > 410 then
|
|
if not Crowsnest.get_crowsnest_surface() then
|
|
Crew.initialise_crowsnest_1()
|
|
elseif memory.loadingticks >= 470 then
|
|
Crew.initialise_crowsnest_2()
|
|
Overworld.ensure_lane_generated_up_to(0, 10)
|
|
Surfaces.create_surface(memory.destinations[destination_index])
|
|
-- PiratesApiEvents.load_some_map_chunks(destination_index, 0.02)
|
|
end
|
|
end
|
|
else
|
|
if memory.loadingticks >= 1100 then
|
|
Boats.destroy_boat(memory.boat)
|
|
Crew.disband_crew()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return
|
|
else
|
|
local surface_name = destination_data.surface_name
|
|
if not surface_name then return end
|
|
local surface = game.surfaces[surface_name]
|
|
if not surface then return end
|
|
|
|
|
|
if currentdestination.type == Surfaces.enum.LOBBY then
|
|
|
|
if memory.loadingticks >= 1260 then
|
|
|
|
if memory.boat and memory.boat.rendering_crewname_text and rendering.is_valid(memory.boat.rendering_crewname_text) then
|
|
rendering.destroy(memory.boat.rendering_crewname_text)
|
|
memory.boat.rendering_crewname_text = nil
|
|
end
|
|
|
|
Progression.go_from_starting_dock_to_first_destination()
|
|
|
|
elseif memory.loadingticks > 1230 then
|
|
|
|
if memory.boat then
|
|
memory.boat.speed = 0
|
|
end
|
|
|
|
elseif memory.loadingticks > 860 then
|
|
|
|
if Boats.players_on_boat_count(memory.boat) > 0 then
|
|
local fraction = 0.07 + 0.7 * (memory.loadingticks - 860) / 400
|
|
|
|
PiratesApiEvents.load_some_map_chunks(destination_index, fraction)
|
|
else
|
|
Boats.destroy_boat(memory.boat)
|
|
Crew.disband_crew()
|
|
return
|
|
end
|
|
|
|
elseif memory.loadingticks > 500 then
|
|
|
|
local d = (Crowsnest.Data.visibilitywidth/3)*(memory.loadingticks-500)/500
|
|
Overworld.ensure_lane_generated_up_to(0, d+26)
|
|
Overworld.ensure_lane_generated_up_to(24, d+13)
|
|
Overworld.ensure_lane_generated_up_to(-24, d)
|
|
|
|
-- elseif memory.loadingticks <= 500 and memory.loadingticks >= 100 then
|
|
-- local fraction = 0.02 + 0.05 * (memory.loadingticks - 100) / 400
|
|
|
|
-- PiratesApiEvents.load_some_map_chunks(destination_index, fraction)
|
|
end
|
|
|
|
elseif memory.boat.state == Boats.enum_state.ATSEA_LOADING_MAP then
|
|
|
|
local total = Common.map_loading_ticks_atsea
|
|
if currentdestination.type == Surfaces.enum.DOCK then
|
|
total = Common.map_loading_ticks_atsea_dock
|
|
elseif currentdestination.type == Surfaces.enum.ISLAND and currentdestination.subtype == Surfaces.Island.enum.MAZE then
|
|
total = Common.map_loading_ticks_atsea_maze
|
|
end
|
|
|
|
local eta_ticks = total - (memory.loadingticks - (memory.extra_time_at_sea or 0))
|
|
|
|
-- log(_inspect{eta_ticks, (memory.active_sea_enemies.krakens and #memory.active_sea_enemies.krakens or 'nil'), memory.loadingticks})
|
|
|
|
if eta_ticks < 60*20 and
|
|
memory.active_sea_enemies and
|
|
memory.active_sea_enemies.kraken_count and
|
|
memory.active_sea_enemies.kraken_count > 0
|
|
then
|
|
memory.loadingticks = memory.loadingticks - tickinterval --reverse the change
|
|
else
|
|
local fraction = memory.loadingticks / (total + (memory.extra_time_at_sea or 0))
|
|
|
|
if fraction > Common.fraction_of_map_loaded_at_sea then
|
|
Progression.progress_to_destination(destination_index)
|
|
memory.loadingticks = 0
|
|
else
|
|
PiratesApiEvents.load_some_map_chunks_random_order(destination_index, fraction) --random order is good for maze world
|
|
end
|
|
end
|
|
|
|
elseif memory.boat.state == Boats.enum_state.LANDED then
|
|
local fraction = Common.fraction_of_map_loaded_at_sea + (1 - Common.fraction_of_map_loaded_at_sea) * memory.loadingticks / Common.map_loading_ticks_onisland
|
|
|
|
if fraction > 1 then
|
|
memory.loadingticks = nil
|
|
else
|
|
PiratesApiEvents.load_some_map_chunks(destination_index, fraction)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function Public.crowsnest_steer(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.game_lost then return end
|
|
|
|
if memory.boat and memory.boat.state == Structures.Boats.enum_state.ATSEA_SAILING and memory.game_lost == false and memory.boat.crowsneststeeringchests then
|
|
local leftchest, rightchest = memory.boat.crowsneststeeringchests.left, memory.boat.crowsneststeeringchests.right
|
|
if leftchest and leftchest.valid and rightchest and rightchest.valid then
|
|
local inv_left = leftchest.get_inventory(defines.inventory.chest)
|
|
local inv_right = rightchest.get_inventory(defines.inventory.chest)
|
|
local count_left = inv_left.get_item_count("rail-signal")
|
|
local count_right = inv_right.get_item_count("rail-signal")
|
|
|
|
if count_left >= 100 and count_right < 100 and memory.overworldy > -24 then
|
|
if Overworld.try_overworld_move_v2{x = 0, y = -24} then
|
|
local force = memory.force
|
|
Common.notify_force(force, {'pirates.steer_left'})
|
|
inv_left.remove({name = "rail-signal", count = 100})
|
|
end
|
|
return
|
|
elseif count_right >= 100 and count_left < 100 and memory.overworldy < 24 then
|
|
if Overworld.try_overworld_move_v2{x = 0, y = 24} then
|
|
local force = memory.force
|
|
Common.notify_force(force, {'pirates.steer_right'})
|
|
inv_right.remove({name = "rail-signal", count = 100})
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.silo_update(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
local destination = Common.current_destination()
|
|
|
|
if destination.type == Surfaces.enum.ISLAND then
|
|
local dynamic_data = destination.dynamic_data
|
|
local silos = dynamic_data.rocketsilos
|
|
|
|
if silos then
|
|
local silo = silos[1]
|
|
if silo and silo.valid then
|
|
if dynamic_data.silocharged then
|
|
if not dynamic_data.rocketlaunched then
|
|
silo.launch_rocket()
|
|
end
|
|
else
|
|
local p = silo.position
|
|
|
|
local e = dynamic_data.energychargedinsilosincelastcheck or 0
|
|
dynamic_data.energychargedinsilosincelastcheck = 0
|
|
|
|
dynamic_data.rocketsiloenergyconsumed = dynamic_data.rocketsiloenergyconsumed + e
|
|
|
|
dynamic_data.rocketsiloenergyconsumedwithinlasthalfsecond = e
|
|
|
|
if memory.enemy_force_name then
|
|
local ef = memory.enemy_force
|
|
if ef and ef.valid then
|
|
local extra_evo = Balance.evolution_per_full_silo_charge() * e/dynamic_data.rocketsiloenergyneeded
|
|
Common.increment_evo(extra_evo)
|
|
dynamic_data.evolution_accrued_silo = dynamic_data.evolution_accrued_silo + extra_evo
|
|
end
|
|
end
|
|
|
|
local pollution = e/1000000 * Balance.silo_total_pollution() / Balance.silo_energy_needed_MJ()
|
|
|
|
if p and pollution then
|
|
game.pollution_statistics.on_flow('rocket-silo', pollution)
|
|
if not memory.floating_pollution then memory.floating_pollution = 0 end
|
|
|
|
-- Eventually I want to reformulate pollution not to pull from the map directly, but to pull from pollution_statistics. Previously all the silo pollution went to the map, but this causes a lag ~1-2 minutes. So as a compromise, let's send some to floating_pollution directly, and some to the map:
|
|
memory.floating_pollution = memory.floating_pollution + 3*pollution/4
|
|
game.surfaces[destination.surface_name].pollute(p, pollution/4)
|
|
|
|
if memory.overworldx >= 0 and dynamic_data.rocketsiloenergyconsumed >= 0.25 * dynamic_data.rocketsiloenergyneeded and (not dynamic_data.parrot_silo_warned) then
|
|
dynamic_data.parrot_silo_warned = true
|
|
local spawnerscount = Common.spawner_count(game.surfaces[destination.surface_name])
|
|
if spawnerscount > 0 then
|
|
Common.parrot_speak(memory.force, {'pirates.parrot_silo_warning'})
|
|
end
|
|
elseif dynamic_data.rocketsiloenergyconsumed >= dynamic_data.rocketsiloenergyneeded and (not (silo.rocket_parts == 100)) and (dynamic_data.silocharged == false) and (not memory.game_lost) then
|
|
-- silo.energy = 0
|
|
silo.rocket_parts = 100
|
|
dynamic_data.silocharged = true
|
|
|
|
if CoreData.rocket_silo_death_causes_loss then
|
|
-- become immune after launching
|
|
silo.destructible = false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.slower_boat_tick(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.game_lost then return end
|
|
local destination = Common.current_destination()
|
|
|
|
if memory.boat.state == Boats.enum_state.LEAVING_DOCK then
|
|
memory.boat.speed = Math.min(memory.boat.speed + 40/tickinterval, 12)
|
|
end
|
|
|
|
local p = memory.boat.position
|
|
if p and (not (destination.subtype and destination.subtype == IslandsCommon.enum.RADIOACTIVE)) and destination.surface_name and game.surfaces[destination.surface_name] and game.surfaces[destination.surface_name].valid then --no locomotive pollute on radioactive islands
|
|
local pollution = Balance.boat_passive_pollution_per_minute(destination.dynamic_data.timer) / 3600 * tickinterval
|
|
|
|
game.surfaces[destination.surface_name].pollute(p, pollution)
|
|
game.pollution_statistics.on_flow('locomotive', pollution)
|
|
end
|
|
|
|
if memory.enemyboats then
|
|
for i = 1, #memory.enemyboats do
|
|
local b = memory.enemyboats[i]
|
|
|
|
-- if b.landing_time and destination.dynamic_data.timer and destination.dynamic_data.timer >= b.landing_time and b.spawner and b.spawner.valid then
|
|
-- -- if b.landing_time and destination.dynamic_data.timer and destination.dynamic_data.timer >= b.landing_time + 3 and b.spawner and b.spawner.valid then
|
|
-- b.spawner.destructible = true
|
|
-- b.landing_time = nil
|
|
-- end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.LOS_tick(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
local destination = Common.current_destination()
|
|
local force = memory.force
|
|
if not destination.surface_name then return end
|
|
local surface = game.surfaces[destination.surface_name]
|
|
|
|
if memory.boat and memory.boat.state == Boats.enum_state.APPROACHING or memory.boat.state == Boats.enum_state.LANDED or memory.boat.state == Boats.enum_state.RETREATING then
|
|
local p = memory.boat.position
|
|
local BoatData = Boats.get_scope(memory.boat).Data
|
|
|
|
force.chart(surface, {{p.x - BoatData.width/2 - 70, p.y - 80},{p.x - BoatData.width/2 + 70, p.y + 80}})
|
|
end
|
|
|
|
if CoreData.rocket_silo_death_causes_loss or (destination.static_params and destination.static_params.base_cost_to_undock and destination.static_params.base_cost_to_undock['launch_rocket'] and destination.static_params.base_cost_to_undock['launch_rocket'] == true) then
|
|
local silos = destination.dynamic_data.rocketsilos
|
|
if silos and silos[1] and silos[1].valid then
|
|
local p = silos[1].position
|
|
force.chart(surface, {{p.x - 4, p.y - 4},{p.x + 4, p.y + 4}})
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.minimap_jam(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
if memory.overworldx == Common.maze_minimap_jam_league and memory.boat and memory.boat.state == Boats.enum_state.LANDED then
|
|
local destination = Common.current_destination()
|
|
if destination.type == Surfaces.enum.ISLAND and destination.subtype == Surfaces.Island.enum.MAZE then
|
|
if not destination.surface_name then return end
|
|
local surface = game.surfaces[destination.surface_name]
|
|
local force = memory.force
|
|
force.clear_chart(surface)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- function Public.crewtick_handle_delayed_tasks(tickinterval)
|
|
-- local memory = Memory.get_crew_memory()
|
|
|
|
-- for _, task in pairs(memory.buffered_tasks) do
|
|
-- if not (memory.game_lost) then
|
|
-- if task == Delay.enum.PAINT_CROWSNEST then
|
|
-- Surfaces.Crowsnest.crowsnest_surface_delayed_init()
|
|
|
|
-- elseif task == Delay.enum.PLACE_DOCK_JETTY_AND_BOATS then
|
|
-- Surfaces.Dock.place_dock_jetty_and_boats()
|
|
|
|
-- local destination = Common.current_destination()
|
|
-- ShopDock.create_dock_markets(game.surfaces[destination.surface_name], Surfaces.Dock.Data.markets_position)
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- Delay.clear_buffer()
|
|
-- Delay.move_tasks_to_buffer()
|
|
-- end
|
|
|
|
function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became stuck when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
|
|
local memory = Memory.get_crew_memory()
|
|
local boat = memory.boat
|
|
|
|
if boat and boat.surface_name and boat.state and boat.state == Boats.enum_state.ATSEA_LOADING_MAP then
|
|
if (memory.active_sea_enemies and memory.active_sea_enemies.krakens and memory.active_sea_enemies.kraken_count and memory.active_sea_enemies.kraken_count > 0) then
|
|
|
|
local surface = game.surfaces[boat.surface_name]
|
|
|
|
local some_spawners_should_be_alive = false
|
|
for i = 1, Kraken.kraken_slots do
|
|
if memory.active_sea_enemies.krakens[i] then
|
|
local kraken_data = memory.active_sea_enemies.krakens[i]
|
|
if kraken_data.step and kraken_data.step >= 3 then
|
|
some_spawners_should_be_alive = true
|
|
end
|
|
end
|
|
end
|
|
|
|
local but_none_are = some_spawners_should_be_alive and #surface.find_entities_flitered{name = 'biter-spawner', force = memory.enemy_force_name} == 0
|
|
if but_none_are then
|
|
for i = 1, Kraken.kraken_slots do
|
|
if memory.active_sea_enemies.krakens[i] then
|
|
Kraken.kraken_die(i)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.quest_progress_tick(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.game_lost then return end
|
|
local destination = Common.current_destination()
|
|
local dynamic_data = destination.dynamic_data
|
|
|
|
if dynamic_data.quest_type then
|
|
if dynamic_data.quest_type == Quest.enum.TIME and (not dynamic_data.quest_complete) and dynamic_data.quest_progress > 0 and dynamic_data.quest_progressneeded ~= 1 then
|
|
dynamic_data.quest_progress = dynamic_data.quest_progress - tickinterval/60
|
|
end
|
|
|
|
if dynamic_data.quest_type == Quest.enum.RESOURCEFLOW and (not dynamic_data.quest_complete) then
|
|
local force = memory.force
|
|
if not (force and force.valid and dynamic_data.quest_params) then return end
|
|
dynamic_data.quest_progress = force.item_production_statistics.get_flow_count{name = dynamic_data.quest_params.item, input = true, precision_index = defines.flow_precision_index.five_seconds, count = false}
|
|
Quest.try_resolve_quest()
|
|
end
|
|
|
|
if dynamic_data.quest_type == Quest.enum.RESOURCECOUNT and (not dynamic_data.quest_complete) then
|
|
local force = memory.force
|
|
if not (force and force.valid and dynamic_data.quest_params) then return end
|
|
dynamic_data.quest_progress = force.item_production_statistics.get_flow_count{name = dynamic_data.quest_params.item, input = true, precision_index = defines.flow_precision_index.one_thousand_hours, count = true} - dynamic_data.quest_params.initial_count
|
|
Quest.try_resolve_quest()
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
function Public.silo_insta_update()
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.game_lost then return end
|
|
|
|
local destination = Common.current_destination()
|
|
local dynamic_data = destination.dynamic_data
|
|
|
|
local silos = dynamic_data.rocketsilos
|
|
|
|
if silos and silos[1] and silos[1].valid then --need the first silo to be alive in order to charge any others
|
|
if dynamic_data.silocharged then
|
|
for i, silo in ipairs(silos) do
|
|
if silo and silo.valid then --sometimes theyre overwritten by other structures e.g. market
|
|
silo.energy = silo.electric_buffer_size
|
|
end
|
|
end
|
|
else
|
|
for i, silo in ipairs(silos) do
|
|
if silo and silo.valid then --sometimes theyre overwritten by other structures e.g. market
|
|
local e = silo.energy - 1
|
|
local e2 = dynamic_data.rocketsiloenergyneeded - dynamic_data.rocketsiloenergyconsumed
|
|
if e > 0 and e2 > 0 then
|
|
local absorb = Math.min(e, e2)
|
|
dynamic_data.energychargedinsilosincelastcheck = dynamic_data.energychargedinsilosincelastcheck + absorb
|
|
silo.energy = silo.energy - absorb
|
|
|
|
if dynamic_data.rocketsilochargedbools and (not dynamic_data.rocketsilochargedbools[i]) then
|
|
dynamic_data.rocketsilochargedbools[i] = true
|
|
local inv = silo.get_inventory(defines.inventory.assembling_machine_input)
|
|
inv.insert{name = 'rocket-control-unit', count = 10}
|
|
inv.insert{name = 'low-density-structure', count = 10}
|
|
inv.insert{name = 'rocket-fuel', count = 10}
|
|
end
|
|
else
|
|
silo.energy = 0
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- function Public.parrot_tick(tickinterval)
|
|
-- Parrot.parrot_tick()
|
|
-- end
|
|
|
|
|
|
function Public.update_recentcrewmember_list(tickinterval)
|
|
local memory = Memory.get_crew_memory()
|
|
|
|
-- don't update this unless someone specifically becomes spectator or is planked:
|
|
-- for i = 1, #memory.crewplayerindices do
|
|
-- local s = memory.crewplayerindices[i]
|
|
-- if s then
|
|
-- memory.tempbanned_from_joining_data[s] = game.tick
|
|
-- end
|
|
-- end
|
|
|
|
-- for k, v in pairs(memory.tempbanned_from_joining_data or {}) do
|
|
-- if v <= game.tick - Common.ban_from_rejoining_crew_ticks then
|
|
-- memory.tempbanned_from_joining_data[k] = nil
|
|
-- end
|
|
-- end
|
|
end
|
|
|
|
|
|
-- function Public.globaltick_handle_delayed_tasks(tickinterval)
|
|
-- local global_memory = Memory.get_global_memory()
|
|
|
|
-- for _, task in pairs(global_memory.global_buffered_tasks) do
|
|
|
|
-- if task == Delay.global_enum.PLACE_LOBBY_JETTY_AND_BOATS then
|
|
-- Surfaces.Lobby.place_lobby_jetty_and_boats()
|
|
|
|
-- elseif task == Delay.global_enum.ADMIN_GO2 then
|
|
-- Delay.global_add(Delay.global_enum.ADMIN_GO3)
|
|
|
|
-- elseif task == Delay.global_enum.ADMIN_GO3 then
|
|
-- Memory.set_working_id(1)
|
|
-- local memory = Memory.get_crew_memory()
|
|
-- Overworld.ensure_generated_up_to_x(Crowsnest.Data.visibilitywidth/2)
|
|
-- memory.currentdestination_index = 1
|
|
-- Surfaces.create_surface(Common.current_destination())
|
|
-- Delay.global_add(Delay.global_enum.ADMIN_GO4)
|
|
|
|
-- elseif task == Delay.global_enum.ADMIN_GO4 then
|
|
-- Memory.set_working_id(1)
|
|
-- local memory = Memory.get_crew_memory()
|
|
|
|
-- Progression.go_from_starting_dock_to_first_destination()
|
|
-- memory.mapbeingloadeddestination_index = 1
|
|
-- memory.loadingticks = 0
|
|
|
|
-- end
|
|
-- end
|
|
-- Delay.global_clear_buffer()
|
|
-- Delay.global_move_tasks_to_buffer()
|
|
-- end
|
|
|
|
|
|
|
|
function Public.update_player_guis(tickinterval)
|
|
-- local global_memory = Memory.get_global_memory()
|
|
local players = game.connected_players
|
|
|
|
for _, player in pairs(players) do
|
|
local crew_id = Common.get_id_from_force_name(player.force.name)
|
|
Memory.set_working_id(crew_id)
|
|
|
|
Gui.update_gui(player)
|
|
end
|
|
end
|
|
|
|
function Public.update_players_second()
|
|
local global_memory = Memory.get_global_memory()
|
|
local connected_players = game.connected_players
|
|
|
|
local playerindex_to_time_played_continuously = {}
|
|
local playerindex_to_captainhood_priority = {}
|
|
for playerindex, time in pairs(global_memory.playerindex_to_time_played_continuously) do
|
|
local player = game.players[playerindex]
|
|
|
|
if player and Common.validate_player(player) then
|
|
-- port over
|
|
playerindex_to_time_played_continuously[playerindex] = time
|
|
end
|
|
end
|
|
for playerindex, time in pairs(global_memory.playerindex_to_captainhood_priority) do
|
|
local player = game.players[playerindex]
|
|
|
|
if player and Common.validate_player(player) then
|
|
-- port over
|
|
playerindex_to_captainhood_priority[playerindex] = time
|
|
end
|
|
end
|
|
|
|
for _, player in pairs(connected_players) do
|
|
local crew_id = Common.get_id_from_force_name(player.force.name)
|
|
Memory.set_working_id(crew_id)
|
|
|
|
if player.afk_time < Common.afk_time then
|
|
playerindex_to_time_played_continuously[player.index] = playerindex_to_time_played_continuously[player.index] or 0
|
|
|
|
playerindex_to_time_played_continuously[player.index] = playerindex_to_time_played_continuously[player.index] + 1
|
|
if Common.is_captain(player) then
|
|
playerindex_to_captainhood_priority[player.index] = 0
|
|
else
|
|
playerindex_to_captainhood_priority[player.index] = playerindex_to_captainhood_priority[player.index] or 0
|
|
|
|
playerindex_to_captainhood_priority[player.index] = playerindex_to_captainhood_priority[player.index] + 1
|
|
end
|
|
else
|
|
playerindex_to_time_played_continuously[player.index] = 0
|
|
playerindex_to_captainhood_priority[player.index] = 0
|
|
end
|
|
end
|
|
global_memory.playerindex_to_captainhood_priority = playerindex_to_captainhood_priority
|
|
global_memory.playerindex_to_time_played_continuously = playerindex_to_time_played_continuously
|
|
|
|
local afk_player_indices = {}
|
|
for _, player in pairs(connected_players) do
|
|
if player.afk_time >= Common.afk_time then
|
|
afk_player_indices[#afk_player_indices + 1] = player.index
|
|
end
|
|
end
|
|
|
|
global_memory.afk_player_indices = afk_player_indices
|
|
|
|
-- after updating tables:
|
|
|
|
for _, index in pairs(afk_player_indices) do
|
|
local player = game.players[index]
|
|
local crew_id = Common.get_id_from_force_name(player.force.name)
|
|
Memory.set_working_id(crew_id)
|
|
Roles.afk_player_tick(player)
|
|
end
|
|
end
|
|
|
|
function Public.update_alert_sound_frequency_tracker()
|
|
local memory = Memory.get_crew_memory()
|
|
if memory.seconds_until_alert_sound_can_be_played_again and memory.seconds_until_alert_sound_can_be_played_again > 0 then
|
|
memory.seconds_until_alert_sound_can_be_played_again = memory.seconds_until_alert_sound_can_be_played_again - 1
|
|
memory.seconds_until_alert_sound_can_be_played_again = Math.max(0, memory.seconds_until_alert_sound_can_be_played_again)
|
|
end
|
|
end
|
|
|
|
function Public.check_for_cliff_explosives_in_hold_wooden_chests()
|
|
local memory = Memory.get_crew_memory()
|
|
local input_chests = memory.hold_surface_destroyable_wooden_chests
|
|
|
|
if not input_chests then return end
|
|
|
|
for i, chest in ipairs(input_chests) do
|
|
if chest and chest.valid then
|
|
local item_count = chest.get_item_count('cliff-explosives')
|
|
if item_count and item_count > 0 then
|
|
local surface = chest.surface
|
|
local explosion = {
|
|
name = 'wooden-chest-explosion',
|
|
position = chest.position
|
|
}
|
|
local remnants = {
|
|
name = 'wooden-chest-remnants',
|
|
position = chest.position
|
|
}
|
|
|
|
chest.destroy()
|
|
surface.create_entity(explosion)
|
|
surface.create_entity(remnants)
|
|
|
|
table.fast_remove(memory.hold_surface_destroyable_wooden_chests, i)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Code taken from Mountain fortress
|
|
local function equalise_fluid_storage_pair(storage1, storage2)
|
|
if not storage1.valid then
|
|
return
|
|
end
|
|
if not storage2.valid then
|
|
return
|
|
end
|
|
|
|
local source_fluid = storage1.fluidbox[1]
|
|
if not source_fluid then
|
|
return
|
|
end
|
|
|
|
local target_fluid = storage2.fluidbox[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 <= 0 then
|
|
return
|
|
end
|
|
|
|
local inserted_amount = storage2.insert_fluid({name = source_fluid.name, amount = amount, temperature = source_fluid.temperature})
|
|
if inserted_amount > 0 then
|
|
storage1.remove_fluid({name = source_fluid.name, amount = inserted_amount})
|
|
end
|
|
end
|
|
|
|
-- This function assumes that there is equal amount of special storage tanks on deck and every hold.
|
|
-- NOTE: This function only equalises adjacent storage tank pairs. That is "Deck - 1st Hold" and "Nth Hold - (N+1)th Hold" pairs
|
|
function Public.equalise_fluid_storages()
|
|
local memory = Memory.get_crew_memory()
|
|
local boat = memory.boat
|
|
|
|
if boat.upstairs_fluid_storages and boat.downstairs_fluid_storages then
|
|
-- Iterate every chain of together connected storages from deck and all holds
|
|
for i = 1, #boat.upstairs_fluid_storages do
|
|
local storages = {}
|
|
storages[1] = boat.upstairs_fluid_storages[i]
|
|
|
|
for j = 1, memory.hold_surface_count do
|
|
storages[j + 1] = boat.downstairs_fluid_storages[j][i]
|
|
end
|
|
|
|
for j = 2, #storages do
|
|
equalise_fluid_storage_pair(storages[j], storages[j-1])
|
|
equalise_fluid_storage_pair(storages[j-1], storages[j])
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.revealed_buried_treasure_distance_check()
|
|
local destination = Common.current_destination()
|
|
|
|
if destination.dynamic_data.some_player_was_close_to_buried_treasure then return end
|
|
|
|
local maps = destination.dynamic_data.treasure_maps or {}
|
|
for _, map in pairs(maps) do
|
|
if map.state == 'picked_up' then
|
|
for _, player in pairs(Common.crew_get_crew_members()) do
|
|
if player.character and player.character.valid then
|
|
if Math.distance(player.character.position, map.buried_treasure_position) <= 20 then
|
|
destination.dynamic_data.some_player_was_close_to_buried_treasure = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return Public |