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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-25 21:29:06 +02:00
2024-12-21 23:32:33 +01:00

1647 lines
51 KiB
Lua

local Color = require 'utils.color_presets'
local Alert = require 'utils.alert'
local Task = require 'utils.task_token'
local Core = require 'utils.core'
local JailData = require 'utils.datastore.jail_data'
local IC = require 'maps.mountain_fortress_v3.ic.table'
local WPT = require 'maps.mountain_fortress_v3.table'
local RPG = require 'modules.rpg.main'
local OfflinePlayers = require 'modules.clear_vacant_players'
local Event = require 'utils.event'
local Server = require 'utils.server'
local Public = {}
local main_tile_name = 'black-refined-concrete'
local round = math.round
local floor = math.floor
local module_tag = '[color=blue]Comfylatron:[/color] '
local is_modded = script.active_mods['MtnFortressAddons'] or false
local out_of_map_tile = 'out-of-map'
if is_modded then
out_of_map_tile = 'void-tile'
end
local messages = {
' vehicle was nibbled to death.',
' vehicle should not have played with the biters.',
' vehicle is biter scrap.',
' vehicle learned the hard way not to mess with biters.',
' vehicle lost the battle to a hungry biter.',
' vehicle was a tasty biter treat.',
' vehicle lost their flux capacitator.',
' vehicle met a squishy end.'
}
local function validate_entity(entity)
if not (entity and entity.valid) then
return false
end
if type(entity) == 'boolean' then
return false
end
return true
end
---Returns the car from the unit_number.
---@param unit_number any
---@return table|boolean
local function get_car_by_unit_number(unit_number)
local cars = IC.get('cars')
return cars[unit_number]
end
---Returns the car from the surface_name.
---@param surface_name any
---@return table|nil
local function get_car_by_surface_name(surface_name)
local cars = IC.get('cars')
for _, car in pairs(cars) do
if car.surface_name == surface_name then
return car
end
end
return nil
end
local function log_err(err)
local debug_mode = IC.get('debug_mode')
if debug_mode then
if type(err) == 'string' then
log('IC: ' .. err)
end
end
end
local enable_car_to_be_mined =
Task.register(
function (event)
local entity = event.entity
local owner_name = event.owner_name
if entity and entity.valid then
entity.minable_flag = true
local msg = owner_name .. "'s vehicle is now minable!"
local p = {
position = entity.position
}
Alert.alert_all_players_location(p, msg, nil, 30)
end
end
)
local function get_trusted_system(player)
local trust_system = IC.get('trust_system')
if not trust_system[player.name] then
trust_system[player.name] = {
players = {
[player.name] = { trusted = true, drive = true }
},
allow_anyone = 'left',
auto_upgrade = 'left',
notify_on_driver_change = 'left'
}
end
return trust_system[player.name]
end
local function does_player_table_exist(player)
local trust_system = IC.get('trust_system')
if not trust_system[player.name] then
return false
else
return true
end
end
local function upperCase(str)
return (str:gsub('^%l', string.upper))
end
local function render_owner_text(renders, player, entity, new_owner)
local color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
}
if renders[player.name] and renders[player.name].valid then
renders[player.name].destroy()
end
local ce_name = entity.name
if ce_name == 'kr-advanced-tank' then
ce_name = 'Tank'
end
if new_owner then
renders[new_owner.name] =
rendering.draw_text {
text = '## - ' .. new_owner.name .. "'s " .. ce_name .. ' - ##',
surface = entity.surface,
target = { entity = entity, offset = { 0, -2.6 } },
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
else
renders[player.name] =
rendering.draw_text {
text = '## - ' .. player.name .. "'s " .. ce_name .. ' - ##',
surface = entity.surface,
target = { entity = entity, offset = { 0, -2.6 } },
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
end
entity.color = color
end
local function kill_doors(car)
if not validate_entity(car.entity) then
return
end
local doors = IC.get('doors')
for k, e in pairs(car.doors) do
if validate_entity(e) then
doors[e.unit_number] = nil
e.destroy()
car.doors[k] = nil
end
end
end
---Returns the car object of the player.
---@param player any
---@return table|boolean
local function get_owner_car_object(player)
local cars = IC.get('cars')
for _, car in pairs(cars) do
if car.owner == player.name then
return car
end
end
return false
end
local function get_entity_from_player_surface(cars, player)
for _, car in pairs(cars) do
if validate_entity(car.entity) then
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if validate_entity(surface) then
if car.surface == player.physical_surface.index then
return car.entity
end
end
end
end
return false
end
local function get_owner_car_surface(cars, player, target)
for _, car in pairs(cars) do
if car.owner == player.name then
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if validate_entity(surface) then
if car.surface == target.surface.index then
return true
else
return false
end
else
return false
end
end
end
return false
end
local function get_player_surface(player)
local surfaces = IC.get('surfaces')
for _, index in pairs(surfaces) do
local surface = game.surfaces[index]
if validate_entity(surface) then
if surface.index == player.physical_surface.index then
return true
end
end
end
return false
end
local function get_player_entity(player)
local cars = IC.get('cars')
for _, car in pairs(cars) do
if car.owner == player.name and type(car.entity) == 'boolean' then
return car, true
elseif car.owner == player.name then
return car, false
end
end
return false, false
end
local function get_owner_car_name(player)
local cars = IC.get('cars')
local saved_surfaces = IC.get('saved_surfaces')
local index = saved_surfaces[player.name]
for _, car in pairs(cars) do
if not index then
return false
end
if car.owner == player.name then
return car.name
end
end
return false
end
local function get_saved_entity(entity, index)
if index and index.name ~= entity.name then
local msg =
table.concat(
{
'The built entity is not the same as the saved one. ',
'Saved entity is: ' .. upperCase(index.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
}
)
return false, msg
end
return true
end
local function replace_entity(cars, entity, index)
local upgrades = WPT.get('upgrades')
local unit_number = entity.unit_number
local health = floor(2000 * entity.health * 0.002)
for k, car in pairs(cars) do
if car.saved_entity == index.saved_entity then
local c = car
cars[unit_number] = c
cars[unit_number].entity = entity
cars[unit_number].saved_entity = nil
cars[unit_number].transfer_entities = car.transfer_entities
cars[unit_number].health_pool = {
enabled = upgrades.has_upgraded_health_pool or false,
health = health,
max = health
}
cars[k] = nil
end
end
end
local function replace_doors(doors, entity, index)
if not validate_entity(entity) then
return
end
for k, door in pairs(doors) do
local unit_number = entity.unit_number
if index.saved_entity == door then
doors[k] = unit_number
end
end
end
local function replace_surface(surfaces, entity, index)
if not validate_entity(entity) then
return
end
for k, surface_index in pairs(surfaces) do
local surface = game.surfaces[surface_index]
local unit_number = entity.unit_number
if validate_entity(surface) then
if tostring(index.saved_entity) == surface.name then
local car = get_car_by_unit_number(unit_number)
surface.name = car.surface_name
surfaces[unit_number] = surface.index
surfaces[k] = nil
end
end
end
end
local function replace_surface_entity(cars, entity, index)
if not validate_entity(entity) then
return
end
for _, car in pairs(cars) do
if index and index.saved_entity == car.saved_entity then
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if validate_entity(surface) then
surface.name = car.surface_name
end
end
end
end
local function remove_logistics(car)
local chests = car.transfer_entities
for k, chest in pairs(chests) do
car.transfer_entities[k] = nil
chest.destroy()
end
end
local function set_new_area(car)
local car_areas = IC.get('car_areas')
local new_area = car_areas
local name = car.name
local apply_area = new_area[name]
car.area = apply_area
end
local function upgrade_surface(player, entity)
local ce = entity
local saved_surfaces = IC.get('saved_surfaces')
local cars = IC.get('cars')
local doors = IC.get('doors')
local surfaces = IC.get('surfaces')
local index = saved_surfaces[player.name]
if not index then
return
end
if saved_surfaces[player.name] then
local car = get_owner_car_object(player)
if ce.name == 'spidertron' then
car.name = 'spidertron'
elseif ce.name == 'tank' then
car.name = 'tank'
end
set_new_area(car)
remove_logistics(car)
replace_entity(cars, ce, index)
replace_doors(doors, ce, index)
replace_surface(surfaces, ce, index)
replace_surface_entity(cars, ce, index)
kill_doors(car)
Public.create_car_room(car)
saved_surfaces[player.name] = nil
return true
end
return false
end
local function save_surface(entity, player)
local cars = IC.get('cars')
local saved_surfaces = IC.get('saved_surfaces')
local car = cars[entity.unit_number]
car.entity = false
car.saved_entity = entity.unit_number
saved_surfaces[player.name] = { saved_entity = entity.unit_number, name = entity.name }
end
local function kick_players_out_of_vehicles(car)
for _, player in pairs(game.connected_players) do
local character = player.character
if validate_entity(character) and character.driving then
if car.surface == player.physical_surface.index then
character.driving = false
end
end
end
end
local function exclude_surface(surface)
for _, force in pairs(game.forces) do
force.set_surface_hidden(surface, true)
end
end
---Kicks players out of the car surface.
---@param car any
---@param owner_id any
---@return nil
local function kick_players_from_surface(car, owner_id)
local surface_index = car.surface
local surface = game.surfaces[surface_index]
local allowed_surface = IC.get('allowed_surface')
if not validate_entity(surface) then
return log_err('Car surface was not valid.')
end
if not car.entity or not car.entity.valid then
local main_surface = game.surfaces[allowed_surface]
if validate_entity(main_surface) then
for _, e in pairs(surface.find_entities_filtered({ area = car.area })) do
if validate_entity(e) and e.name == 'character' and e.player then
if owner_id and owner_id == e.player.name then
goto continue
end
local p = main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0)
if p then
e.player.teleport(p, main_surface)
end
::continue::
end
end
return log_err('Car entity was not valid.')
end
end
for _, e in pairs(surface.find_entities_filtered({ area = car.area })) do
if validate_entity(e) and e.name == 'character' and e.player then
if owner_id and owner_id == e.player.name then
goto continue
end
local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
if p then
e.player.teleport(p, car.entity.surface)
else
e.player.teleport(car.entity.position, car.entity.surface)
end
::continue::
end
end
end
---Kicks players out of the car surface.
---@param car any
---@return nil
local function kick_non_trusted_players_from_surface(car)
local surface_index = car.surface
local trust_system = IC.get('trust_system')
local allowed_surface = IC.get('allowed_surface') --[[@as string]]
local main_surface = game.get_surface(allowed_surface) --[[@as LuaSurface]]
local position = car.entity and car.entity.valid and car.entity.position or game.forces.player.get_spawn_position(main_surface)
local owner = game.get_player(car.owner) and game.get_player(car.owner).name or false
Core.iter_connected_players(
function (player)
local is_trusted = trust_system and trust_system.players and trust_system.players[player.name] and trust_system.players[player.name].trusted
if player.physical_surface.index == surface_index and player.name ~= car.owner and not is_trusted then
if position then
local new_position = main_surface.find_non_colliding_position('character', position, 3, 0)
if new_position then
player.teleport(new_position, main_surface)
else
player.teleport(game.forces.player.get_spawn_position(main_surface), main_surface)
end
player.print('[IC] You were kicked out of ' .. owner .. "'s " .. car.entity.name .. ' because you were not in the trusted list.', { color = Color.warning })
end
end
end
)
end
local function kick_player_from_surface(player, target)
local cars = IC.get('cars')
local allowed_surface = IC.get('allowed_surface')
local main_surface = game.surfaces[allowed_surface]
if not validate_entity(main_surface) then
return
end
local car = get_owner_car_object(player)
if not validate_entity(car) then
return
end
if not validate_entity(car.entity) then
return
end
if validate_entity(player) then
if validate_entity(target) then
local locate = get_owner_car_surface(cars, player, target)
if locate then
local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
if p then
target.teleport(p, car.entity.surface)
else
target.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0), main_surface)
end
target.print('You were kicked out of ' .. player.name .. ' vehicle.', Color.warning)
end
end
end
end
local function restore_surface(player, entity)
local ce = entity
local saved_surfaces = IC.get('saved_surfaces')
local cars = IC.get('cars')
local doors = IC.get('doors')
local renders = IC.get('renders')
local surfaces = IC.get('surfaces')
local index = saved_surfaces[player.name]
if not index then
return
end
if saved_surfaces[player.name] then
local success, msg = get_saved_entity(ce, index)
if not success then
player.print(module_tag .. msg, { color = Color.warning })
return true
end
replace_entity(cars, ce, index)
replace_doors(doors, ce, index)
replace_surface(surfaces, ce, index)
replace_surface_entity(cars, ce, index)
saved_surfaces[player.name] = nil
render_owner_text(renders, player, ce)
return true
end
return false
end
local function input_filtered(car_inv, chest, chest_inv, free_slots)
local request_stacks = {}
local prototypes = prototypes.item
local logistics = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
local filters = Core.get_filters(logistics)
for _, filter in pairs(filters) do
if filter.value.name then
request_stacks[filter.value.name] = 10 * prototypes[filter.value.name].stack_size
end
end
for i = 1, #car_inv - 1, 1 do
if free_slots <= 0 then
return
end
local stack = car_inv[i]
if stack.valid_for_read then
local request_stack = request_stacks[stack.name]
if request_stack and request_stack > chest_inv.get_item_count(stack.name) then
chest_inv.insert(stack)
stack.clear()
free_slots = free_slots - 1
end
end
end
end
local function input_cargo(car, chest)
if not chest.request_from_buffers then
goto continue
end
local car_entity = car.entity
if not validate_entity(car_entity) then
car.transfer_entities = nil
goto continue
end
local car_inventory = car_entity.get_inventory(defines.inventory.car_trunk)
if car_inventory.is_empty() then
goto continue
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
local free_slots = 0
for i = 1, chest_inventory.get_bar() - 1, 1 do
if not chest_inventory[i].valid_for_read then
free_slots = free_slots + 1
end
end
local has_request_slot = false
local logistics = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
if logistics then
local filters = Core.get_filters(logistics)
for _, filter in pairs(filters) do
if filter.value.name then
has_request_slot = true
end
end
end
if has_request_slot then
input_filtered(car_inventory, chest, chest_inventory, free_slots)
goto continue
end
for i = 1, #car_inventory - 1, 1 do
if free_slots <= 0 then
goto continue
end
if car_inventory[i].valid_for_read then
chest_inventory.insert(car_inventory[i])
car_inventory[i].clear()
free_slots = free_slots - 1
end
end
::continue::
end
local function output_cargo(car, passive_chest)
if not validate_entity(car.entity) then
goto continue
end
if not passive_chest.valid then
goto continue
end
local chest1 = passive_chest.get_inventory(defines.inventory.chest)
local chest2 = car.entity.get_inventory(defines.inventory.car_trunk)
for i = 1, #chest1 do
local t = chest1[i]
if t and t.valid then
local c = chest2.insert(t)
if (c > 0) then
chest1[i].count = chest1[i].count - c
end
end
end
::continue::
end
local transfer_functions = {
['requester-chest'] = input_cargo,
['passive-provider-chest'] = output_cargo
}
local function construct_doors(car)
local area = car.area
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if not surface or not surface.valid then
return
end
local doors = IC.get('doors')
for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
if p.x < 0 then
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
else
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
end
local e =
surface.create_entity(
{
name = 'car',
position = { x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) },
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable_flag = false
e.operable = false
e.get_inventory(defines.inventory.fuel).insert({ name = 'coal', count = 1 })
if type(car.entity) == 'boolean' then
return
end
doors[e.unit_number] = car.entity.unit_number
car.doors[#car.doors + 1] = e
end
end
local function get_player_data(player)
local players = IC.get('players')
local player_data = players[player.name]
if players[player.name] then
return player_data
end
local fallback = WPT.get('active_surface_index') --[[@as string|integer]]
if not fallback then
fallback = 1
end
players[player.name] = {
surface = 1,
fallback_surface = tonumber(fallback),
notified = false
}
return players[player.name]
end
local function get_persistent_player_data(player)
local players = IC.get('players_persistent')
local player_data = players[player.name]
if players[player.name] then
return player_data
end
players[player.name] = {}
return players[player.name]
end
local remove_car =
Task.register(
function (data)
local player = data.player
local car = data.car
player.remove_item({ name = car.name, count = 1 })
end
)
local find_remove_car =
Task.register(
function (data)
local index = data.index
local types = data.types
local position = data.position
local surface = game.get_surface(index)
if not surface or not surface.valid then
return
end
for _, dropped_ent in pairs(surface.find_entities_filtered { type = 'item-entity', area = { { position.x - 10, position.y - 10 }, { position.x + 10, position.y + 10 } } }) do
if dropped_ent and dropped_ent.valid and dropped_ent.stack then
if types[dropped_ent.stack.name] then
dropped_ent.destroy()
end
end
end
end
)
function Public.save_car(event)
local entity = event.entity
local player = game.players[event.player_index]
local cars = IC.get('cars')
local car = cars[entity.unit_number]
local restore_on_theft = IC.get('restore_on_theft')
local entity_type = IC.get('entity_type')
local types = entity_type
local players = IC.get('players')
if not car then
log_err('Car was not valid.')
return
end
local position = entity.position
local health = entity.health
kick_players_out_of_vehicles(car)
kick_players_from_surface(car)
get_player_data(player)
if car.owner == player.name then
save_surface(entity, player)
if not players[player.name].notified then
player.print(module_tag .. player.name .. ', the ' .. car.name .. ' surface has been saved.', { color = Color.success })
players[player.name].notified = true
end
else
local p = game.get_player(car.owner)
if not p or not p.valid then
return
end
local find_remove_car_args = {
index = p.surface.index,
types = types,
position = p.physical_position
}
Task.set_timeout_in_ticks(1, find_remove_car, find_remove_car_args)
Task.set_timeout_in_ticks(2, find_remove_car, find_remove_car_args)
Task.set_timeout_in_ticks(3, find_remove_car, find_remove_car_args)
log_err('Owner of this vehicle is: ' .. p.name)
save_surface(entity, p)
game.print(module_tag .. player.name .. ' has looted ' .. p.name .. '´s car.')
player.print(module_tag .. 'This car was not yours to keep.', { color = Color.warning })
local params = {
player = player,
car = car
}
Task.set_timeout_in_ticks(10, remove_car, params)
if restore_on_theft then
local e = player.physical_surface.create_entity({ name = car.name, position = position, force = player.force, create_build_effect_smoke = false })
e.health = health
restore_surface(p, e)
elseif p.can_insert({ name = car.name, count = 1 }) then
p.insert({ name = car.name, count = 1, health = health })
p.print(module_tag .. 'Your car was stolen from you - the gods foresaw this and granted you a new one.', { color = Color.info })
end
end
end
function Public.remove_surface(player)
local surfaces = IC.get('surfaces')
local cars = IC.get('cars')
local car = get_owner_car_object(player)
if not car then
return
end
if car.saved_entity then
return
end
kick_players_out_of_vehicles(car)
kick_players_from_surface(car)
local trust_system = IC.get('trust_system')
if trust_system[player.name] then
trust_system[player.name] = nil
end
local renders = IC.get('renders')
if renders[player.name] then
renders[player.name].destroy()
renders[player.name] = nil
end
local player_gui_data = IC.get('player_gui_data')
if player_gui_data[player.name] then
player_gui_data[player.name] = nil
end
local players = IC.get('players')
if players[player.name] then
players[player.name] = nil
end
local misc_settings = IC.get('misc_settings')
if misc_settings[player.name] then
misc_settings[player.name] = nil
end
kill_doors(car)
surfaces[car.saved_entity] = nil
cars[car.saved_entity] = nil
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if not surface or not surface.valid then
return
end
for _, tile in pairs(surface.find_tiles_filtered({ area = car.area })) do
surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
for _, x in pairs({ car.area.left_top.x - 1.5, car.area.right_bottom.x + 1.5 }) do
local p = { x = x, y = car.area.left_top.y + ((car.area.right_bottom.y - car.area.left_top.y) * 0.5) }
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x - 1, y = p.y } } }, true)
end
game.delete_surface(surface)
end
function Public.kill_car(entity)
if not validate_entity(entity) then
return
end
local entity_type = IC.get('entity_type')
if not entity_type[entity.type] then
return
end
local entity_position = entity.position
local entity_surface = entity.surface
local surfaces = IC.get('surfaces')
local cars = IC.get('cars')
local car = cars[entity.unit_number]
if not car then
return
end
kick_players_out_of_vehicles(car)
kick_players_from_surface(car)
local trust_system = IC.get('trust_system')
local owner = car.owner
if owner then
owner = game.get_player(owner)
if owner and owner.valid then
if trust_system[owner.name] then
trust_system[owner.name] = nil
end
end
end
local renders = IC.get('renders')
if not owner then
return
end
if renders[owner.name] and renders[owner.name].valid then
renders[owner.name].destroy()
renders[owner.name] = nil
end
local gps_tag = '[gps=' .. entity_position.x .. ',' .. entity_position.y .. ',' .. entity_surface.name .. ']'
game.print(module_tag .. owner.name .. messages[math.random(1, #messages)] .. ' ' .. gps_tag)
Server.to_discord_bold(table.concat { '*** ', '[Personal Vehicle] ***', owner.name .. messages[math.random(1, #messages)] .. ' ', gps_tag })
local player_gui_data = IC.get('player_gui_data')
if player_gui_data[owner.name] then
player_gui_data[owner.name] = nil
end
local players = IC.get('players')
if players[owner.name] then
players[owner.name] = nil
end
local misc_settings = IC.get('misc_settings')
if misc_settings[owner.name] then
misc_settings[owner.name] = nil
end
local surface_index = car.surface
local surface = game.surfaces[surface_index]
kill_doors(car)
for _, tile in pairs(surface.find_tiles_filtered({ area = car.area })) do
surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
for _, x in pairs({ car.area.left_top.x - 1.5, car.area.right_bottom.x + 1.5 }) do
local p = { x = x, y = car.area.left_top.y + ((car.area.right_bottom.y - car.area.left_top.y) * 0.5) }
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x + 0.5, y = p.y } } }, true)
surface.set_tiles({ { name = out_of_map_tile, position = { x = p.x - 1, y = p.y } } }, true)
end
car.entity.force.chart(surface, car.area)
game.delete_surface(surface)
surfaces[entity.unit_number] = nil
cars[entity.unit_number] = nil
end
function Public.kill_car_but_save_surface(entity)
if not validate_entity(entity) then
return nil
end
local entity_type = IC.get('entity_type')
if not entity_type[entity.type] then
return nil
end
local cars = IC.get('cars')
local car = cars[entity.unit_number]
if not car then
return nil
end
local surface_index = car.surface
local surface = game.get_surface(surface_index)
if not surface then
return nil
end
local c = 0
local entities = surface.find_entities_filtered({ area = car.area, force = 'player' })
if entities and #entities > 0 then
for _, e in pairs(entities) do
if e and e.valid and e.name ~= 'character' then
c = c + 1
end
end
if c > 0 then
return false, c
end
end
local surfaces = IC.get('surfaces')
local surfaces_deleted_by_button = IC.get('surfaces_deleted_by_button')
kick_players_out_of_vehicles(car)
kick_players_from_surface(car)
car.entity.minable_flag = true
local trust_system = IC.get('trust_system')
local owner = car.owner
if owner then
owner = game.get_player(owner)
if owner and owner.valid then
if trust_system[owner.name] then
trust_system[owner.name] = nil
end
end
end
if not owner then
return nil
end
local renders = IC.get('renders')
if renders[owner.name] and renders[owner.name].valid then
renders[owner.name].destroy()
renders[owner.name] = nil
end
local player_gui_data = IC.get('player_gui_data')
if player_gui_data[owner.name] then
player_gui_data[owner.name] = nil
end
local players = IC.get('players')
if players[owner.name] then
players[owner.name] = nil
end
local misc_settings = IC.get('misc_settings')
if misc_settings[owner.name] then
misc_settings[owner.name] = nil
end
if not surfaces_deleted_by_button[owner.name] then
surfaces_deleted_by_button[owner.name] = {}
end
surfaces_deleted_by_button[owner.name][#surfaces_deleted_by_button[owner.name] + 1] = surface.name
kill_doors(car)
car.entity.force.chart(surface, car.area)
surfaces[entity.unit_number] = nil
cars[entity.unit_number] = nil
return true
end
function Public.validate_owner(player, entity)
if validate_entity(entity) then
local cars = IC.get('cars')
local unit_number = entity.unit_number
local car = cars[unit_number]
if not car then
return
end
if validate_entity(car.entity) then
local p = game.players[car.owner]
local list = get_trusted_system(p)
if p and p.valid and p.connected then
if list.players[player.name] and list.players[player.name].drive then
return
end
end
if p then
if car.owner ~= player.name and player.driving then
player.driving = false
if not player.admin then
if list.notify_on_driver_change == 'left' then
p.print(player.name .. ' tried to drive your car.', { color = Color.warning })
end
return
end
end
end
end
return false
end
return false
end
function Public.create_room_surface(car)
local unit_number = car.entity.unit_number
if game.surfaces[car.surface_name] then
return game.surfaces[car.surface_name].index
end
local map_gen_settings = {
['width'] = 2,
['height'] = 2,
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = { treat_missing_as_default = false },
['tile'] = { treat_missing_as_default = true },
['decorative'] = { treat_missing_as_default = false }
}
}
local surface = game.create_surface(car.surface_name, map_gen_settings)
surface.no_enemies_mode = true
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({ 16, 16 }, 1)
surface.force_generate_chunk_requests()
exclude_surface(surface)
for _, tile in pairs(surface.find_tiles_filtered({ area = { { -2, -2 }, { 2, 2 } } })) do
surface.set_tiles({ { name = out_of_map_tile, position = tile.position } }, true)
end
local surfaces = IC.get('surfaces')
surfaces[unit_number] = surface.index
return surface.index
end
function Public.create_car_room(car)
local surface_index = car.surface
local surface = game.surfaces[surface_index]
local car_areas = IC.get('car_areas')
local entity_name = car.name
local entity_type = car.type
local area = car_areas[entity_name]
local tiles = {}
if not area then
area = car_areas[entity_type]
end
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
tiles[#tiles + 1] = { name = main_tile_name, position = { x, y } }
end
end
for x = -3, 2, 1 do
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
tiles[#tiles + 1] = { name = main_tile_name, position = { x, y } }
end
end
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = -0, 1, 1 do
tiles[#tiles + 1] = { name = 'water', position = { x, y } }
end
end
surface.set_tiles(tiles, true)
local p = game.get_player(car.owner)
if p and p.valid then
local player_data = get_persistent_player_data(p)
if not player_data.placed_fish then
local fishes = {}
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = -0, 1, 1 do
fishes[#fishes + 1] = { name = 'fish', position = { x, y } }
end
end
for _, fish in pairs(fishes) do
surface.create_entity(fish)
end
player_data.placed_fish = true
end
end
construct_doors(car)
local mgs = surface.map_gen_settings
mgs.width = area.right_bottom.x * 2
mgs.height = area.right_bottom.y * 2
surface.map_gen_settings = mgs
local lx, ly, rx, ry = 4, 1, 5, 1
local position1 = { area.left_top.x + lx, area.left_top.y + ly }
local position2 = { area.right_bottom.x - rx, area.left_top.y + ry }
local e1 =
surface.create_entity(
{
name = 'requester-chest',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
e1.destructible = false
e1.minable_flag = false
local e2 =
surface.create_entity(
{
name = 'passive-provider-chest',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
e2.destructible = false
e2.minable_flag = false
car.transfer_entities = { e1, e2 }
end
function Public.create_car(event)
local ce = event.entity
local player = game.get_player(event.player_index)
local allowed_surface = IC.get('allowed_surface')
local map_name = allowed_surface
local entity_type = IC.get('entity_type')
local un = ce.unit_number
if not un then
return
end
if not entity_type[ce.type] then
return
end
local renders = IC.get('renders')
local upgrades = WPT.get('upgrades')
local car, mined = get_player_entity(player)
if car then
if entity_type[car.name] and not mined then
return player.print(module_tag .. 'Multiple vehicles are not supported at the moment.', { color = Color.warning })
end
end
if string.sub(ce.surface.name, 0, #map_name) ~= map_name then
return player.print(module_tag .. 'Multi-surface is not supported at the moment.', { color = Color.warning })
end
local storage = get_trusted_system(player)
if get_owner_car_name(player) == 'car' and ce.name == 'tank' or get_owner_car_name(player) == 'car' and ce.name == 'spidertron' or get_owner_car_name(player) == 'tank' and ce.name == 'spidertron' then
if storage.auto_upgrade and storage.auto_upgrade == 'right' then
return
end
upgrade_surface(player, ce)
render_owner_text(renders, player, ce)
player.print(module_tag .. 'Your car-surface has been upgraded!', { color = Color.success })
return
end
if type(ce) == 'boolean' then
return
end
local saved_surface = restore_surface(player, ce)
if saved_surface then
return
end
local car_areas = IC.get('car_areas')
local cars = IC.get('cars')
local car_area = car_areas[ce.name]
if not car_area then
car_area = car_areas[ce.type]
end
local health = floor(2000 * ce.health * 0.002)
cars[un] = {
entity = ce,
area = {
left_top = { x = car_area.left_top.x, y = car_area.left_top.y },
right_bottom = { x = car_area.right_bottom.x, y = car_area.right_bottom.y }
},
doors = {},
health_pool = {
enabled = upgrades.has_upgraded_health_pool or false,
health = health,
max = health
},
owner = player.name,
owner_name = player.name,
name = ce.name,
type = ce.type,
unit_number = ce.unit_number,
surface_name = player.name .. '_' .. ce.type .. '_' .. un
}
car = cars[un]
car.surface = Public.create_room_surface(car)
Public.create_car_room(car)
render_owner_text(renders, player, ce)
return car
end
function Public.remove_invalid_cars()
local cars = IC.get('cars')
local doors = IC.get('doors')
local surfaces = IC.get('surfaces')
for k, car in pairs(cars) do
if type(car.entity) ~= 'boolean' then
if not validate_entity(car.entity) then
cars[k] = nil
for key, value in pairs(doors) do
if k == value then
doors[key] = nil
end
end
kick_players_from_surface(car)
else
local owner = game.get_player(car.owner) and game.get_player(car.owner) or false
if (not (owner and owner.connected) or JailData.get_is_jailed(owner.name)) and not car.schedule_enable_mining then
car.schedule_enable_mining = true
Task.set_timeout_in_ticks(30, enable_car_to_be_mined, { entity = car.entity, owner_name = owner.name })
end
if owner and owner.connected then
car.schedule_enable_mining = nil
end
end
end
for surface_key, index in pairs(surfaces) do
local surface = game.surfaces[index]
if not validate_entity(surface) then
return
end
if not get_car_by_surface_name(car.surface_name) then
game.delete_surface(surface)
surfaces[surface_key] = nil
end
end
end
end
function Public.use_door_with_entity(player, door)
local player_data = get_player_data(player)
if player_data.state then
player_data.state = player_data.state - 1
if player_data.state == 0 then
player_data.state = nil
end
return
end
if not validate_entity(door) then
return
end
local doors = IC.get('doors')
local cars = IC.get('cars')
local car = false
if doors[door.unit_number] then
car = cars[doors[door.unit_number]]
end
if cars[door.unit_number] then
car = cars[door.unit_number]
end
if not car then
return
end
if not validate_entity(car.entity) then
return
end
local owner = game.players[car.owner]
local list = get_trusted_system(owner)
if owner and owner.valid and owner.name ~= player.name and player.connected then
if list.allow_anyone == 'right' then
if ((not list.players[player.name]) or (list.players[player.name] and not list.players[player.name].trusted)) and not player.admin then
if list.players[player.name] and list.players[player.name].drive then
return
else
player.driving = false
return player.print(module_tag .. 'You have not been approved by ' .. owner.name .. ' to enter their vehicle.', { color = Color.warning })
end
end
else
if (list.players[player.name] and not list.players[player.name].trusted) and not player.admin then
if list.players[player.name].drive then
return
else
player.driving = false
return player.print(module_tag .. 'You have not been approved by ' .. owner.name .. ' to enter their vehicle.', { color = Color.warning })
end
end
end
end
if validate_entity(car.entity) then
player_data.fallback_surface = car.entity.surface
player_data.fallback_position = { car.entity.position.x, car.entity.position.y }
end
if validate_entity(car.entity) and car.entity.surface.name == player.physical_surface.name then
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if validate_entity(car.entity) and car.owner == player.name then
Event.raise(
IC.events.used_car_door,
{
player = player,
state = 'add'
}
)
car.entity.minable_flag = false
end
if not validate_entity(surface) then
return
end
local area = car.area
local x_vector = door.position.x - player.physical_position.x
local position
if x_vector > 0 then
position = { area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
else
position = { area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
end
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
player_data.surface = surface.index
else
if validate_entity(car.entity) and car.owner == player.name then
Event.raise(
IC.events.used_car_door,
{
player = player,
state = 'remove'
}
)
car.entity.minable_flag = true
end
local surface = car.entity.surface
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = { car.entity.position.x + x_vector, car.entity.position.y }
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
if car.entity.type == 'car' or car.entity.name == 'spidertron' then
player.teleport(surface_position, surface)
player_data.state = 2
player.driving = true
else
player.teleport(surface_position, surface)
end
player_data.surface = surface.index
end
end
function Public.item_transfer()
local cars = IC.get('cars')
for _, car in pairs(cars) do
if validate_entity(car.entity) then
if car.transfer_entities then
for _, e in pairs(car.transfer_entities) do
if validate_entity(e) then
transfer_functions[e.name](car, e)
end
end
end
end
end
end
function Public.on_player_died(player)
local cars = IC.get('cars')
for _, car in pairs(cars) do
if car.owner == player.name then
local entity = car.entity
if entity and entity.valid then
entity.minable_flag = false
end
end
end
end
function Public.on_player_respawned(player)
local cars = IC.get('cars')
for _, car in pairs(cars) do
if car.owner == player.name then
local entity = car.entity
if entity and entity.valid then
entity.minable_flag = true
end
end
end
end
function Public.check_entity_healths()
local cars = IC.get('cars')
if not next(cars) then
return
end
local health_types = {
['car'] = 450,
['tank'] = 2000,
['spidertron'] = 3000
}
for _, car in pairs(cars) do
local m = car.health_pool.health / car.health_pool.max
if car.health_pool.health > car.health_pool.max then
car.health_pool.health = car.health_pool.max
end
if (car.entity and car.entity.valid) then
car.entity.health = health_types[car.entity.name] * m
end
end
end
function Public.get_car(unit_number)
local cars = IC.get('cars')
if not next(cars) then
return
end
return cars[unit_number] or nil
end
function Public.set_damage_health(data)
local entity = data.entity
local final_damage_amount = data.final_damage_amount
local car = data.car
if final_damage_amount == 0 then
return
end
local health_types = {
['car'] = 450,
['tank'] = 2000,
['spidertron'] = 3000
}
car.health_pool.health = round(car.health_pool.health - final_damage_amount)
if car.health_pool.health <= 0 then
entity.die()
return
end
local m = car.health_pool.health / car.health_pool.max
entity.health = health_types[entity.name] * m
end
function Public.set_repair_health(data)
local entity = data.entity
local car = data.car
local player = data.player
local repair_speed = RPG.get_magicka(player)
if repair_speed <= 0 then
repair_speed = 5
end
local health_types = {
['car'] = 450,
['tank'] = 2000,
['spidertron'] = 3000
}
car.health_pool.health = round(car.health_pool.health + repair_speed)
local m = car.health_pool.health / car.health_pool.max
if car.health_pool.health > car.health_pool.max then
car.health_pool.health = car.health_pool.max
end
entity.health = health_types[entity.name] * m
end
Public.get_trusted_system = get_trusted_system
Public.does_player_table_exist = does_player_table_exist
Public.kick_player_from_surface = kick_player_from_surface
Public.get_player_surface = get_player_surface
Public.get_entity_from_player_surface = get_entity_from_player_surface
Public.get_owner_car_object = get_owner_car_object
Public.get_player_entity = get_player_entity
Public.render_owner_text = render_owner_text
Public.kick_players_from_surface = kick_players_from_surface
Public.kick_non_trusted_players_from_surface = kick_non_trusted_players_from_surface
Event.add(
OfflinePlayers.events.remove_surface,
function (event)
local target = event.target
if not target then
return
end
Public.remove_surface(target)
end
)
return Public