mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
110 lines
3.8 KiB
Lua
110 lines
3.8 KiB
Lua
local Public = {}
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local math_random = math.random
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Public.starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16}
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function Public.set_force_attributes()
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game.forces.west.set_friend('spectator', true)
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game.forces.east.set_friend('spectator', true)
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game.forces.spectator.set_friend('west', true)
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game.forces.spectator.set_friend('east', true)
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game.forces.west.share_chart = true
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game.forces.east.share_chart = true
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for _, force_name in pairs({'west', 'east'}) do
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game.forces[force_name].research_queue_enabled = true
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game.forces[force_name].technologies['artillery'].enabled = false
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game.forces[force_name].technologies['artillery-shell-range-1'].enabled = false
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game.forces[force_name].technologies['artillery-shell-speed-1'].enabled = false
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game.forces[force_name].technologies['railway'].researched = true
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global.map_forces[force_name].unit_health_boost = 1
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global.map_forces[force_name].unit_count = 0
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global.map_forces[force_name].max_unit_count = 1024
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global.map_forces[force_name].player_count = 0
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end
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end
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function Public.create_forces()
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game.create_force('west')
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game.create_force('east')
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game.create_force('spectator')
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end
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function Public.assign_random_force_to_active_players()
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local player_indexes = {}
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for _, player in pairs(game.connected_players) do
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if player.force.name ~= 'spectator' then
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player_indexes[#player_indexes + 1] = player.index
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end
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end
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if #player_indexes > 1 then
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table.shuffle_table(player_indexes)
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end
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local a = math_random(0, 1)
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for key, player_index in pairs(player_indexes) do
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if key % 2 == a then
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game.players[player_index].force = game.forces.west
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else
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game.players[player_index].force = game.forces.east
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end
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end
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end
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function Public.assign_force_to_player(player)
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player.spectator = false
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if math_random(1, 2) == 1 then
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if #game.forces.east.connected_players > #game.forces.west.connected_players then
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player.force = game.forces.west
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else
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player.force = game.forces.east
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end
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else
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if #game.forces.east.connected_players < #game.forces.west.connected_players then
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player.force = game.forces.east
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else
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player.force = game.forces.west
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end
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end
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end
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function Public.teleport_player_to_active_surface(player)
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local surface = game.surfaces[global.active_surface_index]
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local position
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if player.force.name == 'spectator' then
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position = player.force.get_spawn_position(surface)
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position = {x = (position.x - 160) + math_random(0, 320), y = (position.y - 16) + math_random(0, 32)}
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else
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position = surface.find_non_colliding_position('character', player.force.get_spawn_position(surface), 48, 1)
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if not position then
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position = player.force.get_spawn_position(surface)
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end
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end
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player.teleport(position, surface)
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end
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function Public.put_player_into_random_team(player)
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if player.character then
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if player.character.valid then
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player.character.destroy()
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end
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end
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player.character = nil
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player.set_controller({type = defines.controllers.god})
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player.create_character()
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for item, amount in pairs(Public.starting_items) do
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player.insert({name = item, count = amount})
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end
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global.map_forces[player.force.name].player_count = global.map_forces[player.force.name].player_count + 1
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end
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function Public.set_player_to_spectator(player)
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if player.character then
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player.character.die()
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end
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player.force = game.forces.spectator
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player.character = nil
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player.spectator = true
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player.set_controller({type = defines.controllers.spectator})
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end
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return Public
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