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ComfyFactorio/maps/scrapyard/icw/main.lua
2020-04-28 21:55:19 +02:00

148 lines
4.4 KiB
Lua

local Global = require 'utils.global'
local Event = require 'utils.event'
local Functions = require "maps.scrapyard.icw.functions"
local Public = {}
local math_round = math.round
local icw = {}
Global.register(
icw,
function(tbl)
icw = tbl
end
)
function Public.reset()
if icw.surfaces then
for k, surface in pairs(icw.surfaces) do
if surface and surface.valid then
game.delete_surface(surface)
end
end
end
for k, v in pairs(icw) do icw[k] = nil end
icw.doors = {}
icw.wagons = {}
icw.trains = {}
icw.players = {}
icw.surfaces = {}
end
local function on_entity_died(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
Functions.kill_wagon(icw, entity)
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
Functions.kill_wagon(icw, entity)
end
local function on_robot_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then return end
Functions.subtract_wagon_entity_count(icw, entity)
Functions.kill_wagon(icw, entity)
end
local function on_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(icw, created_entity)
Functions.add_wagon_entity_count(icw, created_entity)
end
local function on_robot_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(icw, created_entity)
Functions.add_wagon_entity_count(icw, created_entity)
end
local function on_player_driving_changed_state(event)
local player = game.players[event.player_index]
Functions.use_cargo_wagon_door(icw, player, event.entity)
end
--[[
local function on_player_created(event)
local player = game.players[event.player_index]
player.insert({name = "cargo-wagon", count = 5})
player.insert({name = "artillery-wagon", count = 5})
player.insert({name = "fluid-wagon", count = 5})
player.insert({name = "locomotive", count = 5})
player.insert({name = "rail", count = 100})
end
]]
local function on_gui_closed(event)
local entity = event.entity
if not entity then return end
if not entity.valid then return end
if not entity.unit_number then return end
if not icw.wagons[entity.unit_number] then return end
Functions.kill_minimap(game.players[event.player_index])
end
local function on_gui_opened(event)
local entity = event.entity
if not entity then return end
if not entity.valid then return end
if not entity.unit_number then return end
local wagon = icw.wagons[entity.unit_number]
if not wagon then return end
Functions.draw_minimap(icw, game.players[event.player_index], wagon.surface, {wagon.area.left_top.x + (wagon.area.right_bottom.x - wagon.area.left_top.x) * 0.5, wagon.area.left_top.y + (wagon.area.right_bottom.y - wagon.area.left_top.y) * 0.5})
end
local function on_player_died(event)
Functions.kill_minimap(game.players[event.player_index])
end
local function on_train_created(event)
Functions.request_reconstruction(icw)
end
local function on_gui_click(event)
Functions.toggle_minimap(icw, event)
end
local function on_tick()
local tick = game.tick
if tick % 60 == 0 then Functions.item_transfer(icw) end
if tick % 240 == 0 then Functions.update_minimap(icw) end
if not icw.rebuild_tick then return end
if icw.rebuild_tick ~= tick then return end
Functions.reconstruct_all_trains(icw)
icw.rebuild_tick = nil
end
local function on_init()
Public.reset()
end
function Public.get_table()
return icw
end
function Public.register_wagon(wagon_entity)
return Functions.create_wagon(icw, wagon_entity)
end
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_train_created, on_train_created)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_player_died, on_player_died)
--Event.add(defines.events.on_player_created, on_player_created)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_gui_closed, on_gui_closed)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
return Public