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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/chronosphere/terrain_specials.lua
2021-03-25 03:39:07 +01:00

154 lines
6.3 KiB
Lua

local Chrono_table = require 'maps.chronosphere.table'
local Factories = require 'maps.chronosphere.production'
local Public = {}
function Public.production_factory(surface, position)
local factory = Factories.roll_random_assembler()
local entity = surface.create_entity({name = factory.entity, force = 'neutral', position = position})
entity.destructible = false
entity.minable = false
entity.operable = false
entity.active = false
Factories.register_random_assembler(entity, factory.id, factory.tier)
end
function Public.danger_event(surface, left_top)
local objective = Chrono_table.get_table()
local silo = surface.create_entity({name = 'rocket-silo', force = 'enemy', position = {x = left_top.x + 16, y = left_top.y + 16}})
local pole =
surface.create_entity({name = 'medium-electric-pole', position = {x = left_top.x + 12, y = left_top.y + 11}, force = 'scrapyard', create_build_effect_smoke = false})
local silo_text =
rendering.draw_text {
text = 'Nuclear silo',
surface = surface,
target = pole,
target_offset = {5, -2.5},
color = {r = 0.98, g = 0, b = 0},
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
local countdown_text =
rendering.draw_text {
text = ' ',
surface = surface,
target = pole,
target_offset = {5, -1.5},
color = {r = 0.98, g = 0, b = 0},
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
silo.get_module_inventory().insert('effectivity-module-3')
silo.rocket_parts = 100
--silo.get_module_inventory().insert("effectivity-module-3")
local combinator =
surface.create_entity({name = 'constant-combinator', position = {x = left_top.x + 11, y = left_top.y + 10}, force = 'player', create_build_effect_smoke = false})
local speaker =
surface.create_entity(
{
name = 'programmable-speaker',
position = {x = left_top.x + 11, y = left_top.y + 11},
force = 'player',
create_build_effect_smoke = false,
parameters = {playback_volume = 0.6, playback_globally = true, allow_polyphony = false},
alert_parameters = {show_alert = true, show_on_map = true, icon_signal_id = {type = 'item', name = 'atomic-bomb'}, alert_message = 'Nuclear missile silo detected!'}
}
)
combinator.connect_neighbour({wire = defines.wire_type.green, target_entity = speaker})
local rules = combinator.get_or_create_control_behavior()
local rules2 = speaker.get_or_create_control_behavior()
rules.set_signal(1, {signal = {type = 'virtual', name = 'signal-A'}, count = 1})
rules2.circuit_condition = {condition = {first_signal = {type = 'virtual', name = 'signal-A'}, second_constant = 0, comparator = '>'}}
rules2.circuit_parameters = {signal_value_is_pitch = false, instrument_id = 0, note_id = 6}
local solar = surface.create_entity({name = 'solar-panel', position = {x = left_top.x + 14, y = left_top.y + 10}, force = 'scrapyard', create_build_effect_smoke = false})
local acu = surface.create_entity({name = 'accumulator', position = {x = left_top.x + 14, y = left_top.y + 8}, force = 'scrapyard', create_build_effect_smoke = false})
acu.energy = 5000000
speaker.minable = false
speaker.destructible = false
speaker.operable = false
combinator.minable = false
combinator.destructible = false
combinator.operable = false
solar.destructible = false
pole.destructible = false
acu.destructible = false
objective.dangers[#objective.dangers + 1] = {
silo = silo,
speaker = speaker,
combinator = combinator,
solar = solar,
acu = acu,
pole = pole,
destroyed = false,
text = silo_text,
timer = countdown_text
}
end
function Public.fish_market(surface, left_top)
local objective = Chrono_table.get_table()
local market = surface.create_entity({name = 'market', force = 'player', position = {x = left_top.x + 16, y = left_top.y + 16}})
market.destructible = false
market.operable = false
market.minable = false
rendering.draw_text {
text = 'Fish Market',
surface = surface,
target = market,
target_offset = {0, -2.5},
color = objective.locomotive.color,
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
local fishchest = surface.create_entity({name = 'blue-chest', force = 'player', position = {x = left_top.x + 11, y = left_top.y + 16}})
fishchest.destructible = false
fishchest.minable = false
fishchest.operable = false
objective.fishchest = fishchest
rendering.draw_text {
text = 'Deposit fish here',
surface = surface,
target = fishchest,
target_offset = {0, -2.5},
color = objective.locomotive.color,
scale = 0.75,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
local inserter = surface.create_entity({name = 'fast-inserter', force = 'player', position = {x = left_top.x + 10, y = left_top.y + 16}, direction = defines.direction.west})
inserter.destructible = false
inserter.minable = false
inserter.operable = false
inserter.rotatable = false
local track = surface.create_entity({name = 'straight-rail', force = 'player', position = {x = left_top.x + 8, y = left_top.y + 16}})
track.destructible = false
track.minable = false
end
function Public.defended_position(left_top, entities)
local positions = {
{x = left_top.x + 9, y = left_top.y + 9},
{x = left_top.x + 9, y = left_top.y + 16},
{x = left_top.x + 9, y = left_top.y + 23},
{x = left_top.x + 16, y = left_top.y + 9},
{x = left_top.x + 16, y = left_top.y + 23},
{x = left_top.x + 23, y = left_top.y + 9},
{x = left_top.x + 23, y = left_top.y + 16},
{x = left_top.x + 23, y = left_top.y + 23}
}
for i = 1, 8, 1 do
entities[#entities + 1] = {name = 'gun-turret', position = positions[i], force = 'scrapyard'}
end
end
return Public