mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
154 lines
6.3 KiB
Lua
154 lines
6.3 KiB
Lua
local Chrono_table = require 'maps.chronosphere.table'
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local Factories = require 'maps.chronosphere.production'
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local Public = {}
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function Public.production_factory(surface, position)
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local factory = Factories.roll_random_assembler()
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local entity = surface.create_entity({name = factory.entity, force = 'neutral', position = position})
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entity.destructible = false
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entity.minable = false
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entity.operable = false
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entity.active = false
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Factories.register_random_assembler(entity, factory.id, factory.tier)
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end
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function Public.danger_event(surface, left_top)
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local objective = Chrono_table.get_table()
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local silo = surface.create_entity({name = 'rocket-silo', force = 'enemy', position = {x = left_top.x + 16, y = left_top.y + 16}})
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local pole =
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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})
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local silo_text =
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rendering.draw_text {
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text = 'Nuclear silo',
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surface = surface,
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target = pole,
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target_offset = {5, -2.5},
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color = {r = 0.98, g = 0, b = 0},
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scale = 1.00,
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font = 'default-game',
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alignment = 'center',
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scale_with_zoom = false
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}
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local countdown_text =
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rendering.draw_text {
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text = ' ',
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surface = surface,
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target = pole,
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target_offset = {5, -1.5},
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color = {r = 0.98, g = 0, b = 0},
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scale = 1.00,
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font = 'default-game',
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alignment = 'center',
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scale_with_zoom = false
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}
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silo.get_module_inventory().insert('effectivity-module-3')
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silo.rocket_parts = 100
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--silo.get_module_inventory().insert("effectivity-module-3")
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local combinator =
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surface.create_entity({name = 'constant-combinator', position = {x = left_top.x + 11, y = left_top.y + 10}, force = 'player', create_build_effect_smoke = false})
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local speaker =
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surface.create_entity(
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{
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name = 'programmable-speaker',
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position = {x = left_top.x + 11, y = left_top.y + 11},
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force = 'player',
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create_build_effect_smoke = false,
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parameters = {playback_volume = 0.6, playback_globally = true, allow_polyphony = false},
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alert_parameters = {show_alert = true, show_on_map = true, icon_signal_id = {type = 'item', name = 'atomic-bomb'}, alert_message = 'Nuclear missile silo detected!'}
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}
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)
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combinator.connect_neighbour({wire = defines.wire_type.green, target_entity = speaker})
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local rules = combinator.get_or_create_control_behavior()
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local rules2 = speaker.get_or_create_control_behavior()
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rules.set_signal(1, {signal = {type = 'virtual', name = 'signal-A'}, count = 1})
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rules2.circuit_condition = {condition = {first_signal = {type = 'virtual', name = 'signal-A'}, second_constant = 0, comparator = '>'}}
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rules2.circuit_parameters = {signal_value_is_pitch = false, instrument_id = 0, note_id = 6}
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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})
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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})
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acu.energy = 5000000
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speaker.minable = false
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speaker.destructible = false
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speaker.operable = false
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combinator.minable = false
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combinator.destructible = false
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combinator.operable = false
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solar.destructible = false
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pole.destructible = false
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acu.destructible = false
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objective.dangers[#objective.dangers + 1] = {
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silo = silo,
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speaker = speaker,
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combinator = combinator,
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solar = solar,
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acu = acu,
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pole = pole,
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destroyed = false,
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text = silo_text,
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timer = countdown_text
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}
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end
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function Public.fish_market(surface, left_top)
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local objective = Chrono_table.get_table()
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local market = surface.create_entity({name = 'market', force = 'player', position = {x = left_top.x + 16, y = left_top.y + 16}})
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market.destructible = false
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market.operable = false
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market.minable = false
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rendering.draw_text {
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text = 'Fish Market',
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surface = surface,
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target = market,
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target_offset = {0, -2.5},
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color = objective.locomotive.color,
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scale = 1.00,
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font = 'default-game',
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alignment = 'center',
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scale_with_zoom = false
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}
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local fishchest = surface.create_entity({name = 'blue-chest', force = 'player', position = {x = left_top.x + 11, y = left_top.y + 16}})
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fishchest.destructible = false
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fishchest.minable = false
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fishchest.operable = false
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objective.fishchest = fishchest
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rendering.draw_text {
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text = 'Deposit fish here',
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surface = surface,
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target = fishchest,
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target_offset = {0, -2.5},
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color = objective.locomotive.color,
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scale = 0.75,
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font = 'default-game',
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alignment = 'center',
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scale_with_zoom = false
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}
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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})
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inserter.destructible = false
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inserter.minable = false
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inserter.operable = false
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inserter.rotatable = false
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local track = surface.create_entity({name = 'straight-rail', force = 'player', position = {x = left_top.x + 8, y = left_top.y + 16}})
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track.destructible = false
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track.minable = false
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end
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function Public.defended_position(left_top, entities)
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local positions = {
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{x = left_top.x + 9, y = left_top.y + 9},
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{x = left_top.x + 9, y = left_top.y + 16},
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{x = left_top.x + 9, y = left_top.y + 23},
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{x = left_top.x + 16, y = left_top.y + 9},
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{x = left_top.x + 16, y = left_top.y + 23},
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{x = left_top.x + 23, y = left_top.y + 9},
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{x = left_top.x + 23, y = left_top.y + 16},
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{x = left_top.x + 23, y = left_top.y + 23}
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}
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for i = 1, 8, 1 do
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entities[#entities + 1] = {name = 'gun-turret', position = positions[i], force = 'scrapyard'}
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end
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end
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return Public
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