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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/journey/functions.lua
2024-01-28 20:42:28 +01:00

1662 lines
67 KiB
Lua

--luacheck: ignore
local Map_functions = require 'utils.tools.map_functions'
local Server = require 'utils.server'
local Get_noise = require 'utils.get_noise'
local Autostash = require 'modules.autostash'
local Misc = require 'utils.commands.misc'
local BottomFrame = require 'utils.gui.bottom_frame'
local Constants = require 'maps.journey.constants'
local Unique_modifiers = require 'maps.journey.unique_modifiers'
local Vacants = require 'modules.clear_vacant_players'
local math_sqrt = math.sqrt
local math_random = math.random
local math_floor = math.floor
local math_abs = math.abs
local Public = {}
local mixed_ores = {'copper-ore', 'iron-ore', 'stone', 'coal'}
local function clear_selectors(journey)
for k, world_selector in pairs(journey.world_selectors) do
for _, ID in pairs(world_selector.texts) do
rendering.destroy(ID)
end
journey.world_selectors[k].texts = {}
journey.world_selectors[k].activation_level = 0
end
for _, ID in pairs(journey.reroll_selector.texts) do
rendering.destroy(ID)
end
journey.reroll_selector.texts = {}
journey.reroll_selector.activation_level = 0
end
local function protect(entity, operable)
entity.minable = false
entity.destructible = false
entity.operable = operable
end
function Public.place_mixed_ore(event, journey)
if math_random(1, 192) ~= 1 then
return
end
local surface = event.surface
local x = event.area.left_top.x + math_random(0, 31)
local y = event.area.left_top.y + math_random(0, 31)
local base_amount = 1000 + math_sqrt(x ^ 2 + y ^ 2) * 5
local richness = journey.mixed_ore_richness
Map_functions.draw_rainbow_patch({x = x, y = y}, surface, math_random(17, 22), base_amount * richness + 100)
end
local function place_teleporter(journey, surface, position, build_beacon)
local tiles = {}
for x = -2, 2, 1 do
for y = -2, 2, 1 do
local pos = {x = position.x + x, y = position.y + y}
table.insert(tiles, {name = Constants.teleporter_tile, position = pos})
end
end
surface.set_tiles(tiles, false)
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x - 1.5, y = position.y - 1.5}, target = {x = position.x + 2.5, y = position.y - 1.0}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x + 2.5, y = position.y - 1.5}, target = {x = position.x + 2.5, y = position.y + 3.0}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x + 2.5, y = position.y + 2.5}, target = {x = position.x - 1.5, y = position.y + 3.0}})
surface.create_entity({name = 'electric-beam-no-sound', position = position, source = {x = position.x - 1.5, y = position.y + 2.5}, target = {x = position.x - 1.5, y = position.y - 1.0}})
surface.destroy_decoratives({area = {{position.x - 3, position.y - 3}, {position.x + 3, position.y + 3}}})
if build_beacon then
local beacon = surface.create_entity({name = 'beacon', position = {x = position.x, y = position.y}, force = 'player'})
journey.beacon_objective_health = 10000
beacon.operable = false
beacon.minable = false
beacon.active = false
rendering.draw_text {
text = {'journey.teleporter'},
surface = surface,
target = beacon,
target_offset = {0, -1.5},
color = {0, 1, 0},
scale = 0.90,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
local hp =
rendering.draw_text {
text = {'journey.beacon_hp', journey.beacon_objective_health},
surface = surface,
target = beacon,
target_offset = {0, -1.0},
color = {0, 1, 0},
scale = 0.90,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
journey.beacon_objective = beacon
journey.beacon_objective_hp_label = hp
end
end
local function destroy_teleporter(journey, surface, position)
local tiles = {}
for x = -2, 2, 1 do
for y = -2, 2, 1 do
local pos = {x = position.x + x, y = position.y + y}
table.insert(tiles, {name = 'lab-dark-1', position = pos})
end
end
surface.set_tiles(tiles, true)
for _, e in pairs(surface.find_entities_filtered({name = 'electric-beam-no-sound', area = {{position.x - 3, position.y - 3}, {position.x + 3, position.y + 3}}})) do
e.destroy()
end
end
local function drop_player_items(journey, player)
local character = player.character
if not character then
return
end
if not character.valid then
return
end
player.clear_cursor()
for i = 1, player.crafting_queue_size, 1 do
if player.crafting_queue_size > 0 then
player.cancel_crafting {index = 1, count = 99999999}
end
end
local surface = player.surface
local spill_blockage = surface.create_entity {name = 'oil-refinery', position = journey.beacon_objective.position or player.position}
for _, define in pairs({defines.inventory.character_main, defines.inventory.character_guns, defines.inventory.character_ammo, defines.inventory.character_armor, defines.inventory.character_vehicle, defines.inventory.character_trash}) do
local inventory = character.get_inventory(define)
if inventory and inventory.valid then
for i = 1, #inventory, 1 do
local slot = inventory[i]
if slot.valid and slot.valid_for_read then
surface.spill_item_stack(player.position, slot, true, nil, false)
end
end
inventory.clear()
end
end
spill_blockage.destroy()
end
function Public.clear_player(player)
local character = player.character
if not character then
return
end
if not character.valid then
return
end
player.character.destroy()
player.set_controller({type = defines.controllers.god})
player.create_character()
player.clear_items_inside()
end
local function remove_offline_players(maximum_age_in_hours)
local maximum_age_in_ticks = maximum_age_in_hours * 216000
local t = game.tick - maximum_age_in_ticks
if t < 0 then
return
end
local players_to_remove = {}
for _, player in pairs(game.players) do
if player.last_online < t then
table.insert(players_to_remove, player)
end
end
game.remove_offline_players(players_to_remove)
end
local function calc_modifier(journey, name)
return journey.world_modifiers[name] * (journey.world_specials[name] or 1)
end
local function set_map_modifiers(journey)
local mgs = game.surfaces.nauvis.map_gen_settings
for _, name in pairs({'iron-ore', 'copper-ore', 'uranium-ore', 'coal', 'stone', 'crude-oil'}) do
mgs.autoplace_controls[name].richness = calc_modifier(journey, name)
mgs.autoplace_controls[name].size = calc_modifier(journey, 'ore_size')
mgs.autoplace_controls[name].frequency = calc_modifier(journey, 'ore_frequency')
end
journey.mixed_ore_richness = calc_modifier(journey, 'mixed_ore')
mgs.autoplace_controls['trees'].richness = calc_modifier(journey, 'trees_richness')
mgs.autoplace_controls['trees'].size = calc_modifier(journey, 'trees_size')
mgs.autoplace_controls['trees'].frequency = calc_modifier(journey, 'trees_frequency')
mgs.autoplace_controls['enemy-base'].richness = calc_modifier(journey, 'enemy_base_richness')
mgs.autoplace_controls['enemy-base'].size = calc_modifier(journey, 'enemy_base_size')
mgs.autoplace_controls['enemy-base'].frequency = calc_modifier(journey, 'enemy_base_frequency')
mgs.starting_area = calc_modifier(journey, 'starting_area')
mgs.cliff_settings.cliff_elevation_interval = calc_modifier(journey, 'cliff_frequency')
mgs.cliff_settings.richness = calc_modifier(journey, 'cliff_continuity')
mgs.water = calc_modifier(journey, 'water')
game.map_settings.enemy_evolution['time_factor'] = calc_modifier(journey, 'time_factor')
game.map_settings.enemy_evolution['destroy_factor'] = calc_modifier(journey, 'destroy_factor')
game.map_settings.enemy_evolution['pollution_factor'] = calc_modifier(journey, 'pollution_factor')
game.map_settings.enemy_expansion.min_expansion_cooldown = calc_modifier(journey, 'expansion_cooldown')
game.map_settings.enemy_expansion.max_expansion_cooldown = calc_modifier(journey, 'expansion_cooldown') * 4
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = calc_modifier(journey, 'enemy_attack_pollution_consumption_modifier')
game.map_settings.pollution.ageing = calc_modifier(journey, 'ageing')
game.map_settings.pollution.diffusion_ratio = calc_modifier(journey, 'diffusion_ratio')
game.map_settings.pollution.min_pollution_to_damage_trees = calc_modifier(journey, 'tree_durability') * 6
game.map_settings.pollution.pollution_restored_per_tree_damage = calc_modifier(journey, 'tree_durability')
game.map_settings.unit_group.max_unit_group_size = calc_modifier(journey, 'max_unit_group_size')
game.difficulty_settings.technology_price_multiplier = calc_modifier(journey, 'technology_price_multiplier')
game.surfaces.nauvis.map_gen_settings = mgs
end
--raw == true returns directly the number
--raw == false returs ratio compared to default
local function get_modifier(name, journey, raw)
local value = calc_modifier(journey, name)
if raw then
return value
else
return value * (1 / (Constants.modifiers[name].base or 1))
end
end
local function delete_nauvis_chunks(journey)
local surface = game.surfaces.nauvis
if not journey.nauvis_chunk_positions then
journey.nauvis_chunk_positions = {}
for chunk in surface.get_chunks() do
table.insert(journey.nauvis_chunk_positions, {chunk.x, chunk.y})
end
journey.size_of_nauvis_chunk_positions = #journey.nauvis_chunk_positions
for _, e in pairs(surface.find_entities_filtered {type = 'radar'}) do
e.destroy()
end
for _, player in pairs(game.players) do
local button = player.gui.top.add({type = 'sprite-button', name = 'chunk_progress', caption = ''})
button.style.font = 'heading-1'
button.style.font_color = {222, 222, 222}
button.style.minimal_height = 38
button.style.maximal_height = 38
button.style.minimal_width = 240
button.style.padding = -2
end
end
if journey.size_of_nauvis_chunk_positions == 0 then
return
end
for c = 1, 12, 1 do
local chunk_position = journey.nauvis_chunk_positions[journey.size_of_nauvis_chunk_positions]
if chunk_position then
surface.delete_chunk(chunk_position)
journey.size_of_nauvis_chunk_positions = journey.size_of_nauvis_chunk_positions - 1
else
break
end
end
local caption = {'journey.chunks_delete', journey.size_of_nauvis_chunk_positions}
for _, player in pairs(game.connected_players) do
if player.gui.top.chunk_progress then
player.gui.top.chunk_progress.caption = caption
end
end
return true
end
function Public.mothership_message_queue(journey)
local text = journey.mothership_messages[1]
if not text then
return
end
if text ~= '' then
game.print({'journey.mothership_format', text})
end
table.remove(journey.mothership_messages, 1)
end
function Public.deny_building(event)
local entity = event.created_entity
if not entity.valid then
return
end
if entity.surface.name ~= 'mothership' then
return
end
if Constants.build_type_whitelist[entity.type] then
entity.destructible = false
return
end
entity.die()
end
function Public.register_built_silo(event, journey)
local entity = event.created_entity
if not entity.valid then
return
end
if entity.surface.index ~= 1 then
return
end
if entity.type ~= 'rocket-silo' then
return
end
entity.auto_launch = false
table.insert(journey.rocket_silos, entity)
end
local function cargo_gui(name, itemname, tooltip, value, hidden)
for _, player in pairs(game.connected_players) do
if not player.gui.top[name] then
local frame = player.gui.top.add({type = 'frame', name = name})
frame.style.left_margin = 0
frame.style.padding = 0
local sprite = frame.add({type = 'sprite', sprite = 'item/' .. itemname, name = name .. '_sprite', resize_to_sprite = false})
sprite.style.minimal_width = 28
sprite.style.minimal_height = 28
sprite.style.maximal_width = 28
sprite.style.maximal_height = 28
sprite.style.margin = 0
sprite.style.padding = 0
local progressbar = frame.add({type = 'progressbar', name = name .. '_progressbar', value = 0})
progressbar.style = 'achievement_progressbar'
progressbar.style.minimal_width = 100
progressbar.style.maximal_width = 100
progressbar.style.top_margin = 2
progressbar.style.right_margin = 6
end
local frame = player.gui.top[name]
frame.tooltip = tooltip
local sprite = player.gui.top[name][name .. '_sprite']
sprite.sprite = 'item/' .. itemname
sprite.tooltip = tooltip
local progressbar = player.gui.top[name][name .. '_progressbar']
progressbar.value = value
progressbar.tooltip = tooltip
if hidden then
frame.visible = false
else
frame.visible = true
end
end
end
function Public.update_tooltips(journey)
local modiftt = {''}
for k, v in pairs(Constants.modifiers) do
modiftt = {'', modiftt, {'journey.tooltip_modifier', v.name, math.round(get_modifier(k, journey) * 100)}}
end
journey.tooltip_modifiers = modiftt
local capsulett = {''}
local c = 0
for k, v in pairs(journey.bonus_goods) do
local str = ' '
local v2 = tostring(v)
v = string.sub(str, 1, -string.len(v2)) .. v2
c = c + 1
if c % 3 == 0 then
capsulett = {'', capsulett, {'journey.tooltip_capsule2', v, k}}
else
capsulett = {'', capsulett, {'journey.tooltip_capsule', v, k}}
end
end
journey.tooltip_capsules = capsulett
end
function Public.draw_gui(journey)
local surface = game.surfaces.nauvis
local mgs = surface.map_gen_settings
local caption = {'journey.world', journey.world_number, Constants.unique_world_traits[journey.world_trait].name}
local tooltip = {'journey.world_tooltip', Constants.unique_world_traits[journey.world_trait].desc, journey.tooltip_modifiers, journey.tooltip_capsules}
for _, player in pairs(game.connected_players) do
if not player.gui.top.journey_button then
local element = player.gui.top.add({type = 'sprite-button', name = 'journey_button', caption = ''})
element.style.font = 'heading-1'
element.style.font_color = {222, 222, 222}
element.style.minimal_height = 38
element.style.maximal_height = 38
element.style.minimal_width = 250
element.style.padding = -2
end
local gui = player.gui.top.journey_button
gui.caption = caption
gui.tooltip = tooltip
end
local fuel_requirement = journey.mothership_cargo_space['uranium-fuel-cell']
local value
if fuel_requirement == 0 then
value = 1
else
value = journey.mothership_cargo['uranium-fuel-cell'] / fuel_requirement
end
cargo_gui('journey_fuel', 'uranium-fuel-cell', {'journey.tooltip_fuel', fuel_requirement, journey.mothership_cargo['uranium-fuel-cell']}, value)
local max_satellites = journey.mothership_cargo_space['satellite']
local value2 = journey.mothership_cargo['satellite'] / max_satellites
cargo_gui('journey_satellites', 'satellite', {'journey.tooltip_satellite', journey.mothership_cargo['satellite'], max_satellites}, value2)
local max_emergency_fuel = journey.mothership_cargo_space['nuclear-reactor']
local value3 = journey.mothership_cargo['nuclear-reactor'] / max_emergency_fuel
cargo_gui('journey_emergency', 'nuclear-reactor', {'journey.tooltip_nuclear_fuel', journey.mothership_cargo['nuclear-reactor'], max_emergency_fuel}, value3)
local item = journey.speedrun.item
local time = math.round(journey.speedrun.time / 6) / 10
local speedgoal = journey.mothership_cargo_space[item] or 1
local value4 = (journey.mothership_cargo[item] or 0) / speedgoal
if journey.speedrun.enabled then
cargo_gui('journey_delivery', item, {'journey.tooltip_delivery', journey.mothership_cargo[item] or 0, speedgoal, time}, value4)
else
cargo_gui('journey_delivery', item, {'journey.tooltip_delivery', journey.mothership_cargo[item] or 0, speedgoal, time}, value4, true)
end
end
local function is_mothership(position)
if math.abs(position.x) > Constants.mothership_radius then
return false
end
if math.abs(position.y) > Constants.mothership_radius then
return false
end
local p = {x = position.x, y = position.y}
if p.x > 0 then
p.x = p.x + 1
end
if p.y > 0 then
p.y = p.y + 1
end
local d = math.sqrt(p.x ^ 2 + p.y ^ 2)
if d < Constants.mothership_radius then
return true
end
end
function Public.on_mothership_chunk_generated(event)
local left_top = event.area.left_top
local surface = event.surface
local seed = surface.map_gen_settings.seed
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local position = {x = left_top.x + x, y = left_top.y + y}
if is_mothership(position) then
table.insert(tiles, {name = 'black-refined-concrete', position = position})
else
table.insert(tiles, {name = 'out-of-map', position = position})
end
end
end
surface.set_tiles(tiles, true)
end
function Public.export_journey(journey, import_flag)
local data = {
world_number = journey.world_number,
world_modifiers = journey.world_modifiers,
bonus_goods = journey.bonus_goods,
world_selectors = journey.world_selectors,
mothership_cargo = journey.mothership_cargo,
mothership_cargo_space = journey.mothership_cargo_space
}
local secs = Server.get_current_time()
if not secs then
return
else
Server.set_data('scenario_settings', 'journey_data', data)
Server.set_data('scenario_settings', 'journey_updating', import_flag)
game.print('Journey data exported...')
end
end
function Public.import_journey(journey)
local state = journey.game_state
if state == 'world' or state == 'dispatch_goods' or state == 'mothership_waiting_for_players' then
log('Can run import command only during world selection stages')
return
end
local secs = Server.get_current_time()
if not secs then
return
else
Server.try_get_data('scenario_settings', 'journey_data', journey.import)
Server.set_data('scenario_settings', 'journey_updating', false)
end
end
local function check_if_restarted(journey)
local secs = Server.get_current_time()
if not secs or journey.import_checked then
return
else
Server.try_get_data('scenario_settings', 'journey_updating', journey.check_import)
end
end
function Public.restart_server(journey)
local state = journey.game_state
if state == 'world' or state == 'dispatch_goods' or state == 'mothership_waiting_for_players' then
log('Can force restart only during world selection stages')
return
end
game.print({'journey.cmd_server_restarting'}, {r = 255, g = 255, b = 0})
Public.export_journey(journey, true)
Server.start_scenario('Journey')
return
end
function Public.hard_reset(journey)
if journey.restart_from_scenario then
game.print({'journey.cmd_server_restarting'}, {r = 255, g = 255, b = 0})
Public.export_journey(journey, false)
Server.start_scenario('Journey')
return
end
Vacants.reset()
BottomFrame.activate_custom_buttons(true)
BottomFrame.reset()
Autostash.insert_into_furnace(true)
Autostash.bottom_button(true)
Misc.bottom_button(true)
if game.surfaces.mothership and game.surfaces.mothership.valid then
game.delete_surface(game.surfaces.mothership)
end
game.forces.enemy.character_inventory_slots_bonus = 9999
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_distance = 20
game.map_settings.enemy_expansion.settler_group_min_size = 5
game.map_settings.enemy_expansion.settler_group_max_size = 50
game.map_settings.pollution.enabled = true
game.map_settings.pollution.min_to_diffuse = 75
game.map_settings.pollution.expected_max_per_chunk = 300
game.map_settings.enemy_expansion.max_expansion_distance = 5 --default 7
game.map_settings.enemy_expansion.friendly_base_influence_radius = 1 --default 2
game.map_settings.enemy_expansion.enemy_building_influence_radius = 5 --default 2
game.map_settings.enemy_expansion.building_coefficient = 0.02 --default 0.1
game.map_settings.enemy_expansion.neighbouring_chunk_coefficient = 0.25 --defualt 0.5
game.map_settings.enemy_expansion.neighbouring_base_chunk_coefficient = 0.25 --default 0.4
local surface = game.surfaces[1]
surface.clear(true)
surface.daytime = math.random(1, 100) * 0.01
if journey.world_selectors and journey.world_selectors[1].border then
for k, world_selector in pairs(journey.world_selectors) do
for _, ID in pairs(world_selector.rectangles) do
rendering.destroy(ID)
end
rendering.destroy(world_selector.border)
end
end
journey.world_selectors = {}
journey.reroll_selector = {activation_level = 0}
for i = 1, 3, 1 do
journey.world_selectors[i] = {activation_level = 0, texts = {}}
end
journey.mothership_speed = 0.5
journey.characters_in_mothership = 0
journey.world_color_filters = {}
journey.mixed_ore_richness = 1
journey.mothership_messages = {}
journey.mothership_cargo = {}
journey.mothership_cargo['uranium-fuel-cell'] = 10
journey.mothership_cargo['satellite'] = 1
journey.mothership_cargo['nuclear-reactor'] = 60
journey.mothership_cargo_space = {
['satellite'] = 1,
['uranium-fuel-cell'] = 0,
['nuclear-reactor'] = 60
}
journey.bonus_goods = {}
journey.tooltip_capsules = ''
journey.tooltip_modifiers = ''
journey.nauvis_chunk_positions = nil
journey.beacon_objective_health = 10000
journey.beacon_objective_resistance = 0.9
journey.beacon_timer = 0
journey.world_number = 0
journey.world_trait = 'lush'
journey.world_modifiers = {}
journey.world_specials = {}
journey.emergency_triggered = false
journey.emergency_selected = false
journey.game_state = 'create_mothership'
journey.speedrun = {enabled = false, time = 0, item = 'iron-stick'}
journey.vote_minimum = 1
journey.mothership_messages_last_damage = game.tick
for k, modifier in pairs(Constants.modifiers) do
journey.world_modifiers[k] = modifier.base
end
Public.update_tooltips(journey)
end
function Public.create_mothership(journey)
local surface = game.create_surface('mothership', Constants.mothership_gen_settings)
surface.request_to_generate_chunks({x = 0, y = 0}, 6)
surface.force_generate_chunk_requests()
surface.freeze_daytime = true
journey.game_state = 'draw_mothership'
end
function Public.draw_mothership(journey)
local surface = game.surfaces.mothership
local positions = {}
for x = Constants.mothership_radius * -1, Constants.mothership_radius, 1 do
for y = Constants.mothership_radius * -1, Constants.mothership_radius, 1 do
local position = {x = x, y = y}
if is_mothership(position) then
table.insert(positions, position)
end
end
end
table.shuffle_table(positions)
for _, position in pairs(positions) do
if surface.count_tiles_filtered({area = {{position.x - 1, position.y - 1}, {position.x + 2, position.y + 2}}, name = 'out-of-map'}) > 0 then
local e = surface.create_entity({name = 'stone-wall', position = position, force = 'player'})
protect(e, true)
end
if surface.count_tiles_filtered({area = {{position.x - 1, position.y - 1}, {position.x + 2, position.y + 2}}, name = 'lab-dark-1'}) < 4 then
surface.set_tiles({{name = 'lab-dark-1', position = position}}, true)
end
end
for _, tile in pairs(
surface.find_tiles_filtered({area = {{Constants.mothership_teleporter_position.x - 2, Constants.mothership_teleporter_position.y - 2}, {Constants.mothership_teleporter_position.x + 2, Constants.mothership_teleporter_position.y + 2}}})
) do
surface.set_tiles({{name = 'lab-dark-1', position = tile.position}}, true)
end
for k, area in pairs(Constants.world_selector_areas) do
journey.world_selectors[k].rectangles = {}
local position = area.left_top
local rectangle =
rendering.draw_rectangle {
width = 1,
filled = true,
surface = surface,
left_top = position,
right_bottom = {position.x + Constants.world_selector_width, position.y + Constants.world_selector_height},
color = Constants.world_selector_colors[k],
draw_on_ground = true,
only_in_alt_mode = false
}
table.insert(journey.world_selectors[k].rectangles, rectangle)
journey.world_selectors[k].border =
rendering.draw_rectangle {
width = 8,
filled = false,
surface = surface,
left_top = position,
right_bottom = {position.x + Constants.world_selector_width, position.y + Constants.world_selector_height},
color = {r = 100, g = 100, b = 100, a = 255},
draw_on_ground = true,
only_in_alt_mode = false
}
end
journey.reroll_selector.rectangle =
rendering.draw_rectangle {
width = 8,
filled = true,
surface = surface,
left_top = Constants.reroll_selector_area.left_top,
right_bottom = Constants.reroll_selector_area.right_bottom,
color = Constants.reroll_selector_area_color,
draw_on_ground = true,
only_in_alt_mode = false
}
journey.reroll_selector.border =
rendering.draw_rectangle {
width = 8,
filled = false,
surface = surface,
left_top = Constants.reroll_selector_area.left_top,
right_bottom = Constants.reroll_selector_area.right_bottom,
color = {r = 100, g = 100, b = 100, a = 255},
draw_on_ground = true,
only_in_alt_mode = false
}
for k, item_name in pairs({'arithmetic-combinator', 'constant-combinator', 'decider-combinator', 'programmable-speaker', 'red-wire', 'green-wire', 'small-lamp', 'substation', 'pipe', 'gate', 'stone-wall', 'transport-belt'}) do
local chest = surface.create_entity({name = 'infinity-chest', position = {-7 + k, Constants.mothership_radius - 3}, force = 'player'})
chest.set_infinity_container_filter(1, {name = item_name, count = game.item_prototypes[item_name].stack_size})
protect(chest, false)
local loader = surface.create_entity({name = 'express-loader', position = {-7 + k, Constants.mothership_radius - 4}, force = 'player'})
protect(loader, true)
loader.direction = 4
end
for m = -1, 1, 2 do
local inter = surface.create_entity({name = 'electric-energy-interface', position = {11 * m, Constants.mothership_radius - 4}, force = 'player'})
protect(inter, true)
local sub = surface.create_entity({name = 'substation', position = {9 * m, Constants.mothership_radius - 4}, force = 'player'})
protect(sub, true)
end
for m = -1, 1, 2 do
local x = Constants.mothership_radius - 3
if m > 0 then
x = x - 1
end
local y = Constants.mothership_radius * 0.5 - 7
local turret = surface.create_entity({name = 'artillery-turret', position = {x * m, y}, force = 'player'})
turret.direction = 4
protect(turret, false)
local ins = surface.create_entity({name = 'burner-inserter', position = {(x - 1) * m, y}, force = 'player'})
ins.direction = 4 + m * 2
ins.rotatable = false
protect(ins, false)
local chest = surface.create_entity({name = 'infinity-chest', position = {(x - 2) * m, y}, force = 'player'})
chest.set_infinity_container_filter(1, {name = 'solid-fuel', count = 50})
chest.set_infinity_container_filter(2, {name = 'artillery-shell', count = 1})
protect(chest, false)
end
for _ = 1, 3, 1 do
local comp = surface.create_entity({name = 'compilatron', position = Constants.mothership_teleporter_position, force = 'player'})
comp.destructible = false
end
Public.draw_gui(journey)
surface.daytime = 0.5
journey.game_state = 'set_world_selectors'
end
function Public.teleport_players_to_mothership(journey)
local surface = game.surfaces.mothership
for _, player in pairs(game.connected_players) do
if player.surface.name ~= 'mothership' then
Public.clear_player(player)
player.teleport(surface.find_non_colliding_position('character', {0, 0}, 32, 0.5), surface)
journey.characters_in_mothership = journey.characters_in_mothership + 1
table.insert(journey.mothership_messages, 'Welcome home ' .. player.name .. '!')
return
end
end
end
function Public.set_minimum_to_vote(journey)
--server_id returns only on Comfy server
--therefore on Comfy, there is minimum of 3 players to vote for a world.
--in any multiplayer there is minimum of 2 players
--in singleplayer the minimum is 1
--this does change only behaviour if there is less players connected than the minimum
--the minimum should actualize on player join or when mothership builds the selectors
if Server.get_server_id() ~= '' then
journey.vote_minimum = 3
elseif game.is_multiplayer() then
journey.vote_minimum = 2
else
journey.vote_minimum = 1
end
local surface = game.surfaces.mothership
if #game.connected_players <= journey.vote_minimum and surface and surface.daytime <= 0.5 then
table.insert(journey.mothership_messages, {'journey.message_min_players', journey.vote_minimum})
end
end
local function get_activation_level(journey, surface, area)
local player_count_in_area = surface.count_entities_filtered({area = area, name = 'character'})
local player_count_for_max_activation = math.max(#game.connected_players, journey.vote_minimum) * (2 / 3)
local level = player_count_in_area / player_count_for_max_activation
level = math.round(level, 2)
return level
end
local function animate_selectors(journey)
for k, world_selector in pairs(journey.world_selectors) do
local activation_level = journey.world_selectors[k].activation_level
if activation_level < 0.2 then
activation_level = 0.2
end
if activation_level > 1 then
activation_level = 1
end
for _, rectangle in pairs(world_selector.rectangles) do
local color = Constants.world_selector_colors[k]
rendering.set_color(rectangle, {r = color.r * activation_level, g = color.g * activation_level, b = color.b * activation_level, a = 255})
end
end
local activation_level = journey.reroll_selector.activation_level
if activation_level < 0.2 then
activation_level = 0.2
end
if activation_level > 1 then
activation_level = 1
end
local color = Constants.reroll_selector_area_color
rendering.set_color(journey.reroll_selector.rectangle, {r = color.r * activation_level, g = color.g * activation_level, b = color.b * activation_level, a = 255})
end
local function draw_background(journey, surface)
if journey.characters_in_mothership == 0 then
return
end
local speed = journey.mothership_speed
for c = 1, 16 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = 'shotgun-pellet', position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 16 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = 'piercing-shotgun-pellet', position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 2 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = 'cannon-projectile', position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
for c = 1, 1 * speed, 1 do
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = 'uranium-cannon-projectile', position = position, target = {position[1], position[2] + Constants.mothership_radius * 2}, speed = speed})
end
if math.random(1, 32) == 1 then
local position = Constants.particle_spawn_vectors[math.random(1, Constants.size_of_particle_spawn_vectors)]
surface.create_entity({name = 'explosive-uranium-cannon-projectile', position = position, target = {position[1], position[2] + Constants.mothership_radius * 3}, speed = speed})
end
if math.random(1, 90) == 1 then
local position_x = math.random(64, 160)
local position_y = math.random(64, 160)
if math.random(1, 2) == 1 then
position_x = position_x * -1
end
if math.random(1, 2) == 1 then
position_y = position_y * -1
end
surface.create_entity({name = 'big-worm-turret', position = {position_x, position_y}, force = 'enemy'})
end
end
local function roll_bonus_goods(journey, trait, amount)
local loot = Constants.unique_world_traits[trait].loot
local bonus_goods = {}
while #bonus_goods < (amount or 3) do
for key, numbers in pairs(loot) do
local loot_table = Constants.starter_goods_pool[key]
if #bonus_goods < (amount or 3) and math.random(numbers[1], numbers[2]) >= 1 then
local item = loot_table[math.random(1, #loot_table)]
bonus_goods[#bonus_goods + 1] = {item[1], math.random(item[2], item[3])}
end
end
end
return bonus_goods
end
function Public.set_world_selectors(journey)
local surface = game.surfaces.mothership
local x = Constants.reroll_selector_area.left_top.x + 3.2
journey.reroll_selector.texts = {
rendering.draw_text {
text = journey.mothership_cargo.satellite .. ' x ',
surface = surface,
target = {x, Constants.reroll_selector_area.left_top.y - 1.5},
color = {255, 255, 255, 255},
scale = 1.5,
font = 'default-large-bold',
alignment = 'center',
scale_with_zoom = false
},
rendering.draw_sprite {
sprite = 'item/satellite',
surface = surface,
y_scale = 1.5,
x_scale = 1.5,
target = {x + 1.6, Constants.reroll_selector_area.left_top.y - 1}
}
}
local modifier_names = {}
for k, v in pairs(Constants.modifiers) do
if not v.static then
table.insert(modifier_names, k)
end
end
local unique_world_traits = {}
for k, _ in pairs(Constants.unique_world_traits) do
table.insert(unique_world_traits, k)
end
table.shuffle_table(unique_world_traits)
for k, world_selector in pairs(journey.world_selectors) do
if not journey.importing then
table.shuffle_table(modifier_names)
world_selector.modifiers = {}
world_selector.bonus_goods = {}
world_selector.world_trait = unique_world_traits[k]
world_selector.fuel_requirement = math.random(25, 50)
end
local position = Constants.world_selector_areas[k].left_top
local texts = world_selector.texts
local modifiers = world_selector.modifiers
local y_modifier = -11.3
local limits = {6, Constants.unique_world_traits[world_selector.world_trait].mods}
local counts = {0, 0}
local i = 1
if journey.importing then
goto skip_reroll
end
while (limits[1] + limits[2] > counts[1] + counts[2]) and i < #modifier_names do
local modifier = modifier_names[i]
local data = Constants.modifiers[modifier]
local v
if journey.world_modifiers[modifier] >= data.max then
if data.dmin > 0 and counts[2] < limits[2] then
--at max, so we lower it as a positive modifier
v = math.floor(math.random(data.dmin, data.dmax) * -0.5)
counts[2] = counts[2] + 1
modifiers[i] = {name = modifier, value = v, neg = false}
elseif data.dmin < 0 and counts[1] < limits[1] then
--at max, but it is good modifier, so lower it as negative modifier
v = math.floor(math.random(data.dmin, data.dmax))
counts[1] = counts[1] + 1
modifiers[i] = {name = modifier, value = v, neg = true}
end
elseif journey.world_modifiers[modifier] <= data.min then
if data.dmin < 0 and counts[1] < limits[1] then
--at min, but good to have it min, so we grow it as negative modifier
v = math.floor(math.random(data.dmin, data.dmax))
counts[1] = counts[1] + 1
modifiers[i] = {name = modifier, value = v, neg = true}
elseif data.dmin > 0 and counts[2] < limits[2] then
--at min, but min is bad, so we grow it as positive modifier
v = math.floor(math.random(data.dmin, data.dmax) * -0.5)
counts[2] = counts[2] + 1
modifiers[i] = {name = modifier, value = v, neg = false}
end
else
--somewhere in middle, we first try to fill the positives then negatives. table is shuffled so it should be fine
if counts[2] < limits[2] then
v = math.floor(math.random(data.dmin, data.dmax) * -0.5)
counts[2] = counts[2] + 1
modifiers[i] = {name = modifier, value = v, neg = false}
elseif counts[1] < limits[1] then
v = math.floor(math.random(data.dmin, data.dmax))
counts[1] = counts[1] + 1
modifiers[i] = {name = modifier, value = v, neg = true}
end
end
i = i + 1
end
world_selector.bonus_goods = roll_bonus_goods(journey, world_selector.world_trait)
::skip_reroll::
table.insert(
texts,
rendering.draw_text {
text = Constants.unique_world_traits[world_selector.world_trait].name,
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = {100, 0, 255, 255},
scale = 1.25,
font = 'default-large-bold',
alignment = 'center',
scale_with_zoom = false
}
)
for k2, modifier in pairs(modifiers) do
y_modifier = y_modifier + 0.8
local text = ''
if modifier.value > 0 then
text = text .. '+'
end
text = text .. modifier.value .. '% '
text = text .. Constants.modifiers[modifier.name].name
local color
if modifier.neg then
color = {200, 0, 0, 255}
else
color = {0, 200, 0, 255}
end
table.insert(
texts,
rendering.draw_text {
text = text,
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = color,
scale = 1.25,
font = 'default-large',
alignment = 'center',
scale_with_zoom = false
}
)
end
y_modifier = y_modifier + 0.85
table.insert(
texts,
rendering.draw_text {
text = 'Fuel requirement +' .. world_selector.fuel_requirement,
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5, position.y + y_modifier},
color = {155, 155, 0, 255},
scale = 1.25,
font = 'default-large',
alignment = 'center',
scale_with_zoom = false
}
)
table.insert(
texts,
rendering.draw_sprite {
sprite = 'item/uranium-fuel-cell',
surface = surface,
target = {position.x + Constants.world_selector_width * 0.5 + 3.7, position.y + y_modifier + 0.5}
}
)
y_modifier = y_modifier + 1.1
local x_modifier = -0.5
for k2, good in pairs(world_selector.bonus_goods) do
local render_id =
rendering.draw_text {
text = '+' .. good[2],
surface = surface,
target = {position.x + x_modifier, position.y + y_modifier},
color = {200, 200, 0, 255},
scale = 1.25,
font = 'default-large',
alignment = 'center',
scale_with_zoom = false
}
table.insert(texts, render_id)
x_modifier = x_modifier + 0.95
if good[2] >= 10 then
x_modifier = x_modifier + 0.18
end
if good[2] >= 100 then
x_modifier = x_modifier + 0.18
end
local render_id =
rendering.draw_sprite {
sprite = 'item/' .. good[1],
surface = surface,
target = {position.x + x_modifier, position.y + 0.5 + y_modifier}
}
table.insert(texts, render_id)
x_modifier = x_modifier + 1.70
end
end
destroy_teleporter(journey, game.surfaces.nauvis, Constants.mothership_teleporter_position)
destroy_teleporter(journey, surface, Constants.mothership_teleporter_position)
if journey.restart_from_scenario then
Public.restart_server(journey)
end
Server.to_discord_embed('World ' .. journey.world_number + 1 .. ' selection has started!')
Public.set_minimum_to_vote(journey)
journey.importing = false
journey.game_state = 'delete_nauvis_chunks'
end
function Public.delete_nauvis_chunks(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
draw_background(journey, surface)
if delete_nauvis_chunks(journey) then
return
end
for _, player in pairs(game.players) do
if player.gui.top.chunk_progress then
player.gui.top.chunk_progress.destroy()
end
end
journey.game_state = 'mothership_world_selection'
end
function Public.reroll_worlds(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
draw_background(journey, surface)
animate_selectors(journey)
local reroll_selector_activation_level = get_activation_level(journey, surface, Constants.reroll_selector_area)
journey.reroll_selector.activation_level = reroll_selector_activation_level
for i = 1, 3, 1 do
local activation_level = get_activation_level(journey, surface, Constants.world_selector_areas[i])
journey.world_selectors[i].activation_level = activation_level
end
if reroll_selector_activation_level > 1 then
journey.mothership_speed = journey.mothership_speed + 0.025
if journey.mothership_speed > 4 then
journey.mothership_speed = 4
clear_selectors(journey)
journey.mothership_cargo.satellite = journey.mothership_cargo.satellite - 1
Public.draw_gui(journey)
table.insert(journey.mothership_messages, 'New lands have been discovered!')
journey.game_state = 'set_world_selectors'
end
else
journey.mothership_speed = journey.mothership_speed - 0.25
if journey.mothership_speed < 0.35 then
table.insert(journey.mothership_messages, 'Aborting..')
journey.game_state = 'mothership_world_selection'
journey.mothership_speed = 0.35
end
end
end
function Public.importing_world(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
draw_background(journey, surface)
animate_selectors(journey)
clear_selectors(journey)
Public.update_tooltips(journey)
Public.draw_gui(journey)
table.insert(journey.mothership_messages, 'Restoring the last saved position...')
journey.game_state = 'set_world_selectors'
end
function Public.mothership_world_selection(journey)
Public.teleport_players_to_mothership(journey)
check_if_restarted(journey)
local surface = game.surfaces.mothership
local daytime = surface.daytime
daytime = daytime - 0.025
if daytime < 0 then
daytime = 0
end
surface.daytime = daytime
local reroll_selector_activation_level = get_activation_level(journey, surface, Constants.reroll_selector_area)
journey.reroll_selector.activation_level = reroll_selector_activation_level
if journey.emergency_triggered then
if not journey.emergency_selected then
journey.selected_world = math.random(1, 3)
table.insert(journey.mothership_messages, 'Emergency destination selected..')
journey.emergency_selected = true
end
else
journey.selected_world = false
for i = 1, 3, 1 do
local activation_level = get_activation_level(journey, surface, Constants.world_selector_areas[i])
journey.world_selectors[i].activation_level = activation_level
if activation_level > 1 then
journey.selected_world = i
end
end
if reroll_selector_activation_level > 1 and journey.mothership_speed == 0.35 and journey.mothership_cargo.satellite > 0 then
journey.game_state = 'reroll_worlds'
table.insert(journey.mothership_messages, 'Dispatching satellite..')
return
end
end
if journey.selected_world then
if not journey.mothership_advancing_to_world then
table.insert(journey.mothership_messages, 'Advancing to selected world.')
journey.mothership_advancing_to_world = game.tick + math.random(60 * 45, 60 * 75)
else
local seconds_left = math.floor((journey.mothership_advancing_to_world - game.tick) / 60)
if seconds_left <= 0 then
journey.mothership_advancing_to_world = false
table.insert(journey.mothership_messages, 'Arriving at targeted destination!')
journey.game_state = 'mothership_arrives_at_world'
return
end
if seconds_left % 15 == 0 then
table.insert(journey.mothership_messages, 'Estimated arrival in ' .. seconds_left .. ' seconds.')
end
end
journey.mothership_speed = journey.mothership_speed + 0.1
if journey.mothership_speed > 4 then
journey.mothership_speed = 4
end
else
if journey.mothership_advancing_to_world then
table.insert(journey.mothership_messages, 'Aborting travelling sequence.')
journey.mothership_advancing_to_world = false
end
journey.mothership_speed = journey.mothership_speed - 0.25
if journey.mothership_speed < 0.35 then
journey.mothership_speed = 0.35
end
end
draw_background(journey, surface)
animate_selectors(journey)
Public.update_tooltips(journey)
end
function Public.mothership_arrives_at_world(journey)
local surface = game.surfaces.mothership
Public.teleport_players_to_mothership(journey)
if journey.mothership_speed == 0.15 then
for _ = 1, 16, 1 do
table.insert(journey.mothership_messages, '')
end
table.insert(journey.mothership_messages, '[img=item/uranium-fuel-cell] Fuel cells depleted ;_;')
for _ = 1, 16, 1 do
table.insert(journey.mothership_messages, '')
end
table.insert(journey.mothership_messages, 'Refuel via supply rocket required!')
for i = 1, 3, 1 do
journey.world_selectors[i].activation_level = 0
end
animate_selectors(journey)
journey.game_state = 'clear_modifiers'
else
journey.mothership_speed = journey.mothership_speed - 0.15
end
if journey.mothership_speed < 0.15 then
journey.mothership_speed = 0.15
end
journey.beacon_objective_resistance = 0.90 - (0.03 * journey.world_number)
journey.emergency_triggered = false
journey.emergency_selected = false
journey.import_checked = false
draw_background(journey, surface)
Public.update_tooltips(journey)
end
function Public.clear_modifiers(journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
local clear = unique_modifier.clear
if clear then
clear(journey)
end
journey.world_specials = {}
local force = game.forces.player
force.reset()
force.reset_technologies()
force.reset_technology_effects()
for a = 1, 7, 1 do
force.technologies['refined-flammables-' .. a].enabled = false
end
journey.game_state = 'create_the_world'
Public.update_tooltips(journey)
end
function Public.create_the_world(journey)
local surface = game.surfaces.nauvis
local mgs = surface.map_gen_settings
mgs.seed = math.random(1, 4294967295)
mgs.terrain_segmentation = math.random(10, 20) * 0.1
mgs.peaceful_mode = false
local modifiers = journey.world_selectors[journey.selected_world].modifiers
for _, modifier in pairs(modifiers) do
local m = (100 + modifier.value) * 0.01
local name = modifier.name
local extremes = {Constants.modifiers[name].min, Constants.modifiers[name].max}
journey.world_modifiers[name] = math.round(math.min(extremes[2], math.max(extremes[1], journey.world_modifiers[name] * m)) * 100000, 5) / 100000
end
surface.map_gen_settings = mgs
journey.world_trait = journey.world_selectors[journey.selected_world].world_trait
local unique_modifier = Unique_modifiers[journey.world_trait]
local set_specials = unique_modifier.set_specials
if set_specials then
set_specials(journey)
end
set_map_modifiers(journey)
surface.clear(false)
journey.nauvis_chunk_positions = nil
journey.rocket_silos = {}
journey.mothership_cargo['uranium-fuel-cell'] = 0
journey.world_number = journey.world_number + 1
local max_satellites = math_floor(journey.world_number * 0.334) + 1
if max_satellites > Constants.max_satellites then
max_satellites = Constants.max_satellites
end
journey.mothership_cargo_space['satellite'] = max_satellites
journey.mothership_cargo_space['uranium-fuel-cell'] = journey.mothership_cargo_space['uranium-fuel-cell'] + journey.world_selectors[journey.selected_world].fuel_requirement
game.forces.enemy.reset_evolution()
for _, good in pairs(journey.world_selectors[journey.selected_world].bonus_goods) do
if journey.bonus_goods[good[1]] then
journey.bonus_goods[good[1]] = journey.bonus_goods[good[1]] + good[2]
else
journey.bonus_goods[good[1]] = good[2]
end
end
journey.goods_to_dispatch = {}
for k, v in pairs(journey.bonus_goods) do
table.insert(journey.goods_to_dispatch, {k, v})
end
table.shuffle_table(journey.goods_to_dispatch)
Public.update_tooltips(journey)
journey.game_state = 'wipe_offline_players'
end
function Public.wipe_offline_players(journey)
remove_offline_players(96)
for _, player in pairs(game.players) do
if not player.connected then
player.force = game.forces.enemy
end
end
journey.game_state = 'set_unique_modifiers'
end
function Public.notify_discord(journey)
if journey.disable_discord_notifications then
return
end
local caption = 'World ' .. journey.world_number .. ' | ' .. Constants.unique_world_traits[journey.world_trait].name
local modifier_message = ''
for _, mod in pairs(journey.world_selectors[journey.selected_world].modifiers) do
local sign = ''
if mod.value > 0 then
sign = '+'
end
modifier_message = modifier_message .. sign .. mod.value .. '% ' .. mod.name .. '\n'
end
local capsules = ''
for _, cap in pairs(journey.world_selectors[journey.selected_world].bonus_goods) do
capsules = capsules .. cap[2] .. 'x ' .. cap[1] .. '\n'
end
local message = {
title = 'World advanced',
description = 'Arriving at target destination!',
color = 'warning',
field1 = {
text1 = 'World level:',
text2 = caption,
inline = 'true'
},
field2 = {
text1 = 'World description:',
text2 = Constants.unique_world_traits[journey.world_trait].desc,
inline = 'true'
},
field3 = {
text1 = 'Satellites in mothership cargo:',
text2 = journey.mothership_cargo['satellite'] .. ' / ' .. journey.mothership_cargo_space['satellite'],
inline = 'false'
},
field4 = {
text1 = 'Modifiers changed:',
text2 = modifier_message,
inline = 'false'
},
field5 = {
text1 = 'Capsules gained:',
text2 = capsules,
inline = 'false'
}
}
Server.to_discord_embed_parsed(message)
end
function Public.set_unique_modifiers(journey)
local unique_modifier = Unique_modifiers[journey.world_trait]
local on_world_start = unique_modifier.on_world_start
if on_world_start then
on_world_start(journey)
end
Public.update_tooltips(journey)
Public.draw_gui(journey)
Public.notify_discord(journey)
journey.game_state = 'place_teleporter_into_world'
end
function Public.place_teleporter_into_world(journey)
local surface = game.surfaces.nauvis
surface.request_to_generate_chunks({x = 0, y = 0}, 3)
surface.force_generate_chunk_requests()
place_teleporter(journey, surface, Constants.mothership_teleporter_position, true)
journey.game_state = 'make_it_night'
end
function Public.make_it_night(journey)
draw_background(journey, game.surfaces.mothership)
local surface = game.surfaces.mothership
local daytime = surface.daytime
daytime = daytime + 0.02
surface.daytime = daytime
if daytime > 0.5 then
clear_selectors(journey)
game.reset_time_played()
place_teleporter(journey, surface, Constants.mothership_teleporter_position, false)
table.insert(journey.mothership_messages, 'Teleporter deployed. [gps=' .. Constants.mothership_teleporter_position.x .. ',' .. Constants.mothership_teleporter_position.y .. ',mothership]')
journey.game_state = 'dispatch_goods'
end
end
function Public.dispatch_goods(journey)
draw_background(journey, game.surfaces.mothership)
if journey.characters_in_mothership == #game.connected_players then
return
end
local goods_to_dispatch = journey.goods_to_dispatch
local size_of_goods_to_dispatch = #goods_to_dispatch
if size_of_goods_to_dispatch == 0 then
for _ = 1, 30, 1 do
table.insert(journey.mothership_messages, '')
end
table.insert(journey.mothership_messages, 'Capsule storage depleted.')
for _ = 1, 30, 1 do
table.insert(journey.mothership_messages, '')
end
table.insert(journey.mothership_messages, 'Good luck on your adventure! ^.^')
journey.game_state = 'world'
return
end
if journey.dispatch_beacon and journey.dispatch_beacon.valid then
return
end
local surface = game.surfaces.nauvis
if journey.dispatch_beacon_position then
local good = goods_to_dispatch[journey.dispatch_key]
surface.spill_item_stack(journey.dispatch_beacon_position, {name = good[1], count = good[2]}, true, nil, false)
table.remove(journey.goods_to_dispatch, journey.dispatch_key)
journey.dispatch_beacon = nil
journey.dispatch_beacon_position = nil
journey.dispatch_key = nil
return
end
local chunk = surface.get_random_chunk()
if math.abs(chunk.x) > 4 or math.abs(chunk.y) > 4 then
return
end
local position = {x = chunk.x * 32 + math.random(0, 31), y = chunk.y * 32 + math.random(0, 31)}
position = surface.find_non_colliding_position('rocket-silo', position, 32, 1)
if not position then
return
end
journey.dispatch_beacon = surface.create_entity({name = 'stone-wall', position = position, force = 'neutral'})
journey.dispatch_beacon.minable = false
journey.dispatch_beacon_position = {x = position.x, y = position.y}
journey.dispatch_key = math.random(1, size_of_goods_to_dispatch)
local good = goods_to_dispatch[journey.dispatch_key]
table.insert(journey.mothership_messages, 'Capsule containing ' .. good[2] .. 'x [img=item/' .. good[1] .. '] dispatched. [gps=' .. position.x .. ',' .. position.y .. ',nauvis]')
if journey.announce_capsules then
Server.to_discord_embed('A capsule containing ' .. good[2] .. 'x ' .. good[1] .. ' was spotted at: x=' .. position.x .. ', y=' .. position.y .. '!')
end
surface.create_entity({name = 'artillery-projectile', position = {x = position.x - 256 + math.random(0, 512), y = position.y - 256}, target = position, speed = 0.2})
end
function Public.world(journey)
if journey.mothership_cargo['uranium-fuel-cell'] then
if journey.mothership_cargo['uranium-fuel-cell'] >= journey.mothership_cargo_space['uranium-fuel-cell'] then
table.insert(journey.mothership_messages, '[img=item/uranium-fuel-cell] Refuel operation successful!! =^.^=')
Server.to_discord_embed('Refuel operation complete!')
journey.game_state = 'mothership_waiting_for_players'
end
end
draw_background(journey, game.surfaces.mothership)
if journey.speedrun.enabled then
local item = journey.speedrun.item
local time = math.round(journey.speedrun.time / 6) / 10
if journey.mothership_cargo[item] and journey.mothership_cargo[item] >= journey.mothership_cargo_space[item] then
local amount = 6
local brackets = {120, 120, 240, 480, 960, 1920}
local timer = time
for i = 1, 6, 1 do
if timer >= brackets[i] then
timer = timer - brackets[i]
amount = amount - 1
else
break
end
end
table.insert(journey.mothership_messages, {'journey.message_delivery_done', item, time, amount})
Server.to_discord_embed({'journey.message_delivery_done', item, time, amount}, true)
local bonus_goods = roll_bonus_goods(journey, 'resupply_station', amount)
for _, good in pairs(bonus_goods) do
if journey.bonus_goods[good[1]] then
journey.bonus_goods[good[1]] = journey.bonus_goods[good[1]] + good[2]
else
journey.bonus_goods[good[1]] = good[2]
end
table.insert(journey.mothership_messages, {'journey.message_delivered', good[1], good[2]})
end
Public.update_tooltips(journey)
journey.speedrun.enabled = false
end
if game.tick % 60 == 0 then
journey.speedrun.time = journey.speedrun.time + 1
time = math.round(journey.speedrun.time / 6) / 10
local speedgoal = journey.mothership_cargo_space[item] or 1
local value = (journey.mothership_cargo[item] or 0) / speedgoal
cargo_gui('journey_delivery', item, {'journey.tooltip_delivery', journey.mothership_cargo[item] or 0, speedgoal, time}, value)
end
end
if game.tick % 1800 ~= 0 then
return
end
for k, silo in pairs(journey.rocket_silos) do
if not silo or not silo.valid then
table.remove(journey.rocket_silos, k)
break
end
local inventory = silo.get_inventory(defines.inventory.rocket_silo_rocket) or {}
local slot = inventory[1]
if slot and slot.valid and slot.valid_for_read then
local name = slot.name
local count = slot.count
local needs = (journey.mothership_cargo_space[name] or 0) - (journey.mothership_cargo[name] or 0)
if needs > 0 and count >= math.min(game.item_prototypes[name].stack_size, needs) then
if silo.launch_rocket() then
table.insert(journey.mothership_messages, {'journey.message_rocket_launched', count, name, silo.position.x, silo.position.y})
end
end
end
end
end
function Public.mothership_waiting_for_players(journey)
if journey.characters_in_mothership > #game.connected_players * 0.5 then
journey.game_state = 'set_world_selectors'
Vacants.reset()
return
end
if math.random(1, 2) == 1 then
return
end
local tick = game.tick % 3600
if tick == 0 then
local messages = Constants.mothership_messages.waiting
table.insert(journey.mothership_messages, messages[math.random(1, #messages)])
end
end
function Public.teleporters(journey, player)
if not player.character then
return
end
if not player.character.valid then
return
end
local surface = player.surface
local tile = surface.get_tile(player.position)
if tile.name ~= Constants.teleporter_tile and tile.hidden_tile ~= Constants.teleporter_tile then
return
end
local base_position = {0, 0}
if surface.index == 1 then
drop_player_items(journey, player)
local position = game.surfaces.mothership.find_non_colliding_position('character', base_position, 32, 0.5)
if position then
player.teleport(position, game.surfaces.mothership)
else
player.teleport(base_position, game.surfaces.mothership)
end
journey.characters_in_mothership = journey.characters_in_mothership + 1
return
end
if surface.name == 'mothership' then
Public.clear_player(player)
local position = game.surfaces.nauvis.find_non_colliding_position('character', base_position, 32, 0.5)
if position then
player.teleport(position, game.surfaces.nauvis)
else
player.teleport(base_position, game.surfaces.nauvis)
end
journey.characters_in_mothership = journey.characters_in_mothership - 1
return
end
end
function Public.deal_damage_to_beacon(journey, incoming_damage)
if journey.game_state ~= 'world' then
return
end
local resistance = journey.beacon_objective_resistance
journey.beacon_objective_health = math.floor(journey.beacon_objective_health - (incoming_damage * (1 - resistance)))
rendering.set_text(journey.beacon_objective_hp_label, {'journey.beacon_hp', journey.beacon_objective_health})
if journey.beacon_objective_health < 5000 and game.tick > journey.mothership_messages_last_damage + 900 then --under 50%, once every 15 seconds max
table.insert(journey.mothership_messages, 'The personal teleporter is being damaged, preparing for emergency departure.')
journey.mothership_messages_last_damage = game.tick
end
if journey.beacon_objective_health <= 0 then
table.insert(journey.mothership_messages, 'Beaming everyone up, triggerring emergency departure.')
table.insert(journey.mothership_messages, '[img=item/nuclear-reactor] Emergency power plant burned down ;_;')
journey.mothership_cargo['nuclear-reactor'] = journey.mothership_cargo['nuclear-reactor'] - 30
if journey.mothership_cargo['nuclear-reactor'] < 0 then
table.insert(journey.mothership_messages, 'Aborting, there is not enough emergency fuel. Shutting systems off...')
for _ = 1, #journey.mothership_messages, 1 do
Public.mothership_message_queue(journey)
end
Public.hard_reset(journey)
else
journey.emergency_triggered = true
journey.game_state = 'set_world_selectors'
Public.update_tooltips(journey)
Public.draw_gui(journey)
end
end
end
function Public.lure_biters(journey, position)
if journey.game_state ~= 'world' or not journey.beacon_objective.valid then
return
end
local beacon = journey.beacon_objective
local surface = beacon.surface
local biters = surface.find_entities_filtered {position = position or beacon.position, radius = 80, force = 'enemy', type = 'unit'}
if #biters > 0 then
for _, biter in pairs(biters) do
biter.set_command({type = defines.command.attack_area, destination = beacon.position, radius = 10, distraction = defines.distraction.by_anything})
end
end
--return (#biters or 0)
end
function Public.lure_far_biters(journey)
-- if journey.game_state ~= 'world' or not journey.beacon_objective.valid then return end
-- if journey.beacon_timer < journey.world_modifiers['beacon_irritation'] then
-- journey.beacon_timer = journey.beacon_timer + 10
-- return
-- end
-- local surface = journey.beacon_objective.surface
-- local chunk_position = surface.get_random_chunk()
-- local lured = 0
-- for _ = 1, 25, 1 do
-- lured = lured + Public.lure_biters(journey, {x = chunk_position.x * 32, y = chunk_position.y * 32})
-- end
-- game.print('lured ' .. lured .. 'biters at tick ' .. game.tick)
-- journey.beacon_timer = journey.beacon_timer - lured
end
return Public