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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/junkyard_pvp/team.lua
2021-03-24 16:46:00 +01:00

110 lines
3.8 KiB
Lua

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