mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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e91b6a352f
Change global -> storage Rework how rendering works Game prototypes are now stored inside 'prototypes.#' Renamed entity names
104 lines
3.4 KiB
Lua
104 lines
3.4 KiB
Lua
--luacheck: ignore
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local Public = {}
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local math_random = math.random
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local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 20, ['pistol'] = 1, ['firearm-magazine'] = 128, ['rail'] = 16}
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function Public.init_teams()
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game.create_force('north')
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game.create_force('south')
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game.create_force('spectator')
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game.forces.spectator.set_friend('north', true)
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game.forces.spectator.set_friend('south', true)
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end
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function Public.configure_teams(mountain_race)
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for _, force_name in pairs({'north', 'south'}) do
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local force = game.forces[force_name]
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force.reset()
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force.share_chart = true
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force.technologies['artillery'].enabled = false
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force.technologies['artillery-shell-range-1'].enabled = false
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force.technologies['artillery-shell-speed-1'].enabled = false
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force.technologies['land-mine'].enabled = false
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force.technologies['railway'].researched = true
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force.manual_mining_speed_modifier = 1
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end
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game.forces.north.set_friend('spectator', true)
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game.forces.south.set_friend('spectator', true)
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local y = mountain_race.playfield_height * 0.5 + mountain_race.border_half_width
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game.forces.north.set_spawn_position({32, y * -1}, game.surfaces.nauvis)
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game.forces.south.set_spawn_position({32, y}, game.surfaces.nauvis)
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end
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function Public.teleport_player_to_spawn(player)
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local surface = game.surfaces.nauvis
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local position
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position = surface.find_non_colliding_position('character', player.force.get_spawn_position(surface), 48, 1)
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if not position then
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position = player.force.get_spawn_position(surface)
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end
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player.teleport(position, surface)
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end
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local function assign_force_to_player(player)
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if #game.forces.south.connected_players > #game.forces.north.connected_players then
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player.force = game.forces.north
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return
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end
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if #game.forces.north.connected_players > #game.forces.south.connected_players then
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player.force = game.forces.south
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return
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end
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if math_random(1, 2) == 1 then
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player.force = game.forces.south
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else
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player.force = game.forces.north
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end
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end
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function Public.setup_player(mountain_race, player)
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if player.force.name == 'player' then
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assign_force_to_player(player)
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player.print("You have been assigned to team " .. player.force.name .. "!")
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if player.character then
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if player.character.valid then
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player.character.destroy()
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end
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end
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player.character = nil
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player.set_controller({type = defines.controllers.god})
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player.create_character()
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for item, amount in pairs(starting_items) do
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player.insert({name = item, count = amount})
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end
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Public.teleport_player_to_spawn(player)
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end
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end
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function Public.update_spawn_positions(mountain_race)
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if not mountain_race.locomotives.north then
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return
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end
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if not mountain_race.locomotives.south then
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return
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end
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local surface = game.surfaces.nauvis
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for _, force_name in pairs({'north', 'south'}) do
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local force = game.forces[force_name]
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local p = mountain_race.locomotives[force_name].position
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force.set_spawn_position({p.x, p.y + 2}, surface)
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end
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local p = mountain_race.locomotives['north'].position
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game.forces.player.set_spawn_position({p.x, p.y + 2}, surface)
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end
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return Public
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