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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/mountain_race/team.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

104 lines
3.4 KiB
Lua

--luacheck: ignore
local Public = {}
local math_random = math.random
local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 20, ['pistol'] = 1, ['firearm-magazine'] = 128, ['rail'] = 16}
function Public.init_teams()
game.create_force('north')
game.create_force('south')
game.create_force('spectator')
game.forces.spectator.set_friend('north', true)
game.forces.spectator.set_friend('south', true)
end
function Public.configure_teams(mountain_race)
for _, force_name in pairs({'north', 'south'}) do
local force = game.forces[force_name]
force.reset()
force.share_chart = true
force.technologies['artillery'].enabled = false
force.technologies['artillery-shell-range-1'].enabled = false
force.technologies['artillery-shell-speed-1'].enabled = false
force.technologies['land-mine'].enabled = false
force.technologies['railway'].researched = true
force.manual_mining_speed_modifier = 1
end
game.forces.north.set_friend('spectator', true)
game.forces.south.set_friend('spectator', true)
local y = mountain_race.playfield_height * 0.5 + mountain_race.border_half_width
game.forces.north.set_spawn_position({32, y * -1}, game.surfaces.nauvis)
game.forces.south.set_spawn_position({32, y}, game.surfaces.nauvis)
end
function Public.teleport_player_to_spawn(player)
local surface = game.surfaces.nauvis
local position
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
player.teleport(position, surface)
end
local function assign_force_to_player(player)
if #game.forces.south.connected_players > #game.forces.north.connected_players then
player.force = game.forces.north
return
end
if #game.forces.north.connected_players > #game.forces.south.connected_players then
player.force = game.forces.south
return
end
if math_random(1, 2) == 1 then
player.force = game.forces.south
else
player.force = game.forces.north
end
end
function Public.setup_player(mountain_race, player)
if player.force.name == 'player' then
assign_force_to_player(player)
player.print("You have been assigned to team " .. player.force.name .. "!")
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(starting_items) do
player.insert({name = item, count = amount})
end
Public.teleport_player_to_spawn(player)
end
end
function Public.update_spawn_positions(mountain_race)
if not mountain_race.locomotives.north then
return
end
if not mountain_race.locomotives.south then
return
end
local surface = game.surfaces.nauvis
for _, force_name in pairs({'north', 'south'}) do
local force = game.forces[force_name]
local p = mountain_race.locomotives[force_name].position
force.set_spawn_position({p.x, p.y + 2}, surface)
end
local p = mountain_race.locomotives['north'].position
game.forces.player.set_spawn_position({p.x, p.y + 2}, surface)
end
return Public