1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/mountain_fortress_v3/ic/main.lua
2021-10-15 17:12:37 +02:00

308 lines
7.5 KiB
Lua

require 'modules.check_fullness'
local Event = require 'utils.event'
local Functions = require 'maps.mountain_fortress_v3.ic.functions'
local IC = require 'maps.mountain_fortress_v3.ic.table'
local Minimap = require 'maps.mountain_fortress_v3.ic.minimap'
local WPT = require 'maps.mountain_fortress_v3.table'
local Public = {}
Public.reset = IC.reset
Public.get_table = IC.get
local function on_entity_died(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local valid_types = IC.get_types()
if (valid_types[entity.type] or valid_types[entity.name]) then
Functions.kill_car(entity)
end
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local valid_types = IC.get_types()
if (valid_types[entity.type] or valid_types[entity.name]) then
Minimap.kill_minimap(game.players[event.player_index])
Functions.save_car(event)
end
end
local function on_robot_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then
return
end
local valid_types = IC.get_types()
if (valid_types[entity.type] or valid_types[entity.name]) then
Functions.kill_car(entity)
end
end
local function on_built_entity(event)
local ce = event.created_entity
if not ce or not ce.valid then
return
end
local valid_types = IC.get_types()
if (valid_types[ce.type] or valid_types[ce.name]) ~= true then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
Functions.create_car(event)
end
local function on_player_driving_changed_state(event)
local player = game.players[event.player_index]
Functions.use_door_with_entity(player, event.entity)
Functions.validate_owner(player, event.entity)
end
local function on_player_died(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
Functions.on_player_died(player)
end
local function on_player_respawned(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
Functions.on_player_respawned(player)
end
local function on_tick()
local tick = game.tick
if tick % 20 == 1 then
Functions.item_transfer()
local has_upgraded_health_pool = WPT.get('has_upgraded_health_pool')
if has_upgraded_health_pool then
Functions.check_entity_healths()
end
end
if tick % 240 == 0 then
Minimap.update_minimap()
end
if tick % 400 == 0 then
Functions.remove_invalid_cars()
end
end
local function on_gui_closed(event)
local entity = event.entity
if not entity then
return
end
if not entity.valid then
return
end
if not entity.unit_number then
return
end
local cars = IC.get('cars')
if not cars[entity.unit_number] then
return
end
Minimap.kill_minimap(game.players[event.player_index])
end
local function on_gui_opened(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
if not entity.unit_number then
return
end
local cars = IC.get('cars')
local car = cars[entity.unit_number]
if not car then
return
end
local surface_index = car.surface
local surface = game.surfaces[surface_index]
if not surface or not surface.valid then
return
end
Minimap.minimap(
game.players[event.player_index],
surface,
{
car.area.left_top.x + (car.area.right_bottom.x - car.area.left_top.x) * 0.5,
car.area.left_top.y + (car.area.right_bottom.y - car.area.left_top.y) * 0.5
}
)
end
local function on_gui_click(event)
local element = event.element
if not element or not element.valid then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
if event.element.name == 'minimap_button' then
Minimap.minimap(player, false)
elseif event.element.name == 'minimap_frame' or event.element.name == 'minimap_toggle_frame' then
Minimap.toggle_minimap(event)
elseif event.element.name == 'switch_auto_map' then
Minimap.toggle_auto(player)
end
end
local function trigger_on_player_kicked_from_surface(data)
local player = data.player
local target = data.target
Functions.kick_player_from_surface(player, target)
end
local function on_init()
Public.reset()
end
local function on_gui_switch_state_changed(event)
local element = event.element
local player = game.players[event.player_index]
if not (player and player.valid) then
return
end
if not element.valid then
return
end
if element.name == 'ic_auto_switch' then
Minimap.toggle_auto(player)
end
end
local function on_entity_damaged(event)
local has_upgraded_health_pool = WPT.get('has_upgraded_health_pool')
if not has_upgraded_health_pool then
return
end
local entity = event.entity
if not (entity and entity.valid) then
return
end
if not entity.unit_number then
return
end
local cars = IC.get('cars')
local car = cars[entity.unit_number]
if not car then
return
end
local final_damage_amount = event.final_damage_amount
local force = event.force
if force.index == 1 then
return
end
local data = {
entity = entity,
final_damage_amount = final_damage_amount,
car = car
}
Functions.set_damage_health(data)
end
local function on_player_repaired_entity(event)
local has_upgraded_health_pool = WPT.get('has_upgraded_health_pool')
if not has_upgraded_health_pool then
return
end
local entity = event.entity
if not (entity and entity.valid) then
return
end
if not entity.unit_number then
return
end
local player = game.get_player(event.player_index)
local cars = IC.get('cars')
local car = cars[entity.unit_number]
if not car then
return
end
local data = {
entity = entity,
car = car,
player = player
}
Functions.set_repair_health(data)
end
local changed_surface = Minimap.changed_surface
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_gui_closed, on_gui_closed)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_changed_surface, changed_surface)
Event.add(IC.events.on_player_kicked_from_surface, trigger_on_player_kicked_from_surface)
Event.add(defines.events.on_gui_switch_state_changed, on_gui_switch_state_changed)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
return Public