mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-24 03:47:58 +02:00
2944a907aa
Changes: - Changed requirements for placing structures on islands: instead of trying to squeeze in-between trees, now it needs a single corner to be on land (it still can't spawn in ocean). In result, islands with more dense forests should see special structures more often and more scattered around the island, rather than them spawning mostly on beaches (because they had no trees) - When area in which structure is going to be placed contains water, it's replaced with landfill - New structure: friendly small-cliff-base with cliffs, gun turrets and car - Captain's cabin now contains cliff-explosives that can be placed in hold's chests to remove them - Moved repeating code snippets into seperate functions
172 lines
4.7 KiB
Lua
172 lines
4.7 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Global = require 'utils.global'
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-- local CoreData = require 'maps.pirates.coredata'
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local pirates_global_memory = {}
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local Public = {}
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-- register only this
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Global.register(
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pirates_global_memory,
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function(tbl)
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pirates_global_memory = tbl
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end
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)
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function Public.global_reset_memory()
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for k, _ in pairs(pirates_global_memory) do
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pirates_global_memory[k] = nil
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end
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pirates_global_memory.config = {}
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pirates_global_memory.afk_player_indices = {}
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pirates_global_memory.playerindex_to_time_played_continuously = {}
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pirates_global_memory.playerindex_to_captainhood_priority = {}
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pirates_global_memory.player_gui_memories = {}
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pirates_global_memory.crew_memories = {}
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pirates_global_memory.crew_active_ids = {}
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pirates_global_memory.working_id = nil --should only ever be nil, 1, 2 or 3
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pirates_global_memory.lobby_boats = {}
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pirates_global_memory.active_crews_cap = nil
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pirates_global_memory.crew_capacity_min = nil
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pirates_global_memory.crewproposals = {}
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pirates_global_memory.global_delayed_tasks = {}
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pirates_global_memory.global_buffered_tasks = {}
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pirates_global_memory.last_players_health = {} --used to make damage reduction work somewhat properly
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end
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function Public.initialise_crew_memory(id) --mostly serves as a dev reference of memory entries
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-- but not _everything_ is stored here, it's just a guide to the most important things
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pirates_global_memory.crew_memories[id] = {}
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local memory = pirates_global_memory.crew_memories[id]
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memory.secs_id = nil
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memory.id = nil
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memory.age = nil
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memory.real_age = nil
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memory.completion_time = nil
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memory.force_name = nil
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memory.enemy_force_name = nil
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memory.original_proposal = nil
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memory.name = nil
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memory.difficulty_option = nil
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memory.capacity_option = nil
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-- memory.mode_option = nil
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memory.difficulty = nil
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memory.capacity = nil
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-- memory.mode = nil
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memory.destinations = nil
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memory.currentdestination_index = nil
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memory.hold_surface_count = nil
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memory.merchant_ships_unlocked = nil
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memory.boat = nil
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memory.available_classes_pool = nil
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memory.seconds_until_alert_sound_can_be_played_again = 0
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memory.crewplayerindices = nil
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memory.spectatorplayerindices = nil
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memory.tempbanned_from_joining_data = nil
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memory.playerindex_captain = nil
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memory.captain_accrued_time_data = nil
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memory.max_players_recorded = nil
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memory.temporarily_logged_off_characters = nil
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memory.speed_boost_characters = nil
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memory.enemyboats = nil
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memory.overworld_krakens = nil
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memory.active_sea_enemies = nil
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memory.kraken_stream_registrations = nil
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memory.mainshop_availability_bools = nil
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memory.delayed_tasks = nil
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memory.buffered_tasks = nil
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memory.game_lost = false
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memory.game_won = false
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memory.crew_disband_tick = nil
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memory.destinationsvisited_indices = nil
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memory.overworldx = nil
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memory.overworldy = nil
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memory.mapbeingloadeddestination_index = nil
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memory.loadingticks = nil
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memory.stored_fuel = nil
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memory.spawnpoint = nil
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memory.evolution_factor = nil
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memory.scripted_biters = nil
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memory.scripted_unit_groups = nil
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memory.floating_pollution = nil
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memory.playtesting_stats = nil
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memory.cliff_explosives_acquired_once = false -- used to give tip by parrot what to do with them(only triggers from buying it in captain's cabin)
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memory.hold_surface_destroyable_wooden_chests = nil
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end
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function Public.fallthrough_crew_memory() --could make this a metatable, but metatables and factorio global seem not to play nicely
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return {
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id = 0,
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difficulty = 1,
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force_name = 'player',
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boat = {},
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destinations = {},
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spectatorplayerindices = {},
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crewplayerindices = {},
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--[[boat = {
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type = nil,
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state = nil,
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speed = nil,
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speedticker1 = nil,
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speedticker2 = nil,
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speedticker3 = nil,
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stored_resources = {},
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position = nil, --the far right edge of the boat
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decksteeringchests = nil,
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crowsneststeeringchests = nil,
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cannons = nil,
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EEI = nil,
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EEIpower_production = nil,
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EEIelectric_buffer_size = nil,
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dockedposition = nil,
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surface_name = nil,
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}]]
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}
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end
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function Public.get_crew_memory()
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if pirates_global_memory.working_id and pirates_global_memory.working_id > 0 then
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return pirates_global_memory.crew_memories[pirates_global_memory.working_id] or Public.fallthrough_crew_memory()
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else
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return Public.fallthrough_crew_memory()
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end
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end
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function Public.get_global_memory()
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return pirates_global_memory
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end
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function Public.set_working_id(id)
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pirates_global_memory.working_id = id
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end
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return Public
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