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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/tetris/main.lua
2019-09-22 11:13:32 +02:00

452 lines
16 KiB
Lua

--tetris by mewmew
--18x10 gb
local event = require 'utils.event'
local bricks = require "maps.tetris.bricks"
local connect_belts = require "functions.connect_belts"
local playfield_left_top = {x = -17, y = -18}
local playfield_width = 12
local playfield_height = 24
local playfield_area = {
["left_top"] = {x = playfield_left_top.x, y = playfield_left_top.y},
["right_bottom"] = {x = playfield_left_top.x + playfield_width, y = playfield_left_top.y + playfield_height}
}
local playfield_width = math.abs(playfield_area.left_top.x - playfield_area.right_bottom.x)
local playfield_height = math.abs(playfield_area.left_top.y - playfield_area.right_bottom.y)
local move_translations = {
["iron-plate"] = {-1, 0},
["copper-plate"] = {1, 0}
}
local function coord_string(x, y)
str = tostring(x) .. "_"
str = str .. tostring(y)
return str
end
local function draw_active_bricks(surface)
if not global.active_brick then return end
if not global.active_brick.entities then global.active_brick.entities = {} end
for k, e in pairs(global.active_brick.entities) do
if e.valid then global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = false end
global.active_brick.entities[k] = nil
e.destroy()
end
for _, p in pairs(global.active_brick.positions) do
local e = surface.create_entity({name = global.active_brick.entity_name, position = p, create_build_effect_smoke = false})
--if bricks[global.active_brick.type].fluid then
-- e.fluidbox[1] = {name = bricks[global.active_brick.type].fluid, amount = 100}
--end
global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = true
global.active_brick.entities[#global.active_brick.entities + 1] = e
end
if global.active_brick.entity_type == "transport-belt" then connect_belts(global.active_brick.entities) end
end
local function set_collision_grid(surface)
for x = 0, playfield_width - 1, 1 do
for y = 0, playfield_height - 1, 1 do
local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
global.tetris_grid[coord_string(math.floor(position.x), math.floor(position.y))] = true
end
end
local entities = surface.find_entities_filtered({area = playfield_area, force = "enemy"})
for _, e in pairs(entities) do
if not global.tetris_active_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] then
global.tetris_grid[coord_string(math.floor(e.position.x), math.floor(e.position.y))] = false
else
--game.print(e.position)
end
end
end
local function rotate_brick(surface)
if not global.active_brick then return end
local center_pos = global.active_brick.positions[1]
local vectors = bricks[global.active_brick.type].vectors
local new_direction = global.active_brick.direction + 1
if new_direction > 4 then new_direction = 1 end
local new_vectors = vectors[new_direction]
for k, p in pairs(global.active_brick.positions) do
if not global.tetris_grid[coord_string(math.floor(center_pos.x + new_vectors[k][1]), math.floor(center_pos.y + new_vectors[k][2]))] then return end
end
for k, p in pairs(global.active_brick.positions) do
global.active_brick.positions[k] = {x = center_pos.x + new_vectors[k][1], y = center_pos.y + new_vectors[k][2]}
end
global.active_brick.direction = new_direction
end
local function set_hotbar()
for _, player in pairs(game.connected_players) do
player.set_quick_bar_slot(1, "iron-plate")
player.set_quick_bar_slot(2, "copper-plate")
player.set_quick_bar_slot(9, "iron-gear-wheel")
player.set_quick_bar_slot(10, "processing-unit")
end
end
local function set_inventory()
for _, player in pairs(game.connected_players) do
for _, item in pairs({"iron-plate", "copper-plate", "iron-gear-wheel", "processing-unit"}) do
if player.get_main_inventory().get_item_count(item) == 0 then
player.insert({name = item, count = 1})
end
end
end
end
local function draw_playfield(surface)
for x = -1, playfield_width, 1 do
for y = -1, playfield_height, 1 do
local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
--surface.set_tiles({{name = "deepwater", position = position}})
end
end
for x = 0, playfield_width - 1, 1 do
for y = 0, playfield_height - 1, 1 do
local position = {x = playfield_area.left_top.x + x, y = playfield_area.left_top.y + y}
global.tetris_grid[coord_string(math.floor(position.x), math.floor(position.y))] = true
surface.set_tiles({{name = "tutorial-grid", position = position}})
end
end
end
local function draw_score(surface)
local score = "Score: " .. global.score
local high_score = "Highscore: " .. global.high_score
local level = "Level: " .. global.level
local cleared_lines = "Lines: " .. global.cleared_lines
if not global.tetris_score_rendering then
global.tetris_score_rendering = {}
rendering.draw_text{
text = "#######################",
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 0.5},
color = {r=0.2, g=0.0, b=0.5},
scale = 1,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
global.tetris_score_rendering.score = rendering.draw_text{
text = score,
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 1},
color = {r=0.98, g=0.66, b=0.22},
scale = 2,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
rendering.draw_text{
text = "#######################",
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 2.5},
color = {r=0.2, g=0.0, b=0.5},
scale = 1,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
global.tetris_score_rendering.high_score = rendering.draw_text{
text = high_score,
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 3.3},
color = {r=0.98, g=0.66, b=0.22},
scale = 1.15,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
global.tetris_score_rendering.level = rendering.draw_text{
text = level,
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 4.3},
color = {r=0.98, g=0.66, b=0.22},
scale = 1.15,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
global.tetris_score_rendering.cleared_lines = rendering.draw_text{
text = cleared_lines,
surface = surface,
target = {playfield_area.right_bottom.x + 1, playfield_area.left_top.y + 5.3},
color = {r=0.98, g=0.66, b=0.22},
scale = 1.15,
font = "heading-1",
--alignment = "center",
scale_with_zoom = false
}
end
rendering.set_text(global.tetris_score_rendering.score, score)
rendering.set_text(global.tetris_score_rendering.high_score, high_score)
rendering.set_text(global.tetris_score_rendering.level, level)
rendering.set_text(global.tetris_score_rendering.cleared_lines, cleared_lines)
end
local function add_score_points(amount)
global.score = global.score + amount
if global.score > global.high_score then global.high_score = global.score end
end
local function move_lines_down(surface, y)
local entities = surface.find_entities_filtered({area = {{playfield_area.left_top.x, playfield_area.left_top.y},{playfield_area.left_top.x + playfield_width + 1, playfield_area.left_top.y + y + 1}}, force = "enemy"})
for _, e in pairs(entities) do
if e.valid then
e.clone{position={e.position.x, e.position.y + 1}, surface=surface, force="enemy"}
e.destroy()
end
end
end
local function tetris(surface)
local c = 0
local entity_lines_to_kill = {}
for y = 0, playfield_height, 1 do
local entities = surface.find_entities_filtered({area = {{playfield_area.left_top.x, playfield_area.left_top.y + y},{playfield_area.left_top.x + playfield_width + 1, playfield_area.left_top.y + y + 1}}, force = "enemy"})
if #entities == playfield_width then
entity_lines_to_kill[#entity_lines_to_kill + 1] = {entities = entities, y = y}
c = c + 1
end
end
if c < 1 then return end
global.cleared_lines = global.cleared_lines + c
local name = "explosion"
if c > 2 then name = "uranium-cannon-shell-explosion" end
if c >= 4 then name = "ground-explosion" end
local score_y = false
for _, line in pairs(entity_lines_to_kill) do
for _, entity in pairs(line.entities) do
if math.random(1,2) == 1 then surface.create_entity({name = name, position = entity.position, force = "neutral"}) end
entity.destroy()
end
move_lines_down(surface, line.y)
if not score_y then score_y = line.y end
end
set_collision_grid(surface)
local score_gain = (c * 100 * c)
add_score_points(score_gain)
rendering.draw_text{
text = "+" .. score_gain,
surface = surface,
target = {playfield_area.left_top.x + playfield_width * 0.5, playfield_area.left_top.y + score_y},
color = {r=0.22, g=0.77, b=0.22},
scale = c,
font = "heading-1",
time_to_live = 180,
alignment = "center",
scale_with_zoom = false
}
end
local function reset_score()
global.level = 0
global.cleared_lines = 0
global.score = 0
end
local function reset_play_area(surface)
local entities = surface.find_entities_filtered({area = playfield_area, force = "enemy"})
for _, e in pairs(entities) do
if math.random(1,6) == 1 then e.surface.create_entity({name = "big-artillery-explosion", position = e.position, force = "neutral"}) end
e.destroy()
end
set_collision_grid(surface)
global.last_reset = game.tick + 300
end
local function set_difficulty()
global.move_down_delay = game.tick + (64 - (global.level * 2))
local level = math.floor(global.cleared_lines * 0.15) + 1
if global.level == level then return end
global.level = level
end
local function new_brick(surface)
if global.active_brick then return end
local r = math.random(1, 7)
if math.random(1,16) == 1 then
r = math.random(8, #bricks)
end
--local r = 12
local brick = bricks[r]
local x_modifier = -1 + math.random(0, 2)
local spawn_position = {x = playfield_area.left_top.x + playfield_width * 0.5 + x_modifier, y = playfield_area.left_top.y + brick.spawn_y_modifier - 1}
if not global.tetris_grid[coord_string(math.floor(spawn_position.x), math.floor(spawn_position.y))] then
reset_play_area(surface)
reset_score()
set_difficulty()
draw_score(surface)
end
if game.tick < global.last_reset then
rendering.draw_text{
text = "Round begins in.. " .. math.abs(math.floor((game.tick - global.last_reset) / 60)),
surface = surface,
target = {playfield_area.left_top.x + playfield_width * 0.5, playfield_area.left_top.y + playfield_height * 0.5},
color = {r=0.98, g=0.66, b=0.22},
scale = 3,
font = "heading-1",
time_to_live = 60,
alignment = "center",
scale_with_zoom = false
}
return
end
global.active_brick = {}
global.active_brick.direction = 1
global.active_brick.type = r
global.active_brick.positions = {}
global.active_brick.entity_name = brick.entity_name
global.active_brick.entity_type = brick.entity_type
for k, v in pairs(brick.vectors[1]) do
global.active_brick.positions[k] = {x = spawn_position.x + v[1], y = spawn_position.y + v[2]}
end
end
local function move_down(surface)
if not global.active_brick then return end
if global.move_down_delay > game.tick then return end
for k, p in pairs(global.active_brick.positions) do
if not global.tetris_grid[coord_string(math.floor(global.active_brick.positions[k].x), math.floor(global.active_brick.positions[k].y + 1))] then
for k, p in pairs(global.active_brick.positions) do
global.tetris_grid[coord_string(math.floor(p.x), math.floor(p.y))] = false
global.tetris_active_grid[coord_string(math.floor(p.x), math.floor(p.y))] = false
end
global.active_brick = nil
tetris(surface)
add_score_points(5)
draw_score(surface)
new_brick(surface)
return
end
end
for k, p in pairs(global.active_brick.positions) do
global.active_brick.positions[k] = {x = global.active_brick.positions[k].x, y = global.active_brick.positions[k].y + 1}
end
set_difficulty()
return true
end
local function move(surface, item)
if not global.active_brick then return end
if item == "iron-gear-wheel" then
rotate_brick(surface)
return
end
if item == "processing-unit" then
for c = 1, 4, 1 do
global.move_down_delay = 0
local b = move_down(surface)
draw_active_bricks(surface)
if not b then return end
end
end
if not move_translations[item] then return end
for k, p in pairs(global.active_brick.positions) do
if not global.tetris_grid[coord_string(math.floor(global.active_brick.positions[k].x + move_translations[item][1]), math.floor(global.active_brick.positions[k].y + move_translations[item][2]))] then return end
end
for k, p in pairs(global.active_brick.positions) do
global.active_brick.positions[k] = {x = global.active_brick.positions[k].x + move_translations[item][1], y = global.active_brick.positions[k].y + move_translations[item][2]}
end
end
local function on_player_cursor_stack_changed(event)
local player = game.players[event.player_index]
--game.print(game.tick)
-- game.print(player.cursor_stack)
if not player.cursor_stack then return end
if not player.cursor_stack.valid_for_read then return end
if not player.cursor_stack.name then return end
local item = player.cursor_stack.name
move(player.surface, item)
player.cursor_stack.clear()
player.surface.spill_item_stack(player.position,{name = item, count = 1}, true)
if item == "iron-plate" then
player.surface.create_entity({name = "flying-text", position = player.position, text = "<", color = player.color})
end
if item == "copper-plate" then
player.surface.create_entity({name = "flying-text", position = player.position, text = ">", color = player.color})
end
if item == "processing-unit" then
player.surface.create_entity({name = "flying-text", position = player.position, text = "", color = player.color})
end
if item == "iron-gear-wheel" then
player.surface.create_entity({name = "flying-text", position = player.position, text = "8", color = player.color})
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
set_hotbar()
set_inventory()
player.surface.daytime = 0.22
player.surface.freeze_daytime = 1
player.print("Use 1,2, 9, 0 on your keyboard to control the bricks.", {r=0.98, g=0.66, b=0.22})
end
local function on_chunk_generated(event)
local surface = event.surface
for _, e in pairs(surface.find_entities_filtered({area = event.area, force = {"neutral", "enemy"}})) do
e.destroy()
end
for _, t in pairs(surface.find_tiles_filtered({area = event.area})) do
--surface.set_tiles({{name = "tutorial-grid", position = t.position}})
if t.position.y < 4 and t.position.y > -4 and t.position.x < 4 and t.position.x > -4 then
surface.set_tiles({{name = "sand-1", position = t.position}})
else
surface.set_tiles({{name = "out-of-map", position = t.position}})
end
end
surface.destroy_decoratives{area=event.area}
if event.area.left_top.x == 128 and event.area.left_top.y == 128 then
draw_playfield(surface)
end
end
local function on_init(event)
global.tetris_grid = {}
global.tetris_active_grid = {}
global.high_score = 0
global.last_reset = 120
global.cleared_lines = 0
global.level = 0
end
local function tick()
local surface = game.surfaces[1]
if game.tick % 4 == 0 then
draw_active_bricks(surface)
move_down(surface)
end
if game.tick % 60 == 0 then
new_brick(surface)
end
end
event.on_nth_tick(4, tick)
event.on_init(on_init)
event.add(defines.events.on_player_cursor_stack_changed, on_player_cursor_stack_changed)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_chunk_generated, on_chunk_generated)