mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-24 03:47:58 +02:00
266 lines
6.5 KiB
Lua
266 lines
6.5 KiB
Lua
local CommonFunctions = require 'utils.common'
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local Global = require 'utils.global'
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local Public = {}
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local this = {}
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local insert = table.insert
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local remove = table.remove
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local random = math.random
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
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)
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--[[
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init - Initialize claim system.
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@param names - Table of entity names that should be used as a marker.
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@param max_distance - Maximal distance allowed between markers
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--]]
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Public.init = function(names, max_distance)
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if type(names) ~= 'table' then
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names = {names}
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end
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this._claims_info = {}
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this._claims_visible_to = {}
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this._claim_markers = names
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this._claim_max_dist = max_distance
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end
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local function claim_new_claim(ent)
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local point = {
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{
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x = CommonFunctions.get_axis(ent.position, 'x'),
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y = CommonFunctions.get_axis(ent.position, 'y')
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}
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}
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if this._claims_info[ent.force.name] == nil then
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this._claims_info[ent.force.name] = {}
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this._claims_info[ent.force.name].polygons = {}
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this._claims_info[ent.force.name].claims = {}
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this._claims_info[ent.force.name].collections = {}
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end
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if this._claims_info[ent.force.name].collections then
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this._claims_info[ent.force.name].collections[#this._claims_info[ent.force.name].collections + 1] = point
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end
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end
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local function claim_on_build_entity(ent)
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local max_dist = this._claim_max_dist
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local force = ent.force.name
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local data = this._claims_info[force]
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if not max_dist then
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return
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end
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if data == nil then
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claim_new_claim(ent)
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return
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end
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local in_range = false
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for i = 1, #data.collections do
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if data.collections[i] then
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for _, point in pairs(data.collections[i]) do
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if point then
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local dist = CommonFunctions.get_distance(point, ent.position)
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if max_dist < dist then
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goto continue
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end
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in_range = true
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point = {
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x = CommonFunctions.get_axis(ent.position, 'x'),
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y = CommonFunctions.get_axis(ent.position, 'y')
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}
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insert(data.collections[i], point)
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data.claims[i] = CommonFunctions.get_convex_hull(data.collections[i])
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break
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::continue::
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end
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end
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end
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end
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if not in_range then
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claim_new_claim(ent)
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end
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end
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local function claims_in_markers(name)
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if not this._claim_markers then
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return false
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end
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for _, marker in pairs(this._claim_markers) do
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if name == marker then
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return true
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end
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end
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return false
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end
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--[[
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on_build_entity - Event processing function.
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@param ent - Entity
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--]]
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Public.on_built_entity = function(ent)
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if not claims_in_markers(ent.name) then
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return
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end
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claim_on_build_entity(ent)
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end
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local function claim_on_entity_died(ent)
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local force = ent.force.name
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local data = this._claims_info[force]
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if data == nil then
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return
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end
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for i = 1, #data.collections do
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for j = 1, #data.collections[i] do
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local point = data.collections[i][j]
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if CommonFunctions.positions_equal(point, ent.position) then
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remove(data.collections[i], j)
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data.claims[i] = CommonFunctions.get_convex_hull(data.collections[i])
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break
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end
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end
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if #data.collections[i] == 0 then
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remove(data.claims, i)
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remove(data.collections, i)
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break
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end
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end
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if #data.claims == 0 then
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this._claims_info[force] = nil
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end
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end
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--[[
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on_entity_died - Event processing function.
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@param ent - Entity
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--]]
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Public.on_entity_died = function(ent)
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if not claims_in_markers(ent.name) then
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return
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end
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claim_on_entity_died(ent)
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end
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--[[
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on_player_mined_entity - Event processing function.
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@param ent - Entity
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--]]
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Public.on_player_mined_entity = function(ent)
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Public.on_entity_died(ent)
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end
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--[[
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on_player_died - Event processing function
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@param player - Player
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--]]
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Public.on_player_died = function(player)
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this._claims_info[player.name] = nil
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end
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Public.clear_player_base = function(player)
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if not player or not player.valid then
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return
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end
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local position = player.position
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local x, y = position.x, position.y
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local entities = player.surface.find_entities_filtered {force = player.force, area = {{x - 50, y - 50}, {x + 50, y + 50}}}
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for i = 1, #entities do
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local e = entities[i]
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if e and e.valid then
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if e.health then
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e.health = e.health - random(30, 180)
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if e.health <= 0 then
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e.die('enemy')
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end
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end
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end
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end
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end
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--[[
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get_claims - Get all claims data points for given force.
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@param f_name - Force name.
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--]]
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Public.get_claims = function(f_name)
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if this._claims_info[f_name] == nil then
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return {}
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end
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return this._claims_info[f_name].claims
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end
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local function claims_update_visiblity()
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if #this._claims_visible_to == 0 then
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for _, info in pairs(this._claims_info) do
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for _, id in pairs(info.polygons) do
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if rendering.is_valid(id) then
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rendering.set_visible(id, false)
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end
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end
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end
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return
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end
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for _, info in pairs(this._claims_info) do
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for _, id in pairs(info.polygons) do
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if rendering.is_valid(id) then
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rendering.set_visible(id, true)
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rendering.set_players(id, this._claims_visible_to)
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end
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end
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end
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end
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--[[
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set_visibility_to - Specifies who can see the claims and redraws.
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@param name - Name of a player.
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--]]
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Public.set_visibility_to = function(name)
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for _, p in pairs(this._claims_visible_to) do
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if p == name then
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return
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end
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end
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insert(this._claims_visible_to, name)
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claims_update_visiblity()
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end
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--[[
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remove_visibility_from - Remove the claim visibility from the player.
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@param name - Name of a player.
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--]]
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Public.remove_visibility_from = function(name)
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for i = 1, #this._claims_visible_to do
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local p = this._claims_visible_to[i]
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if p == name then
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remove(this._claims_visible_to, i)
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claims_update_visiblity()
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break
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end
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end
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end
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return Public
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