mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
0e8c2dc760
these were all what I could find.
590 lines
20 KiB
Lua
590 lines
20 KiB
Lua
--tank battles (royale)-- mewmew made this --
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local event = require 'utils.event'
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local table_insert = table.insert
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local math_random = math.random
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local map_functions = require "tools.map_functions"
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local arena_size = 160
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local function shuffle(tbl)
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local size = #tbl
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for i = size, 1, -1 do
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local rand = math.random(size)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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local function create_tank_battle_score_gui()
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for _, player in pairs (game.connected_players) do
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if player.gui.left["tank_battle_score"] then player.gui.left["tank_battle_score"].destroy() end
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local frame = player.gui.left.add({type = "frame", name = "tank_battle_score", direction = "vertical"})
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local l = frame.add({type = "label", caption = "Won rounds"})
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l.style.font_color = {r=0.98, g=0.66, b=0.22}
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l.style.font = "default-listbox"
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local t = frame.add({type = "table", column_count = 2})
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local scores = {}
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for _, player in pairs(game.connected_players) do
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if global.tank_battles_score[player.index] then
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table_insert(scores, {name = player.name, score = global.tank_battles_score[player.index]})
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end
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end
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for x = 1, #scores, 1 do
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for y = 1, #scores, 1 do
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if not scores[y + 1] then break end
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if scores[y]["score"] < scores[y + 1]["score"] then
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local key = scores[y]
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scores[y] = scores[y + 1]
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scores[y + 1] = key
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end
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end
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end
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for i = 1, 8, 1 do
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if scores[i] then
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local l = t.add({type = "label", caption = scores[i].name})
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local color = game.players[scores[i].name].color
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color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1}
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l.style.font_color = color
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l.style.font = "default-bold"
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t.add({type = "label", caption = scores[i].score})
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end
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end
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end
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end
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local loot = {
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--{{name = "submachine-gun", count = 1}, weight = 2},
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--{{name = "combat-shotgun", count = 1}, weight = 2},
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--{{name = "flamethrower", count = 1}, weight = 1},
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--{{name = "rocket-launcher", count = 1}, weight = 2},
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{{name = "flamethrower-ammo", count = 16}, weight = 2},
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{{name = "piercing-shotgun-shell", count = 16}, weight = 2},
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--{{name = "piercing-rounds-magazine", count = 16}, weight = 2},
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--{{name = "uranium-rounds-magazine", count = 8}, weight = 1},
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{{name = "explosive-rocket", count = 8}, weight = 2},
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{{name = "rocket", count = 8}, weight = 2},
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{{name = "grenade", count = 16}, weight = 2},
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{{name = "cluster-grenade", count = 8}, weight = 2},
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--{{name = "poison-capsule", count = 4}, weight = 1},
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{{name = "defender-capsule", count = 6}, weight = 1},
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{{name = "distractor-capsule", count = 3}, weight = 1},
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--{{name = "destroyer-capsule", count = 1}, weight = 1},
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{{name = "cannon-shell", count = 8}, weight = 16},
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{{name = "explosive-cannon-shell", count = 8}, weight = 16},
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{{name = "uranium-cannon-shell", count = 8}, weight = 6},
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{{name = "explosive-uranium-cannon-shell", count = 8}, weight = 6},
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--{{name = "light-armor", count = 1}, weight = 5},
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--{{name = "heavy-armor", count = 1}, weight = 2},
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{{name = "modular-armor", count = 1}, weight = 3},
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{{name = "power-armor", count = 1}, weight = 2},
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{{name = "power-armor-mk2", count = 1}, weight = 1},
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--{{name = "battery-mk2-equipment", count = 1}, weight = 2},
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{{name = "energy-shield-equipment", count = 1}, weight = 2},
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{{name = "exoskeleton-equipment", count = 1}, weight = 2},
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{{name = "fusion-reactor-equipment", count = 1}, weight = 2},
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{{name = "repair-pack", count = 1}, weight = 6},
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{{name = "coal", count = 16}, weight = 3},
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--{{name = "solid-fuel", count = 8}, weight = 2},
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{{name = "nuclear-fuel", count = 1}, weight = 1},
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{{name = "gate", count = 16}, weight = 2},
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{{name = "stone-wall", count = 16}, weight = 2}
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}
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local loot_raffle = {}
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for _, item in pairs(loot) do
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for x = 1, item.weight, 1 do
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table.insert(loot_raffle, item[1])
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end
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end
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local function get_valid_random_spawn_position(surface)
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local chunks = {}
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for chunk in surface.get_chunks() do
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table_insert(chunks, {x = chunk.x, y = chunk.y})
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end
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chunks = shuffle(chunks)
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for _, chunk in pairs(chunks) do
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if chunk.x * 32 < arena_size and chunk.y * 32 < arena_size and chunk.x * 32 >= arena_size * -1 and chunk.y * 32 >= arena_size * -1 then
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local area = {{chunk.x * 32 - 64, chunk.y * 32 - 64}, {chunk.x * 32 + 64, chunk.y * 32 + 64}}
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if surface.count_entities_filtered({name = "tank", area = area}) == 0 then
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local pos = surface.find_non_colliding_position("tank", {chunk.x * 32 + 16, chunk.y * 32 + 16}, 16, 8)
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return pos
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end
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end
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end
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local pos = surface.find_non_colliding_position("tank", {0, 0}, 32, 4)
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if pos then return pos end
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return {0, 0}
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end
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local function put_players_into_arena()
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for _, player in pairs(game.connected_players) do
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local permissions_group = game.permissions.get_group("Default")
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permissions_group.add_player(player.name)
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player.character.destroy()
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player.character = nil
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player.create_character()
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player.insert({name = "combat-shotgun", count = 1})
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player.insert({name = "rocket-launcher", count = 1})
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player.insert({name = "flamethrower", count = 1})
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--player.insert({name = "firearm-magazine", count = 512})
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local surface = game.surfaces["tank_battles"]
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local pos = get_valid_random_spawn_position(surface)
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player.teleport(pos, surface)
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local tank = surface.create_entity({name = "tank", force = game.forces[player.index], position = pos})
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tank.insert({name = "coal", count = 24})
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tank.insert({name = "cannon-shell", count = 16})
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tank.set_driver(player)
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end
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end
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function create_new_arena()
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local map_gen_settings = {}
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map_gen_settings.seed = math_random(1, 2097152)
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map_gen_settings.water = "none"
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map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1}
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map_gen_settings.autoplace_controls = {
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["coal"] = {frequency = "none", size = "none", richness = "none"},
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["stone"] = {frequency = "none", size = "none", richness = "none"},
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["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
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["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
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["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
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["trees"] = {frequency = "normal", size = "normal", richness = "normal"},
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["enemy-base"] = {frequency = "none", size = "none", richness = "none"}
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}
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game.create_surface("tank_battles", map_gen_settings)
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local surface = game.surfaces["tank_battles"]
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surface.request_to_generate_chunks({0,0}, math.ceil(arena_size / 32) + 2)
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surface.force_generate_chunk_requests()
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surface.daytime = 1
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surface.freeze_daytime = 1
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global.current_arena_size = arena_size
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put_players_into_arena()
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global.game_stage = "ongoing_game"
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end
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local function set_unique_player_force(player)
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if not game.forces[player.index] then
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game.create_force(player.index)
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game.forces[player.index].technologies["follower-robot-count-1"].researched = true
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game.forces[player.index].technologies["follower-robot-count-2"].researched = true
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game.forces[player.index].technologies["follower-robot-count-3"].researched = true
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game.forces[player.index].technologies["follower-robot-count-4"].researched = true
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game.forces[player.index].technologies["follower-robot-count-5"].researched = true
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end
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player.force = game.forces[player.index]
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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set_unique_player_force(player)
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if not global.map_init_done then
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local spectator_permission_group = game.permissions.create_group("Spectator")
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for action_name, _ in pairs(defines.input_action) do
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spectator_permission_group.set_allows_action(defines.input_action[action_name], false)
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end
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spectator_permission_group.set_allows_action(defines.input_action.write_to_console, true)
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spectator_permission_group.set_allows_action(defines.input_action.gui_click, true)
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spectator_permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true)
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spectator_permission_group.set_allows_action(defines.input_action.start_walking, true)
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spectator_permission_group.set_allows_action(defines.input_action.open_kills_gui, true)
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spectator_permission_group.set_allows_action(defines.input_action.open_character_gui, true)
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--spectator_permission_group.set_allows_action(defines.input_action.open_equipment_gui, true)
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spectator_permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
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spectator_permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true)
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global.tank_battles_score = {}
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global.game_stage = "lobby"
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global.map_init_done = true
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end
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if #global.tank_battles_score > 0 then
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create_tank_battle_score_gui()
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end
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if game.surfaces["tank_battles"] then
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player.character.destroy()
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player.character = nil
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local permissions_group = game.permissions.get_group("Spectator")
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permissions_group.add_player(player.name)
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player.teleport({0, 0}, game.surfaces["tank_battles"])
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end
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if not game.surfaces["tank_battles"] then
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player.character.destroy()
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player.character = nil
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if global.lobby_timer then global.lobby_timer = 1800 end
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if player.online_time < 1 then
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player.insert({name = "concrete", count = 500})
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player.insert({name = "hazard-concrete", count = 500})
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player.insert({name = "stone-brick", count = 500})
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player.insert({name = "refined-concrete", count = 500})
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player.insert({name = "refined-hazard-concrete", count = 500})
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end
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return
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end
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end
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local function on_marked_for_deconstruction(event)
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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end
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function shrink_arena()
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local surface = game.surfaces["tank_battles"]
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if global.current_arena_size < 0 then return end
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local shrink_width = 8
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local current_arena_size = global.current_arena_size
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local tiles = {}
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for x = arena_size * -1, arena_size, 1 do
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for y = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do
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local pos = {x = x, y = y}
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if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
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if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
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if math_random(1, 3) ~= 1 then
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table_insert(tiles, {name = "water", position = pos})
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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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for x = arena_size * -1, arena_size, 1 do
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for y = current_arena_size, current_arena_size + shrink_width, 1 do
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local pos = {x = x, y = y}
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if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
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if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
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if math_random(1, 3) ~= 1 then
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table_insert(tiles, {name = "water", position = pos})
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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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for x = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do
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for y = arena_size * -1, arena_size, 1 do
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local pos = {x = x, y = y}
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if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
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if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
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if math_random(1, 3) ~= 1 then
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table_insert(tiles, {name = "water", position = pos})
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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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for x = current_arena_size, current_arena_size + shrink_width, 1 do
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for y = arena_size * -1, arena_size, 1 do
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local pos = {x = x, y = y}
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if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
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if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
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if math_random(1, 3) ~= 1 then
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table_insert(tiles, {name = "water", position = pos})
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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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global.current_arena_size = global.current_arena_size - 1
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surface.set_tiles(tiles, true)
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end
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local function render_arena_chunk(event)
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if event.surface.name ~= "tank_battles" then return end
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local surface = event.surface
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local left_top = event.area.left_top
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local tiles = {}
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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if pos.x > arena_size or pos.y > arena_size or pos.x < arena_size * -1 or pos.y < arena_size * -1 then
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table_insert(tiles, {name = "water", position = pos})
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else
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if math_random(1, 256) == 1 then
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if surface.can_place_entity({name = "wooden-chest", position = pos, force = "enemy"}) then
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surface.create_entity({name = "wooden-chest", position = pos, force = "enemy"})
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end
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end
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if math_random(1, 1024) == 1 then
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if math_random(1, 64) == 1 then
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if surface.can_place_entity({name = "assembling-machine-1", position = pos, force = "enemy"}) then
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surface.create_entity({name = "assembling-machine-1", position = pos, force = "enemy"})
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end
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end
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if math_random(1, 64) == 1 then
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if surface.can_place_entity({name = "big-worm-turret", position = pos, force = "enemy"}) then
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surface.create_entity({name = "big-worm-turret", position = pos, force = "enemy"})
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end
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end
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if math_random(1, 32) == 1 then
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if surface.can_place_entity({name = "medium-worm-turret", position = pos, force = "enemy"}) then
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surface.create_entity({name = "medium-worm-turret", position = pos, force = "enemy"})
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end
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end
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if math_random(1, 512) == 1 then
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if surface.can_place_entity({name = "behemoth-biter", position = pos, force = "enemy"}) then
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surface.create_entity({name = "behemoth-biter", position = pos, force = "enemy"})
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end
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end
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if math_random(1, 64) == 1 then
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if surface.can_place_entity({name = "big-biter", position = pos, force = "enemy"}) then
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surface.create_entity({name = "big-biter", position = pos, force = "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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end
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surface.set_tiles(tiles, true)
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end
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local function render_spawn_chunk(event)
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if event.surface.name ~= "nauvis" then return end
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local surface = event.surface
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local left_top = event.area.left_top
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for _, entity in pairs(surface.find_entities_filtered({area = event.area})) do
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if entity.name ~= "character" then
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entity.destroy()
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end
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end
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local tiles = {}
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for x = 0, 31, 1 do
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for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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table_insert(tiles, {name = "grass-2", position = pos})
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end
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end
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surface.set_tiles(tiles, true)
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end
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local function kill_idle_players()
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for _, player in pairs(game.connected_players) do
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if player.character then
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if player.afk_time > 600 then
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local area = {{player.position.x - 1, player.position.y - 1}, {player.position.x + 1, player.position.y + 1}}
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local water_tile_count = player.surface.count_tiles_filtered({name = {"water", "deepwater"}, area = area})
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if water_tile_count > 3 then
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player.character.die()
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game.print(player.name .. " drowned.", {r = 150, g = 150, b = 0})
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else
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if player.afk_time > 9000 then
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player.character.die()
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game.print(player.name .. " was idle for too long.", {r = 150, g = 150, b = 0})
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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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end
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local function check_for_game_over()
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local surface = game.surfaces["tank_battles"]
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kill_idle_players()
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local alive_players = 0
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for _, player in pairs(game.connected_players) do
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if player.character and player.surface.name == "tank_battles" then
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alive_players = alive_players + 1
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end
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end
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if alive_players > 1 then return end -----------------
|
|
|
|
local player
|
|
for _, p in pairs(game.connected_players) do
|
|
if p.character and p.surface.name == "tank_battles" then
|
|
player = p
|
|
end
|
|
end
|
|
|
|
if alive_players == 1 then
|
|
if not global.tank_battles_score[player.index] then
|
|
global.tank_battles_score[player.index] = 1
|
|
else
|
|
global.tank_battles_score[player.index] = global.tank_battles_score[player.index] + 1
|
|
end
|
|
game.print(player.name .. " has won the battle!", {r = 150, g = 150, b = 0})
|
|
create_tank_battle_score_gui()
|
|
end
|
|
|
|
if alive_players == 0 then
|
|
game.print("No alive players! Round ends in a draw!", {r = 150, g = 150, b = 0})
|
|
end
|
|
|
|
global.game_stage = "lobby"
|
|
end
|
|
|
|
local function on_chunk_generated(event)
|
|
render_arena_chunk(event)
|
|
render_spawn_chunk(event)
|
|
end
|
|
|
|
local function on_player_respawned(event)
|
|
local player = game.players[event.player_index]
|
|
|
|
local permissions_group = game.permissions.get_group("Spectator")
|
|
permissions_group.add_player(player.name)
|
|
player.character.destroy()
|
|
player.character = nil
|
|
end
|
|
|
|
local function lobby()
|
|
if game.surfaces["tank_battles"] then
|
|
game.delete_surface(game.surfaces["tank_battles"])
|
|
for _, player in pairs(game.connected_players) do
|
|
if player.character then
|
|
player.character.destroy()
|
|
player.character = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
local connected_players_count = 0
|
|
local permissions_group = game.permissions.get_group("Default")
|
|
|
|
for _, player in pairs(game.connected_players) do
|
|
permissions_group.add_player(player.name)
|
|
if not player.character and player.ticks_to_respawn == nil then
|
|
player.create_character()
|
|
local pos = player.surface.find_non_colliding_position("character", {0,0}, 16, 3)
|
|
player.insert({name = "concrete", count = 500})
|
|
player.insert({name = "hazard-concrete", count = 500})
|
|
player.insert({name = "stone-brick", count = 500})
|
|
player.insert({name = "refined-concrete", count = 500})
|
|
player.insert({name = "refined-hazard-concrete", count = 500})
|
|
player.teleport({math_random(1, 32), math_random(1, 32)}, game.surfaces[1])
|
|
end
|
|
connected_players_count = connected_players_count + 1
|
|
end
|
|
|
|
if connected_players_count < 2 then
|
|
--game.print("Waiting for players.", {r = 0, g = 150, b = 150})
|
|
return
|
|
end
|
|
|
|
if not global.lobby_timer then global.lobby_timer = 1800 end
|
|
if global.lobby_timer % 600 == 0 then
|
|
if global.lobby_timer <= 0 then
|
|
game.print("Round has started!", {r = 0, g = 150, b = 150})
|
|
else
|
|
game.print("Round will begin in " .. global.lobby_timer / 60 .. " seconds.", {r = 0, g = 150, b = 150})
|
|
end
|
|
end
|
|
global.lobby_timer = global.lobby_timer - 300
|
|
if global.lobby_timer >= 0 then return end
|
|
global.lobby_timer = nil
|
|
global.game_stage = "create_arena"
|
|
end
|
|
|
|
local function on_tick(event)
|
|
if game.tick % 300 == 0 then
|
|
if global.game_stage == "lobby" then
|
|
lobby()
|
|
end
|
|
if global.game_stage == "create_arena" then
|
|
create_new_arena()
|
|
end
|
|
if global.game_stage == "ongoing_game" then
|
|
shrink_arena()
|
|
check_for_game_over()
|
|
end
|
|
end
|
|
end
|
|
|
|
local function on_entity_died(event)
|
|
if event.entity.name == "wooden-chest" then
|
|
local loot = loot_raffle[math_random(1, #loot_raffle)]
|
|
event.entity.surface.spill_item_stack(event.entity.position, loot, true)
|
|
--event.entity.surface.create_entity({name = "flying-text", position = event.entity.position, text = loot.name, color = {r=0.98, g=0.66, b=0.22}})
|
|
end
|
|
end
|
|
|
|
local function on_player_died(event)
|
|
local player = game.players[event.player_index]
|
|
local str = " "
|
|
if event.cause then
|
|
if event.cause.name ~= nil then str = " by " .. event.cause.name end
|
|
if event.cause.name == "character" then str = " by " .. event.cause.player.name end
|
|
if event.cause.name == "tank" then
|
|
local driver = event.cause.get_driver()
|
|
if driver.player then
|
|
str = " by " .. driver.player.name
|
|
end
|
|
end
|
|
end
|
|
for _, target_player in pairs(game.connected_players) do
|
|
if target_player.name ~= player.name then
|
|
player.print(player.name .. " was killed" .. str, { r=0.99, g=0.0, b=0.0})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
----------share chat with player and spectator force-------------------
|
|
local function on_console_chat(event)
|
|
if not event.message then return end
|
|
if not event.player_index then return end
|
|
local player = game.players[event.player_index]
|
|
|
|
local color = {}
|
|
color = player.color
|
|
color.r = color.r * 0.6 + 0.35
|
|
color.g = color.g * 0.6 + 0.35
|
|
color.b = color.b * 0.6 + 0.35
|
|
color.a = 1
|
|
|
|
for _, target_player in pairs(game.connected_players) do
|
|
if target_player.name ~= player.name then
|
|
target_player.print(player.name .. ": ".. event.message, color)
|
|
end
|
|
end
|
|
end
|
|
|
|
event.add(defines.events.on_tick, on_tick)
|
|
event.add(defines.events.on_console_chat, on_console_chat)
|
|
event.add(defines.events.on_entity_died, on_entity_died)
|
|
event.add(defines.events.on_entity_damaged, on_entity_damaged)
|
|
event.add(defines.events.on_player_died, on_player_died)
|
|
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
|
|
event.add(defines.events.on_player_joined_game, on_player_joined_game)
|
|
event.add(defines.events.on_player_respawned, on_player_respawned)
|
|
event.add(defines.events.on_chunk_generated, on_chunk_generated) |