mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
1141 lines
34 KiB
Lua
1141 lines
34 KiB
Lua
local Utils = require 'utils.core'
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local Color = require 'utils.color_presets'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local IC = require 'maps.mountain_fortress_v3.ic.table'
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local WPT = require 'maps.mountain_fortress_v3.table'
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local Public = {}
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local main_tile_name = 'black-refined-concrete'
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local raise_event = script.raise_event
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local function validate_entity(entity)
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if not (entity and entity.valid) then
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return false
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end
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if type(entity) == 'boolean' then
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return false
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end
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return true
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end
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local function log_err(err)
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local debug_mode = IC.get('debug_mode')
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if debug_mode then
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if type(err) == 'string' then
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log('IC: ' .. err)
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end
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end
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end
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local function get_trusted_system(player)
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local trust_system = IC.get('trust_system')
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if not trust_system[player.index] then
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trust_system[player.index] = {
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players = {
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[player.name] = true
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},
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allow_anyone = 'right'
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}
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end
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return trust_system[player.index]
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end
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local function upperCase(str)
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return (str:gsub('^%l', string.upper))
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end
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local function render_owner_text(renders, player, entity, new_owner)
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local color = {
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r = player.color.r * 0.6 + 0.25,
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g = player.color.g * 0.6 + 0.25,
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b = player.color.b * 0.6 + 0.25,
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a = 1
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}
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if renders[player.index] then
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rendering.destroy(renders[player.index])
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end
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local ce_name = entity.name
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if ce_name == 'kr-advanced-tank' then
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ce_name = 'Tank'
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end
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if new_owner then
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renders[new_owner.index] =
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rendering.draw_text {
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text = '## - ' .. new_owner.name .. "'s " .. ce_name .. ' - ##',
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surface = entity.surface,
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target = entity,
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target_offset = {0, -2.6},
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color = color,
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scale = 1.05,
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font = 'default-large-semibold',
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alignment = 'center',
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scale_with_zoom = false
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}
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else
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renders[player.index] =
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rendering.draw_text {
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text = '## - ' .. player.name .. "'s " .. ce_name .. ' - ##',
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surface = entity.surface,
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target = entity,
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target_offset = {0, -2.6},
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color = color,
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scale = 1.05,
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font = 'default-large-semibold',
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alignment = 'center',
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scale_with_zoom = false
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}
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end
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entity.color = color
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end
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local function kill_doors(car)
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if not validate_entity(car.entity) then
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return
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end
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local doors = IC.get('doors')
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for k, e in pairs(car.doors) do
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if validate_entity(e) then
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doors[e.unit_number] = nil
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e.destroy()
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car.doors[k] = nil
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end
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end
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end
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local function get_owner_car_object(cars, player)
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for k, car in pairs(cars) do
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if car.owner == player.index then
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return k
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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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local function get_entity_from_player_surface(cars, player)
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for k, car in pairs(cars) do
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if validate_entity(car.entity) then
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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if validate_entity(surface) then
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if car.surface == player.surface.index then
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return car.entity
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end
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end
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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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local function get_owner_car_surface(cars, player, target)
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for k, car in pairs(cars) do
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if car.owner == player.index then
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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if validate_entity(surface) then
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if car.surface == target.surface.index then
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return true
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else
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return false
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end
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else
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return false
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end
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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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local function get_player_surface(player)
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local surfaces = IC.get('surfaces')
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for _, index in pairs(surfaces) do
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local surface = game.surfaces[index]
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if validate_entity(surface) then
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if surface.index == player.surface.index then
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return true
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end
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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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local function get_player_entity(player)
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local cars = IC.get('cars')
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for k, car in pairs(cars) do
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if car.owner == player.index and type(car.entity) == 'boolean' then
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return car.name, true
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elseif car.owner == player.index then
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return car.name, false
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end
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end
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return false, false
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end
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local function get_owner_car_name(player)
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local cars = IC.get('cars')
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local saved_surfaces = IC.get('saved_surfaces')
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local index = saved_surfaces[player.index]
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for k, car in pairs(cars) do
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if not index then
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return false
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end
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if car.owner == player.index then
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return car.name
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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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local function get_saved_entity(entity, index)
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if index and index.name ~= entity.name then
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local msg =
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table.concat(
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{
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'The built entity is not the same as the saved one. ',
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'Saved entity is: ' .. upperCase(index.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
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}
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)
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return false, msg
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end
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return true
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end
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local function replace_entity(cars, entity, index)
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local unit_number = entity.unit_number
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for k, car in pairs(cars) do
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if car.saved_entity == index.saved_entity then
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local c = car
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cars[unit_number] = c
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cars[unit_number].entity = entity
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cars[unit_number].saved_entity = nil
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cars[unit_number].transfer_entities = car.transfer_entities
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cars[k] = nil
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end
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end
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end
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local function replace_doors(doors, entity, index)
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if not validate_entity(entity) then
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return
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end
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for k, door in pairs(doors) do
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local unit_number = entity.unit_number
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if index.saved_entity == door then
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doors[k] = unit_number
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end
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end
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end
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local function replace_surface(surfaces, entity, index)
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if not validate_entity(entity) then
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return
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end
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for k, surface_index in pairs(surfaces) do
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local surface = game.surfaces[surface_index]
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local unit_number = entity.unit_number
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if tostring(index.saved_entity) == surface.name then
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if validate_entity(surface) then
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surface.name = tostring(unit_number)
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surfaces[unit_number] = surface.index
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surfaces[k] = nil
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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 replace_surface_entity(cars, entity, index)
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if not validate_entity(entity) then
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return
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end
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for _, car in pairs(cars) do
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local unit_number = entity.unit_number
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if index and index.saved_entity == car.saved_entity then
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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if validate_entity(surface) then
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surface.name = tostring(unit_number)
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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 remove_logistics(car)
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local chests = car.transfer_entities
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for k, chest in pairs(chests) do
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car.transfer_entities[k] = nil
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chest.destroy()
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end
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end
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local function set_new_area(car)
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local car_areas = IC.get('car_areas')
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local new_area = car_areas
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local name = car.name
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local apply_area = new_area[name]
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car.area = apply_area
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end
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local function upgrade_surface(player, entity)
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local ce = entity
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local saved_surfaces = IC.get('saved_surfaces')
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local cars = IC.get('cars')
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local doors = IC.get('doors')
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local surfaces = IC.get('surfaces')
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local index = saved_surfaces[player.index]
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if not index then
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return
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end
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if saved_surfaces[player.index] then
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local c = get_owner_car_object(cars, player)
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local car = cars[c]
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if ce.name == 'spidertron' then
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car.name = 'spidertron'
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elseif ce.name == 'tank' then
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car.name = 'tank'
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end
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set_new_area(car)
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remove_logistics(car)
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replace_entity(cars, ce, index)
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replace_doors(doors, ce, index)
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replace_surface(surfaces, ce, index)
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replace_surface_entity(cars, ce, index)
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kill_doors(car)
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Public.create_car_room(car)
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saved_surfaces[player.index] = nil
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return true
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end
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return false
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end
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local function save_surface(entity, player)
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local cars = IC.get('cars')
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local saved_surfaces = IC.get('saved_surfaces')
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local car = cars[entity.unit_number]
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car.entity = false
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car.saved_entity = entity.unit_number
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saved_surfaces[player.index] = {saved_entity = entity.unit_number, name = entity.name}
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end
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local function kick_players_out_of_vehicles(car)
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for _, player in pairs(game.connected_players) do
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local character = player.character
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if validate_entity(character) and character.driving then
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if car.surface == player.surface.index then
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character.driving = false
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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_if_players_are_in_nauvis()
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local allowed_surface = IC.get('allowed_surface')
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for _, player in pairs(game.connected_players) do
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local main_surface = game.surfaces[allowed_surface]
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if player.surface.name == 'nauvis' then
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local pos = main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5)
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if pos then
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player.teleport(pos, main_surface)
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else
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pos = game.forces.player.get_spawn_position(main_surface)
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player.teleport(pos, main_surface)
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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 kick_players_from_surface(car)
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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local allowed_surface = IC.get('allowed_surface')
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if not validate_entity(surface) then
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check_if_players_are_in_nauvis()
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return log_err('Car surface was not valid.')
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end
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if not car.entity or not car.entity.valid then
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local main_surface = game.surfaces[allowed_surface]
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if validate_entity(main_surface) then
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for _, e in pairs(surface.find_entities_filtered({area = car.area})) do
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if validate_entity(e) and e.name == 'character' and e.player then
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e.player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
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end
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end
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check_if_players_are_in_nauvis()
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return log_err('Car entity was not valid.')
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end
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end
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for _, e in pairs(surface.find_entities_filtered({area = car.area})) do
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if validate_entity(e) and e.name == 'character' and e.player then
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local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
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if p then
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e.player.teleport(p, car.entity.surface)
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else
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e.player.teleport(car.entity.position, car.entity.surface)
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end
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end
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end
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check_if_players_are_in_nauvis()
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end
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local function kick_player_from_surface(player, target)
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local cars = IC.get('cars')
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local allowed_surface = IC.get('allowed_surface')
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local main_surface = game.surfaces[allowed_surface]
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if not validate_entity(main_surface) then
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return
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end
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local c = get_owner_car_object(cars, player)
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local car = cars[c]
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if not validate_entity(car.entity) then
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return
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end
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if validate_entity(player) then
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if validate_entity(target) then
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local locate = get_owner_car_surface(cars, player, target)
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if locate then
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local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
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if p then
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target.teleport(p, car.entity.surface)
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else
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target.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
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end
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target.print('You were kicked out of ' .. player.name .. ' vehicle.', Color.warning)
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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 restore_surface(player, entity)
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local ce = entity
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local saved_surfaces = IC.get('saved_surfaces')
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local cars = IC.get('cars')
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local doors = IC.get('doors')
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local renders = IC.get('renders')
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local surfaces = IC.get('surfaces')
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local index = saved_surfaces[player.index]
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if not index then
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return
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end
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if saved_surfaces[player.index] then
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local success, msg = get_saved_entity(ce, index)
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if not success then
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player.print(msg, Color.warning)
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return true
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end
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replace_entity(cars, ce, index)
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replace_doors(doors, ce, index)
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replace_surface(surfaces, ce, index)
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replace_surface_entity(cars, ce, index)
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saved_surfaces[player.index] = nil
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render_owner_text(renders, player, ce)
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return true
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end
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return false
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end
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local function input_filtered(car_inv, chest, chest_inv, free_slots)
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local request_stacks = {}
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local prototypes = game.item_prototypes
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for slot_index = 1, 30, 1 do
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local stack = chest.get_request_slot(slot_index)
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if stack then
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request_stacks[stack.name] = 10 * prototypes[stack.name].stack_size
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end
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end
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for i = 1, #car_inv - 1, 1 do
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if free_slots <= 0 then
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return
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end
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local stack = car_inv[i]
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if stack.valid_for_read then
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local request_stack = request_stacks[stack.name]
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if request_stack and request_stack > chest_inv.get_item_count(stack.name) then
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chest_inv.insert(stack)
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stack.clear()
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free_slots = free_slots - 1
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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 input_cargo(car, chest)
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if not chest.request_from_buffers then
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goto continue
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end
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local car_entity = car.entity
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if not validate_entity(car_entity) then
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car.transfer_entities = nil
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goto continue
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end
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local car_inventory = car_entity.get_inventory(defines.inventory.car_trunk)
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if car_inventory.is_empty() then
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goto continue
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end
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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local free_slots = 0
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for i = 1, chest_inventory.get_bar() - 1, 1 do
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if not chest_inventory[i].valid_for_read then
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free_slots = free_slots + 1
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end
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end
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if chest.get_request_slot(1) then
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input_filtered(car_inventory, chest, chest_inventory, free_slots)
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goto continue
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end
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for i = 1, #car_inventory - 1, 1 do
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if free_slots <= 0 then
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goto continue
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end
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if car_inventory[i].valid_for_read then
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chest_inventory.insert(car_inventory[i])
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car_inventory[i].clear()
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free_slots = free_slots - 1
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end
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end
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::continue::
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end
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local function output_cargo(car, passive_chest)
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if not validate_entity(car.entity) then
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goto continue
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end
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if not passive_chest.valid then
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goto continue
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end
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local chest1 = passive_chest.get_inventory(defines.inventory.chest)
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local chest2 = car.entity.get_inventory(defines.inventory.car_trunk)
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for i = 1, #chest1 do
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local t = chest1[i]
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if t and t.valid then
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local c = chest2.insert(t)
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if (c > 0) then
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chest1[i].count = chest1[i].count - c
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end
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end
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end
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::continue::
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end
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local transfer_functions = {
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['logistic-chest-requester'] = input_cargo,
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['logistic-chest-passive-provider'] = output_cargo
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}
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|
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local function construct_doors(car)
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local area = car.area
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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|
if not surface or not surface.valid then
|
|
return
|
|
end
|
|
|
|
local doors = IC.get('doors')
|
|
|
|
for _, x in pairs({area.left_top.x - 1.5, area.right_bottom.x + 1.5}) do
|
|
local p = {x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
|
|
if p.x < 0 then
|
|
surface.set_tiles({{name = main_tile_name, position = {x = p.x + 0.5, y = p.y}}}, true)
|
|
else
|
|
surface.set_tiles({{name = main_tile_name, position = {x = p.x - 1, y = p.y}}}, true)
|
|
end
|
|
local e =
|
|
surface.create_entity(
|
|
{
|
|
name = 'car',
|
|
position = {x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)},
|
|
force = 'neutral',
|
|
create_build_effect_smoke = false
|
|
}
|
|
)
|
|
e.destructible = false
|
|
e.minable = false
|
|
e.operable = false
|
|
e.get_inventory(defines.inventory.fuel).insert({name = 'coal', count = 1})
|
|
if type(car.entity) == 'boolean' then
|
|
return
|
|
end
|
|
doors[e.unit_number] = car.entity.unit_number
|
|
car.doors[#car.doors + 1] = e
|
|
end
|
|
end
|
|
|
|
local function get_player_data(player)
|
|
local players = IC.get('players')
|
|
local player_data = players[player.index]
|
|
if players[player.index] then
|
|
return player_data
|
|
end
|
|
local fallback = WPT.get('active_surface_index')
|
|
if not fallback then
|
|
fallback = 1
|
|
end
|
|
|
|
players[player.index] = {
|
|
surface = 1,
|
|
fallback_surface = tonumber(fallback),
|
|
notified = false
|
|
}
|
|
return players[player.index]
|
|
end
|
|
|
|
local remove_car =
|
|
Token.register(
|
|
function(data)
|
|
local player = data.player
|
|
local car = data.car
|
|
player.remove_item({name = car.name, count = 1})
|
|
end
|
|
)
|
|
|
|
local find_remove_car =
|
|
Token.register(
|
|
function(data)
|
|
local index = data.index
|
|
local types = data.types
|
|
local position = data.position
|
|
|
|
local surface = game.get_surface(index)
|
|
if not surface or not surface.valid then
|
|
return
|
|
end
|
|
|
|
for _, dropped_ent in pairs(surface.find_entities_filtered {type = 'item-entity', area = {{position.x - 10, position.y - 10}, {position.x + 10, position.y + 10}}}) do
|
|
if dropped_ent and dropped_ent.valid and dropped_ent.stack then
|
|
if types[dropped_ent.stack.name] then
|
|
dropped_ent.destroy()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
)
|
|
|
|
function Public.save_car(event)
|
|
local entity = event.entity
|
|
local player = game.players[event.player_index]
|
|
|
|
local cars = IC.get('cars')
|
|
local car = cars[entity.unit_number]
|
|
local restore_on_theft = IC.get('restore_on_theft')
|
|
local entity_type = IC.get('entity_type')
|
|
local types = entity_type
|
|
local players = IC.get('players')
|
|
|
|
if not car then
|
|
log_err('Car was not valid.')
|
|
return
|
|
end
|
|
|
|
local position = entity.position
|
|
local health = entity.health
|
|
|
|
kick_players_out_of_vehicles(car)
|
|
kick_players_from_surface(car)
|
|
get_player_data(player)
|
|
|
|
if car.owner == player.index then
|
|
save_surface(entity, player)
|
|
if not players[player.index].notified then
|
|
player.print(player.name .. ', the ' .. car.name .. ' surface has been saved.', Color.success)
|
|
players[player.index].notified = true
|
|
end
|
|
else
|
|
local p = game.players[car.owner]
|
|
if not p then
|
|
return
|
|
end
|
|
|
|
local find_remove_car_args = {
|
|
index = p.surface.index,
|
|
types = types,
|
|
position = p.position
|
|
}
|
|
|
|
Task.set_timeout_in_ticks(1, find_remove_car, find_remove_car_args)
|
|
Task.set_timeout_in_ticks(2, find_remove_car, find_remove_car_args)
|
|
Task.set_timeout_in_ticks(3, find_remove_car, find_remove_car_args)
|
|
|
|
log_err('Owner of this vehicle is: ' .. p.name)
|
|
save_surface(entity, p)
|
|
Utils.action_warning('[Car]', player.name .. ' has looted ' .. p.name .. '´s car.')
|
|
player.print('This car was not yours to keep.', Color.warning)
|
|
local params = {
|
|
player = player,
|
|
car = car
|
|
}
|
|
Task.set_timeout_in_ticks(10, remove_car, params)
|
|
if restore_on_theft then
|
|
local e = player.surface.create_entity({name = car.name, position = position, force = player.force, create_build_effect_smoke = false})
|
|
e.health = health
|
|
restore_surface(p, e)
|
|
elseif p.can_insert({name = car.name, count = 1}) then
|
|
p.insert({name = car.name, count = 1, health = health})
|
|
p.print('Your car was stolen from you - the gods foresaw this and granted you a new one.', Color.info)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.kill_car(entity)
|
|
if not validate_entity(entity) then
|
|
return
|
|
end
|
|
|
|
local entity_type = IC.get('entity_type')
|
|
|
|
if not entity_type[entity.type] then
|
|
return
|
|
end
|
|
|
|
local surfaces = IC.get('surfaces')
|
|
local cars = IC.get('cars')
|
|
local car = cars[entity.unit_number]
|
|
if not car then
|
|
return
|
|
end
|
|
|
|
local trust_system = IC.get('trust_system')
|
|
local owner = car.owner
|
|
|
|
if owner then
|
|
owner = game.get_player(owner)
|
|
if owner and owner.valid then
|
|
if trust_system[owner.index] then
|
|
trust_system[owner.index] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
local surface_index = car.surface
|
|
local surface = game.surfaces[surface_index]
|
|
kick_players_out_of_vehicles(car)
|
|
kill_doors(car)
|
|
kick_players_from_surface(car)
|
|
for _, tile in pairs(surface.find_tiles_filtered({area = car.area})) do
|
|
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
|
|
end
|
|
for _, x in pairs({car.area.left_top.x - 1.5, car.area.right_bottom.x + 1.5}) do
|
|
local p = {x = x, y = car.area.left_top.y + ((car.area.right_bottom.y - car.area.left_top.y) * 0.5)}
|
|
surface.set_tiles({{name = 'out-of-map', position = {x = p.x + 0.5, y = p.y}}}, true)
|
|
surface.set_tiles({{name = 'out-of-map', position = {x = p.x - 1, y = p.y}}}, true)
|
|
end
|
|
car.entity.force.chart(surface, car.area)
|
|
game.delete_surface(surface)
|
|
surfaces[entity.unit_number] = nil
|
|
cars[entity.unit_number] = nil
|
|
end
|
|
|
|
function Public.validate_owner(player, entity)
|
|
if validate_entity(entity) then
|
|
local cars = IC.get('cars')
|
|
local unit_number = entity.unit_number
|
|
local car = cars[unit_number]
|
|
if not car then
|
|
return
|
|
end
|
|
if validate_entity(car.entity) then
|
|
local p = game.players[car.owner]
|
|
local list = get_trusted_system(p)
|
|
if p and p.valid and p.connected then
|
|
if list.players[player.name] then
|
|
return
|
|
end
|
|
end
|
|
if p then
|
|
if car.owner ~= player.index and player.driving then
|
|
player.driving = false
|
|
if not player.admin then
|
|
return Utils.print_to(nil, '[Car] ' .. player.name .. ' tried to drive ' .. p.name .. '´s car.')
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
return false
|
|
end
|
|
|
|
function Public.create_room_surface(unit_number)
|
|
if game.surfaces[tostring(unit_number)] then
|
|
return game.surfaces[tostring(unit_number)]
|
|
end
|
|
|
|
local map_gen_settings = {
|
|
['width'] = 2,
|
|
['height'] = 2,
|
|
['water'] = 0,
|
|
['starting_area'] = 1,
|
|
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
|
|
['default_enable_all_autoplace_controls'] = true,
|
|
['autoplace_settings'] = {
|
|
['entity'] = {treat_missing_as_default = false},
|
|
['tile'] = {treat_missing_as_default = true},
|
|
['decorative'] = {treat_missing_as_default = false}
|
|
}
|
|
}
|
|
local surface = game.create_surface(tostring(unit_number), map_gen_settings)
|
|
surface.freeze_daytime = true
|
|
surface.daytime = 0.1
|
|
surface.request_to_generate_chunks({16, 16}, 1)
|
|
surface.force_generate_chunk_requests()
|
|
for _, tile in pairs(surface.find_tiles_filtered({area = {{-2, -2}, {2, 2}}})) do
|
|
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
|
|
end
|
|
local surfaces = IC.get('surfaces')
|
|
surfaces[unit_number] = surface.index
|
|
return surface.index
|
|
end
|
|
|
|
function Public.create_car_room(car)
|
|
local surface_index = car.surface
|
|
local surface = game.surfaces[surface_index]
|
|
local car_areas = IC.get('car_areas')
|
|
local entity_name = car.name
|
|
local entity_type = car.type
|
|
local area = car_areas[entity_name]
|
|
local tiles = {}
|
|
|
|
if not area then
|
|
area = car_areas[entity_type]
|
|
end
|
|
|
|
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
|
|
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
|
|
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
|
|
end
|
|
end
|
|
for x = -3, 2, 1 do
|
|
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
|
|
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
|
|
end
|
|
end
|
|
|
|
local fishes = {}
|
|
|
|
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
|
|
for y = -0, 1, 1 do
|
|
tiles[#tiles + 1] = {name = 'water', position = {x, y}}
|
|
fishes[#fishes + 1] = {name = 'fish', position = {x, y}}
|
|
end
|
|
end
|
|
|
|
surface.set_tiles(tiles, true)
|
|
for _, fish in pairs(fishes) do
|
|
surface.create_entity(fish)
|
|
end
|
|
|
|
construct_doors(car)
|
|
local mgs = surface.map_gen_settings
|
|
mgs.width = area.right_bottom.x * 2
|
|
mgs.height = area.right_bottom.y * 2
|
|
surface.map_gen_settings = mgs
|
|
|
|
local lx, ly, rx, ry = 4, 1, 5, 1
|
|
|
|
local position1 = {area.left_top.x + lx, area.left_top.y + ly}
|
|
local position2 = {area.right_bottom.x - rx, area.left_top.y + ry}
|
|
|
|
local e1 =
|
|
surface.create_entity(
|
|
{
|
|
name = 'logistic-chest-requester',
|
|
position = position1,
|
|
force = 'neutral',
|
|
create_build_effect_smoke = false
|
|
}
|
|
)
|
|
e1.destructible = false
|
|
e1.minable = false
|
|
|
|
local e2 =
|
|
surface.create_entity(
|
|
{
|
|
name = 'logistic-chest-passive-provider',
|
|
position = position2,
|
|
force = 'neutral',
|
|
create_build_effect_smoke = false
|
|
}
|
|
)
|
|
e2.destructible = false
|
|
e2.minable = false
|
|
car.transfer_entities = {e1, e2}
|
|
return
|
|
end
|
|
|
|
function Public.create_car(event)
|
|
local ce = event.created_entity
|
|
|
|
local player = game.get_player(event.player_index)
|
|
|
|
local allowed_surface = IC.get('allowed_surface')
|
|
local map_name = allowed_surface
|
|
|
|
local entity_type = IC.get('entity_type')
|
|
local un = ce.unit_number
|
|
|
|
if not un then
|
|
return
|
|
end
|
|
|
|
if not entity_type[ce.type] then
|
|
return
|
|
end
|
|
|
|
local renders = IC.get('renders')
|
|
|
|
local name, mined = get_player_entity(player)
|
|
|
|
if entity_type[name] and not mined then
|
|
return player.print('Multiple vehicles are not supported at the moment.', Color.warning)
|
|
end
|
|
|
|
if string.sub(ce.surface.name, 0, #map_name) ~= map_name then
|
|
return player.print('Multi-surface is not supported at the moment.', Color.warning)
|
|
end
|
|
|
|
if
|
|
get_owner_car_name(player) == 'car' and ce.name == 'tank' or get_owner_car_name(player) == 'car' and ce.name == 'spidertron' or
|
|
get_owner_car_name(player) == 'tank' and ce.name == 'spidertron'
|
|
then
|
|
upgrade_surface(player, ce)
|
|
render_owner_text(renders, player, ce)
|
|
player.print('Your car-surface has been upgraded!', Color.success)
|
|
return
|
|
end
|
|
|
|
if type(ce) == 'boolean' then
|
|
return
|
|
end
|
|
|
|
local saved_surface = restore_surface(player, ce)
|
|
if saved_surface then
|
|
return
|
|
end
|
|
|
|
local car_areas = IC.get('car_areas')
|
|
local cars = IC.get('cars')
|
|
local car_area = car_areas[ce.name]
|
|
if not car_area then
|
|
car_area = car_areas[ce.type]
|
|
end
|
|
|
|
cars[un] = {
|
|
entity = ce,
|
|
area = {
|
|
left_top = {x = car_area.left_top.x, y = car_area.left_top.y},
|
|
right_bottom = {x = car_area.right_bottom.x, y = car_area.right_bottom.y}
|
|
},
|
|
doors = {},
|
|
owner = player.index,
|
|
name = ce.name,
|
|
type = ce.type
|
|
}
|
|
|
|
local car = cars[un]
|
|
|
|
car.surface = Public.create_room_surface(un)
|
|
Public.create_car_room(car)
|
|
render_owner_text(renders, player, ce)
|
|
|
|
return car
|
|
end
|
|
|
|
function Public.remove_invalid_cars()
|
|
local cars = IC.get('cars')
|
|
local doors = IC.get('doors')
|
|
local surfaces = IC.get('surfaces')
|
|
for k, car in pairs(cars) do
|
|
if type(car.entity) ~= 'boolean' then
|
|
if not validate_entity(car.entity) then
|
|
cars[k] = nil
|
|
for key, value in pairs(doors) do
|
|
if k == value then
|
|
doors[key] = nil
|
|
end
|
|
end
|
|
kick_players_from_surface(car)
|
|
end
|
|
end
|
|
end
|
|
for k, index in pairs(surfaces) do
|
|
local surface = game.surfaces[index]
|
|
if not cars[tonumber(surface.name)] then
|
|
game.delete_surface(surface)
|
|
surfaces[k] = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.use_door_with_entity(player, door)
|
|
local player_data = get_player_data(player)
|
|
if player_data.state then
|
|
player_data.state = player_data.state - 1
|
|
if player_data.state == 0 then
|
|
player_data.state = nil
|
|
end
|
|
return
|
|
end
|
|
|
|
if not validate_entity(door) then
|
|
return
|
|
end
|
|
local doors = IC.get('doors')
|
|
local cars = IC.get('cars')
|
|
|
|
local car = false
|
|
if doors[door.unit_number] then
|
|
car = cars[doors[door.unit_number]]
|
|
end
|
|
if cars[door.unit_number] then
|
|
car = cars[door.unit_number]
|
|
end
|
|
if not car then
|
|
return
|
|
end
|
|
|
|
if not validate_entity(car.entity) then
|
|
return
|
|
end
|
|
|
|
local owner = game.players[car.owner]
|
|
local list = get_trusted_system(owner)
|
|
if owner and owner.valid and owner.index ~= player.index and player.connected then
|
|
if list.allow_anyone == 'right' then
|
|
if not list.players[player.name] and not player.admin then
|
|
player.driving = false
|
|
return player.print('You have not been approved by ' .. owner.name .. ' to enter their vehicle.', Color.warning)
|
|
end
|
|
end
|
|
end
|
|
|
|
if validate_entity(car.entity) then
|
|
player_data.fallback_surface = car.entity.surface
|
|
player_data.fallback_position = {car.entity.position.x, car.entity.position.y}
|
|
end
|
|
|
|
if validate_entity(car.entity) and car.entity.surface.name == player.surface.name then
|
|
local surface_index = car.surface
|
|
local surface = game.surfaces[surface_index]
|
|
if validate_entity(car.entity) and car.owner == player.index then
|
|
raise_event(
|
|
IC.events.used_car_door,
|
|
{
|
|
player = player,
|
|
state = 'add'
|
|
}
|
|
)
|
|
car.entity.minable = false
|
|
end
|
|
|
|
if not validate_entity(surface) then
|
|
return
|
|
end
|
|
|
|
local area = car.area
|
|
local x_vector = door.position.x - player.position.x
|
|
local position
|
|
if x_vector > 0 then
|
|
position = {area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
|
|
else
|
|
position = {area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
|
|
end
|
|
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
|
|
if p then
|
|
player.teleport(p, surface)
|
|
else
|
|
player.teleport(position, surface)
|
|
end
|
|
player_data.surface = surface.index
|
|
else
|
|
if validate_entity(car.entity) and car.owner == player.index then
|
|
raise_event(
|
|
IC.events.used_car_door,
|
|
{
|
|
player = player,
|
|
state = 'remove'
|
|
}
|
|
)
|
|
car.entity.minable = true
|
|
end
|
|
local surface = car.entity.surface
|
|
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
|
|
local position = {car.entity.position.x + x_vector, car.entity.position.y}
|
|
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
|
|
if car.entity.type == 'car' or car.entity.name == 'spidertron' then
|
|
player.teleport(surface_position, surface)
|
|
player_data.state = 2
|
|
player.driving = true
|
|
else
|
|
player.teleport(surface_position, surface)
|
|
end
|
|
player_data.surface = surface.index
|
|
end
|
|
end
|
|
|
|
function Public.item_transfer()
|
|
local cars = IC.get('cars')
|
|
for _, car in pairs(cars) do
|
|
if validate_entity(car.entity) then
|
|
if car.transfer_entities then
|
|
for k, e in pairs(car.transfer_entities) do
|
|
if validate_entity(e) then
|
|
transfer_functions[e.name](car, e)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.on_player_died(player)
|
|
local cars = IC.get('cars')
|
|
for k, car in pairs(cars) do
|
|
if car.owner == player.index then
|
|
local entity = car.entity
|
|
if entity and entity.valid then
|
|
entity.minable = false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Public.on_player_respawned(player)
|
|
local cars = IC.get('cars')
|
|
for k, car in pairs(cars) do
|
|
if car.owner == player.index then
|
|
local entity = car.entity
|
|
if entity and entity.valid then
|
|
entity.minable = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
Public.kick_player_from_surface = kick_player_from_surface
|
|
Public.get_player_surface = get_player_surface
|
|
Public.get_entity_from_player_surface = get_entity_from_player_surface
|
|
Public.get_owner_car_object = get_owner_car_object
|
|
Public.render_owner_text = render_owner_text
|
|
|
|
return Public
|