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https://github.com/ComfyFactory/ComfyFactorio.git
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0e8c2dc760
these were all what I could find.
240 lines
11 KiB
Lua
240 lines
11 KiB
Lua
local event = require 'utils.event'
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local key_item = "computer"
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local blacklisted_tiles = {"out-of-map", "water", "deepwater", "water-green", "lab-white", "lab-dark-1"}
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local teleporter_names = {"Stuedrik", "Wrirrirb", "Cekoht", "Deokels", "Gnaecl", "Yffolf", "Xuohsywae", "Flublodoe", "Dicyhnea", "Ruovyk", "Truecuhz", "Vaux'ers", "Gyttux", "Flys", "Qlammed", "Gynneo", "Xraeqoeht", "Phuashlk", "Cuahnennu", "Kneizigh", "Zruex'iz", "Stux'ar", "Zrihq", "Opsyms", "Ogigh", "Nek'oke", "Knoebhybeo", "Kluetryrceo", "Chahz", "Xralarb", "Wrib", "Breipuhz", "Nueglahloe", "Wuammea", "Iblameo", "Wuansyrfua", "Flohlilue", "Vev'unnae", "Deivrym", "Atahz", "Zrux'ysk", "Kyq'yks", "Gnyf'ilm", "Knaegnom", "Gnaelphiss", "Kmaek'irba", "Zruffira", "Kicremme", "Tuot'az", "Ouprard", "Tyv'im", "Get'yks", "Essyh", "Vliln", "Glucutha", "Teoblux", "Feohshowtha", "Dedrapt", "Isom", "Xoxxywth", "Qrokmeg", "Uzzuhz", "Achumea", "Caelhume", "Diewylfi", "Deak'yrbie", "Bepsilp", "Uogeptue", "Gouq'oht", "Strauyb", "Evvyks", "Riux", "Ielfahs", "Myls", "Dael'eth", "Tluymnyrbu", "Qluephaulpie", "Bruetheltua"}
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local charged_accumulators_required = 8
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function get_power_status(teleporter_index, drain_power)
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local surface = game.surfaces[global.teleporters[teleporter_index].surface]
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local a = {
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left_top = {x = global.teleporters[teleporter_index].position.x - 5, y = global.teleporters[teleporter_index].position.y - 5},
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right_bottom = {x = global.teleporters[teleporter_index].position.x + 6, y = global.teleporters[teleporter_index].position.y + 6}
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}
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local power_cells = surface.find_entities_filtered({area = a, name = "accumulator"})
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if not power_cells[1] then return "No energy source found - Operation not possible" end
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if #power_cells < charged_accumulators_required then return "Low Energy - More energy sources needed" end
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local charged_cells = {}
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for _, cell in pairs(power_cells) do
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if cell.energy >= 5000000 then table.insert(charged_cells, cell) end
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if #charged_cells == charged_accumulators_required then break end
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end
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if #charged_cells < charged_accumulators_required then return "Low Energy - Not enough accumulator charge" end
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if drain_power == true then
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for _, cell in pairs(charged_cells) do
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cell.energy = 0
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end
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end
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return true
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end
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local function gui_spawn_new_teleporter(player)
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if player.gui.left["spawn_new_teleporter_button"] then player.gui.left["spawn_new_teleporter_button"].destroy() end
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local b = player.gui.left.add({ type = "button", name = "spawn_new_teleporter_button", caption = "Deploy Teleporter"})
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b.style.minimal_height = 38
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b.style.minimal_width = 38
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b.style.top_padding = 6
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b.style.left_padding = 12
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b.style.right_padding = 12
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b.style.bottom_padding = 6
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b.style.font = "default-listbox"
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b.style.font_color = {r = 0.35, g = 0.5, b = 1}
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end
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local function gui_teleporter(player, visited_teleporter_index)
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if player.gui.left["gui_teleporter"] then player.gui.left["gui_teleporter"].destroy() end
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local frame = player.gui.left.add({ type = "frame", name = "gui_teleporter", direction = "vertical"})
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local t = frame.add({type = "table", column_count = 2, name = "teleporter_heading"})
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local l = t.add({type = "label", caption = "<Teleporter> "})
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l.style.font_color = {r = 0.35, g = 0.5, b = 1}
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l.style.font = "heading-1"
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local l = t.add({type = "label", caption = global.teleporters[visited_teleporter_index].name, name = visited_teleporter_index})
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l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
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l.style.font = "default-bold"
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l.style.top_padding = 4
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local frame2 = frame.add({ type = "frame", direction = "vertical"})
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frame2.style.maximal_height = 400
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frame2.style.top_padding = 8
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frame2.style.font = "default-bold"
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frame2.style.font_color = {r = 0.88, g = 0.22, b = 0.22}
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if #global.teleporters < 2 then
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frame2.caption = "No connected teleporters found."
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frame2.style.top_padding = 14
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frame2.style.bottom_padding = 0
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return
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end
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local power_status = get_power_status(visited_teleporter_index)
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if power_status ~= true then
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frame2.caption = power_status
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frame2.style.top_padding = 14
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frame2.style.bottom_padding = 0
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return
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end
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local scroll_pane = frame2.add({ type = "scroll-pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"})
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for x = #global.teleporters, 1, -1 do
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local surface = game.surfaces[global.teleporters[x].surface]
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local tile = surface.get_tile(global.teleporters[x].position)
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if x ~= visited_teleporter_index and tile.name == "lab-white" then
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local t = scroll_pane.add({ type = "table", column_count = 2})
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local b = t.add({type = "button", caption = "> " .. global.teleporters[x].name .. " <", name = "teleporter_" .. x})
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b.style.minimal_width = 250
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b.style.font_color = {r = 0.35, g = 0.5, b = 1}
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b.style.font = "default-listbox"
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b.style.top_padding = 7
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b.style.bottom_padding = 7
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local tt = t.add({ type = "table", column_count = 2})
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local l = tt.add({type = "label", caption = global.teleporters[x].surface .. ": "})
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l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
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l.style.font = "default-bold"
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l.style.minimal_width = 65
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l.style.top_padding = 0
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l.style.bottom_padding = 0
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l.style.left_padding = 8
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local l = tt.add({type = "label", caption = "X: " .. tostring(global.teleporters[x].position.x) .. " Y: " .. tostring(global.teleporters[x].position.y)})
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l.style.font = "default"
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l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
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l.style.minimal_width = 100
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l.style.top_padding = 0
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l.style.bottom_padding = 0
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local l = tt.add({type = "label", caption = "Distance: "})
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l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
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l.style.font = "default-bold"
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l.style.minimal_width = 65
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l.style.top_padding = 0
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l.style.bottom_padding = 0
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l.style.left_padding = 8
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local l = tt.add({type = "label", caption = tostring(math.ceil(math.sqrt((global.teleporters[x].position.x - player.position.x)^2 + (global.teleporters[x].position.y - player.position.y)^2), 0)) .. " Units"})
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l.style.font = "default"
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l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
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l.style.minimal_width = 100
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l.style.top_padding = 0
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l.style.bottom_padding = 0
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if #global.teleporters > 2 and x ~= 1 then
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local l = scroll_pane.add({ type = "label", caption = "-----------------------------------------------------------------"})
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l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
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l.style.font = "default"
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l.style.top_padding = 0
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l.style.bottom_padding = 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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local function spawn_teleporter(player)
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if not global.teleporters then global.teleporters = {} end
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local surface = player.surface
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local pos = {x = math.floor(player.position.x, 0), y = math.floor(player.position.y, 0)}
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local a = {
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left_top = {x = pos.x - 3, y = pos.y - 3},
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right_bottom = {x = pos.x + 3, y = pos.y + 3}
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}
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local c = surface.count_tiles_filtered{area = a, name = blacklisted_tiles, limit = 1}
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if c == 0 then
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local i = player.get_main_inventory()
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local removed_item_count = i.remove({name = key_item, count = 1})
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if removed_item_count ~= 1 then return end
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local str = teleporter_names[math.random(1, #teleporter_names)]
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local str2 = str
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while str == str2 do
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str2 = teleporter_names[math.random(1, #teleporter_names)]
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end
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table.insert(global.teleporters, {position = {x = pos.x, y = pos.y}, name = str .. " " .. str2, surface = surface.name})
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local tiles = {
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{name = "lab-white", position = pos},
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{name = "lab-dark-1", position = {pos.x - 1, pos.y - 1}},
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{name = "lab-dark-1", position = {pos.x, pos.y - 1}},
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{name = "lab-dark-1", position = {pos.x + 1, pos.y - 1}},
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{name = "lab-dark-1", position = {pos.x + 1, pos.y}},
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{name = "lab-dark-1", position = {pos.x + 1, pos.y + 1}},
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{name = "lab-dark-1", position = {pos.x, pos.y + 1}},
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{name = "lab-dark-1", position = {pos.x - 1, pos.y + 1}},
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{name = "lab-dark-1", position = {pos.x - 1, pos.y}},
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}
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surface.set_tiles(tiles, true)
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game.print(player.name .. " has deployed a Teleporter!", {r = 0.35, g = 0.5, b = 1})
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end
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end
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local function check_inventory_for_key_item(player_index)
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local player = game.players[player_index]
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if player.get_item_count(key_item) > 0 then
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gui_spawn_new_teleporter(player)
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else
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if player.gui.left["spawn_new_teleporter_button"] then player.gui.left["spawn_new_teleporter_button"].destroy() end
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end
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end
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local function on_player_changed_position(event)
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if not global.teleporters then return end
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local player = game.players[event.player_index]
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if player.character.driving == true then return end
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--if game.tick % 2 == 1 then return end
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local a = {
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left_top = {x = player.position.x - 1, y = player.position.y - 1},
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right_bottom = {x = player.position.x + 1, y = player.position.y + 1}
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}
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local tile = player.surface.find_tiles_filtered{area = a, name = "lab-white", limit = 1}
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if not tile[1] then
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if player.gui.left["gui_teleporter"] then player.gui.left["gui_teleporter"].destroy() end
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return
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end
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for x, teleporter in pairs(global.teleporters) do
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if teleporter.position.x == tile[1].position.x and teleporter.position.y == tile[1].position.y then
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gui_teleporter(player, x)
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break
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end
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end
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end
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local function on_player_main_inventory_changed(event)
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check_inventory_for_key_item(event.player_index)
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end
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local function on_player_dropped_item(event)
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check_inventory_for_key_item(event.player_index)
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end
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local function on_gui_click(event)
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if not event then return end
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if not event.element then return end
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if not event.element.valid then return end
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local player = game.players[event.element.player_index]
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local name = event.element.name
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if name == "spawn_new_teleporter_button" then spawn_teleporter(player) end
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if string.sub(name, 1, 10) ~= "teleporter" then return end
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local index = tonumber(string.sub(name, 12))
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local visited_teleporter_index = tonumber(player.gui.left["gui_teleporter"]["teleporter_heading"].children[2].name)
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local status = get_power_status(visited_teleporter_index, true)
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if status == true then
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local surface = game.surfaces[global.teleporters[index].surface]
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for _, p in pairs(game.connected_players) do
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p.play_sound{path="utility/armor_insert", volume_modifier=1, position = global.teleporters[visited_teleporter_index].position}
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p.play_sound{path="utility/armor_insert", volume_modifier=1, position = global.teleporters[index].position}
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end
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surface.create_entity({name = "water-splash", position = player.position})
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surface.create_entity({name = "blood-explosion-big", position = player.position})
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local p = surface.find_non_colliding_position("character",global.teleporters[index].position, 2,0.5)
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if p then
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player.teleport(p, global.teleporters[index].surface)
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else
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player.teleport(global.teleporters[index].position, global.teleporters[index].surface)
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end
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end
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end
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event.add(defines.events.on_player_changed_position, on_player_changed_position)
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event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
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event.add(defines.events.on_player_main_inventory_changed, on_player_main_inventory_changed)
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event.add(defines.events.on_gui_click, on_gui_click) |