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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-05 13:15:03 +02:00
Gerkiz 690c1b6e48 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-09-24 19:37:11 +02:00

516 lines
18 KiB
Lua

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