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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/chronosphere/main.lua
2024-01-28 20:42:28 +01:00

312 lines
13 KiB
Lua

-- chronosphere, or also called chronotrain --
require 'modules.biter_noms_you'
require 'modules.biters_yield_coins'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.turret_filler'
local Server = require 'utils.server'
local Comfylatron = require 'maps.chronosphere.comfylatron'
local Ai = require 'maps.chronosphere.ai'
local Balance = require 'maps.chronosphere.balance'
local Difficulty = require 'modules.difficulty_vote'
local Event = require 'utils.event'
local Event_functions = require 'maps.chronosphere.event_functions'
local Factories = require 'maps.chronosphere.production'
local Gui = require 'maps.chronosphere.gui'
local Chrono = require 'maps.chronosphere.chrono'
local Chrono_table = require 'maps.chronosphere.table'
local Locomotive = require 'maps.chronosphere.locomotive'
local Map = require 'modules.map_info'
local Minimap = require 'maps.chronosphere.minimap'
local On_Event = require 'maps.chronosphere.on_event'
local Reset = require 'utils.functions.soft_reset'
local Tick_functions = require 'maps.chronosphere.tick_functions'
local Upgrades = require 'maps.chronosphere.upgrades'
local Worlds = require 'maps.chronosphere.world_list'
require 'maps.chronosphere.config_tab'
require 'maps.chronosphere.commands'
local function generate_overworld(surface, optworld)
Worlds.determine_world(optworld)
Chrono.message_on_arrival()
Chrono.setup_world(surface)
end
local function reset_map()
local objective = Chrono_table.get_table()
if objective.restart_hard then
game.print({'chronosphere.cmd_server_restarting'}, {r = 255, g = 255, b = 0})
Server.start_scenario('Chronosphere')
return
end
Chrono.reset_surfaces()
Worlds.determine_world(nil)
local world = objective.world
if not objective.active_surface_index then
objective.active_surface_index = game.create_surface('chronosphere', Chrono.get_map_gen_settings()).index
else
game.forces.player.set_spawn_position({12, 10}, game.surfaces[objective.active_surface_index])
objective.active_surface_index = Reset.soft_reset_map(game.surfaces[objective.active_surface_index], Chrono.get_map_gen_settings(), Balance.starting_items).index
end
local surface = game.surfaces[objective.active_surface_index]
generate_overworld(surface, world)
Chrono.restart_settings()
Chrono.reset_chests()
for _, player in pairs(game.players) do
Minimap.minimap(player, true)
end
game.forces.player.set_spawn_position({12, 10}, surface)
Locomotive.locomotive_spawn(surface, {x = 16, y = 10}, Chrono.get_wagons(true))
Event_functions.render_train_hp()
game.reset_time_played()
Locomotive.create_wagon_room()
Event_functions.mining_buffs(nil)
if objective.game_won then
game.print({'chronosphere.message_game_won_restart'}, {r = 0.98, g = 0.66, b = 0.22})
end
Minimap.update_surface()
objective.game_lost = false
objective.game_won = false
-- game.permissions.get_group("Default").set_allows_action(defines.input_action.grab_blueprint_record, false)
-- game.permissions.get_group("Default").set_allows_action(defines.input_action.import_blueprint_string, false)
-- game.permissions.get_group("Default").set_allows_action(defines.input_action.import_blueprint, false)
--game.permissions.get_group("Default").set_allows_action(defines.input_action.set_linked_container_link_i_d, false)
end
local function chronojump(choice)
local objective = Chrono_table.get_table()
local scheduletable = Chrono_table.get_schedule_table()
if objective.chronojumps == 0 then
Difficulty.set_poll_closing_timeout(game.tick)
end
if objective.game_lost then
goto continue
end
if type(choice) == 'table' then
choice = choice[1]
end
if objective.chronojumps <= 24 then
Locomotive.award_coins(Balance.coin_reward_per_second_jumped_early(objective.chronochargesneeded / objective.passive_chronocharge_rate + 180 - objective.passivetimer, Difficulty.get().difficulty_vote_value))
end
Chrono.process_jump()
Factories.jump_procedure()
local oldsurface = game.surfaces[objective.active_surface_index]
for _, player in pairs(game.players) do
if player.surface == oldsurface then
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
local wagons = {objective.locomotive_cargo[1], objective.locomotive_cargo[2], objective.locomotive_cargo[3]}
Locomotive.enter_cargo_wagon(player, wagons[math.random(1, 3)])
end
end
scheduletable.lab_cells = {}
objective.active_surface_index = game.create_surface('chronosphere' .. objective.chronojumps, Chrono.get_map_gen_settings()).index
local surface = game.surfaces[objective.active_surface_index]
generate_overworld(surface, choice)
game.forces.player.set_spawn_position({12, 10}, surface)
Locomotive.locomotive_spawn(surface, {x = 16, y = 10}, Chrono.get_wagons(false))
Event_functions.render_train_hp()
Reset.change_entities_to_neutral(oldsurface, 'player', true)
Reset.add_schedule_to_delete_surface(oldsurface)
Chrono.post_jump()
Event_functions.flamer_nerfs()
Minimap.update_surface()
Tick_functions.train_pollution('postjump')
::continue::
end
local function drain_accumulators()
local objective = Chrono_table.get_table()
if objective.passivetimer < 10 then
return
end
if objective.warmup then
return
end
if not objective.chronocharges then
return
end
if objective.chronocharges >= objective.chronochargesneeded then
return
end
if not objective.accumulators then
return
end
if (objective.world.id == 2 and objective.world.variant.id == 2) or objective.world.id == 7 then
return
end
local acus = objective.accumulators
if #acus < 1 then
return
end
for i = 1, #acus, 1 do
if not acus[i].valid or not objective.locomotive.valid then
return
end
local energy = acus[i].energy
if energy > 1010000 and objective.chronocharges < objective.chronochargesneeded then
acus[i].energy = acus[i].energy - 1000000
objective.chronocharges = objective.chronocharges + 1
if objective.locomotive ~= nil and objective.locomotive.valid then
Tick_functions.train_pollution('accumulators')
if objective.chronocharges >= objective.chronochargesneeded then
Event_functions.check_if_overstayed()
Event_functions.initiate_jump_countdown()
return
end
end
end
end
end
local function do_tick()
local objective = Chrono_table.get_table()
local tick = game.tick
Ai.Tick_actions(tick)
if objective.passivetimer < 160 then
Tick_functions.request_chunks()
end
if tick % 30 == 20 then
Tick_functions.laser_defense()
end
if tick % 20 == 0 and objective.world.id == 8 then
Tick_functions.spawn_poison()
end
if tick % 60 == 0 then
objective.passivetimer = objective.passivetimer + 1
if objective.giftmas_enabled then
Tick_functions.giftmas_lights()
end
if objective.world.id ~= 7 then
Tick_functions.update_charges()
drain_accumulators()
end
Factories.produce_assemblers()
Tick_functions.dangertimer()
Tick_functions.realtime_events()
if objective.jump_countdown_start_time == -1 then
if objective.chronocharges >= objective.chronochargesneeded then
Event_functions.check_if_overstayed()
Event_functions.initiate_jump_countdown()
end
Tick_functions.train_pollution('passive')
else
if objective.passivetimer == objective.jump_countdown_start_time + 180 then
chronojump(nil)
else
Tick_functions.train_pollution('countdown')
end
end
script.raise_event(Chrono_table.events['update_world_gui'], {})
if tick % 120 == 0 then
Tick_functions.move_items()
Tick_functions.output_items()
if tick % 360 == 0 then
Tick_functions.chart_wagons()
end
if tick % 600 == 0 then
Tick_functions.ramp_evolution()
Factories.check_activity()
Upgrades.check_upgrades()
Tick_functions.transfer_pollution()
if objective.poisontimeout > 0 then
objective.poisontimeout = objective.poisontimeout - 1
end
if tick % 1800 == 0 then
Locomotive.set_player_spawn_and_refill_fish()
Event_functions.set_objective_health(Tick_functions.repair_train())
if objective.config.offline_loot then
Tick_functions.offline_players()
end
Tick_functions.giftmas_spawn()
end
if tick % 1800 == 900 and objective.jump_countdown_start_time ~= -1 then
Ai.perform_main_attack()
end
if objective.game_reset_tick then
if objective.game_reset_tick < tick then
objective.game_reset_tick = nil
if objective.game_won then
Tick_functions.message_game_won()
end
reset_map()
end
return
end
Locomotive.fish_tag()
end
end
end
for _, player in pairs(game.connected_players) do
Gui.update_gui(player)
end
end
local function on_init()
local objective = Chrono_table.get_table()
local T = Map.Pop_info()
T.localised_category = 'chronosphere'
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
objective.game_lost = true
objective.game_won = false
objective.offline_players = {}
objective.config.offline_loot = true
objective.config.jumpfailure = true
objective.config.overstay_penalty = true
objective.config.lock_difficulties = true
objective.config.lock_hard_difficulties = true
Chrono.set_difficulty_settings()
game.create_force('scrapyard')
local mgs = game.surfaces['nauvis'].map_gen_settings
mgs.width = 16
mgs.height = 16
game.surfaces['nauvis'].map_gen_settings = mgs
game.surfaces['nauvis'].clear()
reset_map()
end
local function on_player_driving_changed_state(event)
local player = game.players[event.player_index]
local vehicle = event.entity
Locomotive.enter_cargo_wagon(player, vehicle)
Minimap.minimap(player, true)
end
Event.on_init(on_init)
Event.on_nth_tick(10, do_tick)
Event.add(defines.events.on_entity_damaged, On_Event.on_entity_damaged)
Event.add(defines.events.on_entity_died, On_Event.on_entity_died)
Event.add(defines.events.on_player_joined_game, On_Event.on_player_joined_game)
Event.add(defines.events.on_pre_player_left_game, On_Event.on_pre_player_left_game)
Event.add(defines.events.on_pre_player_mined_item, On_Event.pre_player_mined_item)
Event.add(defines.events.on_player_mined_entity, On_Event.on_player_mined_entity)
Event.add(defines.events.on_research_finished, On_Event.on_research_finished)
Event.add(defines.events.on_built_entity, On_Event.on_built_entity)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
Event.add(defines.events.on_player_changed_position, On_Event.on_player_changed_position)
Event.add(defines.events.on_technology_effects_reset, Event_functions.on_technology_effects_reset)
Event.add(defines.events.on_gui_click, Gui.on_gui_click)
Event.add(defines.events.on_pre_player_died, On_Event.on_pre_player_died)
Event.add(defines.events.script_raised_revive, On_Event.script_raised_revive)
Event.add(defines.events.on_player_changed_surface, On_Event.on_player_changed_surface)
Event.add(Chrono_table.events['comfylatron_damaged'], Comfylatron.comfylatron_damaged)
Event.add(Chrono_table.events['update_gui'], Gui.update_all_player_gui)
Event.add(Chrono_table.events['update_upgrades_gui'], Gui.update_all_player_upgrades_gui)
Event.add(Chrono_table.events['update_world_gui'], Gui.update_all_player_world_gui)
Event.add(Chrono_table.events['reset_map'], reset_map)
Event.add(Chrono_table.events['chronojump'], chronojump)