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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_hatchery/team.lua
2019-11-26 01:31:00 +01:00

102 lines
3.4 KiB
Lua

local Public = {}
local math_random = math.random
Public.starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25}
function Public.set_force_attributes()
game.forces.west.set_friend("spectator", true)
game.forces.east.set_friend("spectator", true)
game.forces.spectator.set_friend("west", true)
game.forces.spectator.set_friend("east", true)
for _, force_name in pairs({"west", "east"}) do
game.forces[force_name].share_chart = true
game.forces[force_name].research_queue_enabled = true
game.forces[force_name].technologies["artillery"].enabled = false
game.forces[force_name].technologies["artillery-shell-range-1"].enabled = false
game.forces[force_name].technologies["artillery-shell-speed-1"].enabled = false
game.forces[force_name].technologies["land-mine"].enabled = false
global.map_forces[force_name].unit_health_boost = 1
global.map_forces[force_name].unit_count = 0
global.map_forces[force_name].units = {}
global.map_forces[force_name].max_unit_count = 768
global.map_forces[force_name].player_count = 0
end
end
function Public.create_forces()
game.create_force("west")
game.create_force("east")
game.create_force("spectator")
end
function Public.assign_random_force_to_active_players()
local player_indexes = {}
for _, player in pairs(game.connected_players) do
if player.force.name ~= "spectator" then player_indexes[#player_indexes + 1] = player.index end
end
if #player_indexes > 1 then table.shuffle_table(player_indexes) end
local a = math_random(0, 1)
for key, player_index in pairs(player_indexes) do
if key % 2 == a then
game.players[player_index].force = game.forces.west
else
game.players[player_index].force = game.forces.east
end
end
end
function Public.assign_force_to_player(player)
player.spectator = false
if math_random(1, 2) == 1 then
if #game.forces.east.connected_players > #game.forces.west.connected_players then
player.force = game.forces.west
else
player.force = game.forces.east
end
else
if #game.forces.east.connected_players < #game.forces.west.connected_players then
player.force = game.forces.east
else
player.force = game.forces.west
end
end
end
function Public.teleport_player_to_active_surface(player)
local surface = game.surfaces[global.active_surface_index]
local position
if player.force.name == "spectator" then
position = player.force.get_spawn_position(surface)
position = {x = (position.x - 160) + math_random(0, 320), y = (position.y - 16) + math_random(0, 32)}
else
position = surface.find_non_colliding_position("character", player.force.get_spawn_position(surface), 48, 1)
if not position then position = player.force.get_spawn_position(surface) end
end
player.teleport(position, surface)
end
function Public.put_player_into_random_team(player)
if player.character then
if player.character.valid then
player.character.destroy()
end
end
player.character = nil
player.set_controller({type=defines.controllers.god})
player.create_character()
for item, amount in pairs(Public.starting_items) do
player.insert({name = item, count = amount})
end
global.map_forces[player.force.name].player_count = global.map_forces[player.force.name].player_count + 1
end
function Public.set_player_to_spectator(player)
if player.character then player.character.die() end
player.force = game.forces.spectator
player.character = nil
player.spectator = true
player.set_controller({type=defines.controllers.spectator})
end
return Public