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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/scrap_towny_ffa/town_center.lua
2022-10-10 14:56:40 +01:00

679 lines
23 KiB
Lua

local Public = {}
local math_random = math.random
local table_insert = table.insert
local math_floor = math.floor
local math_sqrt = math.sqrt
local table_shuffle = table.shuffle_table
local Event = require 'utils.event'
local Server = require 'utils.server'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local Team = require 'maps.scrap_towny_ffa.team'
local Building = require 'maps.scrap_towny_ffa.building'
local Colors = require 'maps.scrap_towny_ffa.colors'
local Enemy = require 'maps.scrap_towny_ffa.enemy'
local Color = require 'utils.color_presets'
local PvPShield = require 'maps.scrap_towny_ffa.pvp_shield'
local Evolution = require 'maps.scrap_towny_ffa.evolution'
local town_radius = 27
local radius_between_towns = 120
local ore_amount = 500 * (200 / 168.5)
local colors = {}
local c1 = 250
local c2 = 210
local c3 = -40
for v = c1, c2, c3 do
table_insert(colors, {0, 0, v})
end
for v = c1, c2, c3 do
table_insert(colors, {0, v, 0})
end
for v = c1, c2, c3 do
table_insert(colors, {v, 0, 0})
end
for v = c1, c2, c3 do
table_insert(colors, {0, v, v})
end
for v = c1, c2, c3 do
table_insert(colors, {v, v, 0})
end
for v = c1, c2, c3 do
table_insert(colors, {v, 0, v})
end
local town_wall_vectors = {}
for x = 2, town_radius, 1 do
table_insert(town_wall_vectors, {x, town_radius})
table_insert(town_wall_vectors, {x * -1, town_radius})
table_insert(town_wall_vectors, {x, town_radius * -1})
table_insert(town_wall_vectors, {x * -1, town_radius * -1})
end
for y = 2, town_radius - 1, 1 do
table_insert(town_wall_vectors, {town_radius, y})
table_insert(town_wall_vectors, {town_radius, y * -1})
table_insert(town_wall_vectors, {town_radius * -1, y})
table_insert(town_wall_vectors, {town_radius * -1, y * -1})
end
local gate_vectors_horizontal = {}
for x = -1, 1, 1 do
table_insert(gate_vectors_horizontal, {x, town_radius})
table_insert(gate_vectors_horizontal, {x, town_radius * -1})
end
local gate_vectors_vertical = {}
for y = -1, 1, 1 do
table_insert(gate_vectors_vertical, {town_radius, y})
table_insert(gate_vectors_vertical, {town_radius * -1, y})
end
local resource_vectors = {}
resource_vectors[1] = {}
for x = 10, 22, 1 do
for y = 10, 22, 1 do
table_insert(resource_vectors[1], {x, y})
end
end
resource_vectors[2] = {}
for _, vector in pairs(resource_vectors[1]) do
table_insert(resource_vectors[2], {vector[1] * -1, vector[2]})
end
resource_vectors[3] = {}
for _, vector in pairs(resource_vectors[1]) do
table_insert(resource_vectors[3], {vector[1] * -1, vector[2] * -1})
end
resource_vectors[4] = {}
for _, vector in pairs(resource_vectors[1]) do
table_insert(resource_vectors[4], {vector[1], vector[2] * -1})
end
local additional_resource_vectors = {}
additional_resource_vectors[1] = {}
for x = 10, 22, 1 do
for y = -4, 4, 1 do
table_insert(additional_resource_vectors[1], {x, y})
end
end
additional_resource_vectors[2] = {}
for _, vector in pairs(additional_resource_vectors[1]) do
table_insert(additional_resource_vectors[2], {vector[1] * -1, vector[2]})
end
additional_resource_vectors[3] = {}
for y = 10, 22, 1 do
for x = -4, 4, 1 do
table_insert(additional_resource_vectors[3], {x, y})
end
end
additional_resource_vectors[4] = {}
for _, vector in pairs(additional_resource_vectors[3]) do
table_insert(additional_resource_vectors[4], {vector[1], vector[2] * -1})
end
--local clear_whitelist_types = {
-- ['character'] = true,
-- ['market'] = true,
-- ['simple-entity'] = true,
-- ['simple-entity-with-owner'] = true,
-- ['container'] = true,
-- ['car'] = true,
-- ['resource'] = true,
-- ['cliff'] = true,
-- ['tree'] = true
--}
local starter_supplies = {
{name = 'raw-fish', count = 20},
{name = 'grenade', count = 5},
{name = 'stone', count = 100},
{name = 'land-mine', count = 4},
{name = 'iron-gear-wheel', count = 16},
{name = 'iron-plate', count = 200},
{name = 'shotgun', count = 1},
{name = 'shotgun-shell', count = 8},
{name = 'firearm-magazine', count = 20},
{name = 'gun-turret', count = 4}
}
local function count_nearby_ore(surface, position, ore_name)
local count = 0
local r = town_radius + 8
for _, e in pairs(surface.find_entities_filtered({area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}, force = 'neutral', name = ore_name})) do
count = count + e.amount
end
return count
end
local function draw_town_spawn(player_name)
local this = ScenarioTable.get_table()
local market = this.town_centers[player_name].market
local position = market.position
local surface = market.surface
--local area = {{position.x - (town_radius + 1), position.y - (town_radius + 1)}, {position.x + (town_radius + 1), position.y + (town_radius + 1)}}
-- remove other than cliffs, rocks and ores and trees
--for _, e in pairs(surface.find_entities_filtered({area = area, force = 'neutral'})) do
-- if not clear_whitelist_types[e.type] then
-- e.destroy()
-- end
--end
-- create walls
for _, vector in pairs(gate_vectors_horizontal) do
local p = {position.x + vector[1], position.y + vector[2]}
--p = surface.find_non_colliding_position("gate", p, 64, 1)
if p then
surface.create_entity({name = 'gate', position = p, force = player_name, direction = 2})
end
end
for _, vector in pairs(gate_vectors_vertical) do
local p = {position.x + vector[1], position.y + vector[2]}
--p = surface.find_non_colliding_position("gate", p, 64, 1)
if p then
surface.create_entity({name = 'gate', position = p, force = player_name, direction = 0})
end
end
for _, vector in pairs(town_wall_vectors) do
local p = {position.x + vector[1], position.y + vector[2]}
--p = surface.find_non_colliding_position("stone-wall", p, 64, 1)
if p then
surface.create_entity({name = 'stone-wall', position = p, force = player_name})
end
end
-- ore patches
local ores = {'iron-ore', 'copper-ore', 'stone', 'coal'}
table_shuffle(ores)
for i = 1, 4, 1 do
if count_nearby_ore(surface, position, ores[i]) < 100000 then
for _, vector in pairs(resource_vectors[i]) do
local p = {position.x + vector[1], position.y + vector[2]}
p = surface.find_non_colliding_position(ores[i], p, 64, 1)
if p then
surface.create_entity({name = ores[i], position = p, amount = ore_amount})
end
end
end
end
-- starter chests
for _, item_stack in pairs(starter_supplies) do
local m1 = -8 + math_random(0, 16)
local m2 = -8 + math_random(0, 16)
local p = {position.x + m1, position.y + m2}
p = surface.find_non_colliding_position('wooden-chest', p, 64, 1)
if p then
local e = surface.create_entity({name = 'iron-chest', position = p, force = player_name})
local inventory = e.get_inventory(defines.inventory.chest)
inventory.insert(item_stack)
end
end
local vector_indexes = {1, 2, 3, 4}
table_shuffle(vector_indexes)
-- trees
--local tree = "tree-0" .. math_random(1, 9)
--for _, vector in pairs(additional_resource_vectors[vector_indexes[1]]) do
-- if math_random(1, 6) == 1 then
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position(tree, p, 64, 1)
-- if p then
-- surface.create_entity({name = tree, position = p})
-- end
-- end
--end
--local area = {{position.x - town_radius * 1.5, position.y - town_radius * 1.5}, {position.x + town_radius * 1.5, position.y + town_radius * 1.5}}
-- pond
for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do
local x = position.x + vector[1]
local y = position.y + vector[2]
local p = {x = x, y = y}
if surface.get_tile(p).name ~= 'out-of-map' then
surface.set_tiles({{name = 'water-shallow', position = p}})
end
end
-- fish
for _, vector in pairs(additional_resource_vectors[vector_indexes[2]]) do
local x = position.x + vector[1] + 0.5
local y = position.y + vector[2] + 0.5
local p = {x = x, y = y}
if math_random(1, 3) == 1 then
if surface.can_place_entity({name = 'fish', position = p}) then
surface.create_entity({name = 'water-splash', position = p})
surface.create_entity({name = 'fish', position = p})
end
end
end
-- uranium ore
--if count_nearby_ore(surface, position, "uranium-ore") < 100000 then
-- for _, vector in pairs(additional_resource_vectors[vector_indexes[3]]) do
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position("uranium-ore", p, 64, 1)
-- if p then
-- surface.create_entity({name = "uranium-ore", position = p, amount = ore_amount * 2})
-- end
-- end
--end
-- oil patches
--local vectors = additional_resource_vectors[vector_indexes[4]]
--for _ = 1, 3, 1 do
-- local vector = vectors[math_random(1, #vectors)]
-- local p = {position.x + vector[1], position.y + vector[2]}
-- p = surface.find_non_colliding_position("crude-oil", p, 64, 1)
-- if p then
-- surface.create_entity({name = "crude-oil", position = p, amount = 500000})
-- end
--end
end
local function is_valid_location(force_name, surface, position)
local this = ScenarioTable.get_table()
if not surface.can_place_entity({name = 'market', position = position}) then
surface.create_entity(
{
name = 'flying-text',
position = position,
text = 'Position is obstructed - no room for market!',
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
return false
end
for _, vector in pairs(town_wall_vectors) do
local p = {x = math_floor(position.x + vector[1]), y = math_floor(position.y + vector[2])}
if Building.in_restricted_zone(surface, p) then
surface.create_entity(
{
name = 'flying-text',
position = position,
text = 'Can not build in restricted zone!',
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
return false
end
end
local town_count = 0
for _ in pairs(this.town_centers) do town_count = town_count + 1 end
if town_count > 48 then
surface.create_entity(
{
name = 'flying-text',
position = position,
text = 'Too many towns on the map!',
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
return false
end
if Building.near_another_town(force_name, position, surface, radius_between_towns) == true then
surface.create_entity(
{
name = 'flying-text',
position = position,
text = 'Town location is too close to others!',
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
return false
end
return true
end
function Public.in_any_town(position)
local this = ScenarioTable.get_table()
local town_centers = this.town_centers
for _, town_center in pairs(town_centers) do
local market = town_center.market
if market ~= nil then
if Building.in_area(position, market.position, town_radius) == true then
return true
end
end
end
return false
end
function Public.update_town_name(force)
local this = ScenarioTable.get_table()
local town_center = this.town_centers[force.name]
rendering.set_text(town_center.town_caption, town_center.town_name)
end
function Public.set_market_health(entity, final_damage_amount)
local this = ScenarioTable.get_table()
local town_center = this.town_centers[entity.force.name]
town_center.health = math_floor(town_center.health - final_damage_amount)
if town_center.health > town_center.max_health then
town_center.health = town_center.max_health
end
local m = town_center.health / town_center.max_health
entity.health = 150 * m
rendering.set_text(town_center.health_text, 'HP: ' .. town_center.health .. ' / ' .. town_center.max_health)
end
function Public.update_coin_balance(force)
local this = ScenarioTable.get_table()
local town_center = this.town_centers[force.name]
rendering.set_text(town_center.coins_text, 'Coins: ' .. town_center.coin_balance)
end
function Public.enemy_players_nearby(town_center, max_radius)
local own_force = town_center.market.force
local town_position = town_center.market.position
for _, player in pairs(game.connected_players) do
if player.surface == town_center.market.surface then
local distance = math_floor(math_sqrt((player.position.x - town_position.x) ^ 2
+ (player.position.y - town_position.y) ^ 2))
if distance < max_radius then
if player.force ~= "enemy" and (own_force ~= player.force and not own_force.get_friend(player.force)) then
return true
end
end
end
end
return false
end
local function update_pvp_shields_display()
local this = ScenarioTable.get_table()
for _, town_center in pairs(this.town_centers) do
local shield = this.pvp_shields[town_center.market.force.name]
local info
if shield then
info = 'PvP Shield: ' .. string.format("%.0f", (PvPShield.remaining_lifetime(shield)) / 60 / 60) .. ' minutes'
else
info = ''
end
rendering.set_text(town_center.shield_text, info)
end
end
local function add_pvp_shield_scaled(position, force, surface)
local evo = Evolution.get_highest_evolution()
local min_size = 60
local max_size = 120
local min_duration = 0.5 * 60 * 60 * 60
local max_duration = 8 * 60 * 60 * 60
local lifetime_ticks = min_duration + evo * (max_duration - min_duration)
local size = min_size + evo * (max_size - min_size)
PvPShield.add_shield(surface, force, position, size, lifetime_ticks, 60 * 60)
update_pvp_shields_display()
force.print("Based on the highest tech on map, your town deploys a PvP shield of "
.. string.format("%.0f", size) .. " tiles"
.. " for " .. string.format("%.0f", lifetime_ticks/60/60) .. " minutes."
.. " Enemy players will not be able to enter the shielded area.")
end
local function found_town(event)
local entity = event.created_entity
-- is a valid entity placed?
if entity == nil or not entity.valid then
return
end
local player = game.players[event.player_index]
-- is player not a character?
local character = player.character
if character == nil then
return
end
-- is it a stone-furnace?
if entity.name ~= 'stone-furnace' then
return
end
-- is player in a town already?
if player.force.index ~= game.forces.player.index and player.force.index ~= game.forces['rogue'].index then
return
end
-- try to place the town
local force_name = tostring(player.name)
local surface = entity.surface
local position = entity.position
entity.destroy()
-- are towns enabled?
local this = ScenarioTable.get_table()
if not this.towns_enabled then
player.print('You must wait for more players to join!', {255, 255, 0})
player.insert({name = 'stone-furnace', count = 1})
return
end
-- is player mayor of town that still exists?
if game.forces[force_name] then
player.insert({name = 'stone-furnace', count = 1})
return
end
-- has player placed a town already?
if Team.has_key(player.index) == false then
player.insert({name = 'stone-furnace', count = 1})
return
end
-- is town placement on cooldown?
if this.cooldowns_town_placement[player.index] then
if game.tick < this.cooldowns_town_placement[player.index] then
surface.create_entity(
{
name = 'flying-text',
position = position,
text = 'Town founding is on cooldown for ' .. math.ceil((this.cooldowns_town_placement[player.index] - game.tick) / 3600) .. ' minutes.',
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
player.insert({name = 'stone-furnace', count = 1})
return
end
end
-- is it a valid location to place a town?
if not is_valid_location(force_name, surface, position) then
player.insert({name = 'stone-furnace', count = 1})
return
end
local force = Team.add_new_force(force_name)
this.town_centers[force_name] = {}
local town_center = this.town_centers[force_name]
town_center.town_name = player.name .. "'s Town"
town_center.market = surface.create_entity({name = 'market', position = position, force = force_name})
town_center.chunk_position = {math.floor(town_center.market.position.x / 32), math.floor(town_center.market.position.y / 32)}
town_center.max_health = 100
town_center.coin_balance = 0
town_center.input_buffer = {}
town_center.output_buffer = {}
town_center.health = town_center.max_health
local crayola = Colors.get_random_color()
town_center.color = crayola.color
town_center.research_counter = 1
town_center.upgrades = {}
town_center.upgrades.mining_prod = 0
town_center.upgrades.mining_speed = 0
town_center.upgrades.crafting_speed = 0
town_center.upgrades.laser_turret = {}
town_center.upgrades.laser_turret.slots = 20
town_center.upgrades.laser_turret.locations = 0
town_center.evolution = {}
town_center.evolution.biters = 0
town_center.evolution.spitters = 0
town_center.evolution.worms = 0
town_center.creation_tick = game.tick
town_center.town_caption =
rendering.draw_text {
text = town_center.town_name,
surface = surface,
forces = {force_name, game.forces.player, game.forces.rogue},
target = town_center.market,
target_offset = {0, -4.25},
color = town_center.color,
scale = 1.30,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
town_center.health_text =
rendering.draw_text {
text = 'HP: ' .. town_center.health .. ' / ' .. town_center.max_health,
surface = surface,
forces = {force_name, game.forces.player, game.forces.rogue},
target = town_center.market,
target_offset = {0, -3.25},
color = {200, 200, 200},
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
town_center.coins_text =
rendering.draw_text {
text = 'Coins: ' .. town_center.coin_balance,
surface = surface,
forces = {force_name},
target = town_center.market,
target_offset = {0, -2.75},
color = {200, 200, 200},
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
town_center.shield_text = rendering.draw_text {
text = 'PvP Shield: (..)',
surface = surface,
forces = {force_name, game.forces.player, game.forces.rogue},
target = town_center.market,
target_offset = {0, -2.25},
color = {200, 200, 200},
scale = 1.00,
font = 'default-game',
alignment = 'center',
scale_with_zoom = false
}
Enemy.clear_enemies(position, surface, town_radius * 5)
draw_town_spawn(force_name)
-- set the spawn point
local pos = {x = town_center.market.position.x, y = town_center.market.position.y + 4}
--log("setting spawn point = {" .. spawn_point.x .. "," .. spawn_point.y .. "}")
force.set_spawn_position(pos, surface)
Team.add_player_to_town(player, town_center)
Team.remove_key(player.index)
Team.add_chart_tag(town_center)
add_pvp_shield_scaled({ x = position.x + 0.5, y = position.y + 0.5}, force, surface) -- Market center is slightly shifted
game.print('>> ' .. player.name .. ' has founded a new town!', {255, 255, 0})
Server.to_discord_embed(player.name .. ' has founded a new town!')
player.print('Your town color is ' .. crayola.name, crayola.color)
end
local function on_built_entity(event)
found_town(event)
end
local function on_player_repaired_entity(event)
local entity = event.entity
if entity.name == 'market' then
Public.set_market_health(entity, -4)
end
end
--local function on_robot_repaired_entity(event)
-- local entity = event.entity
-- if entity.name == "market" then
-- Public.set_market_health(entity, -4)
-- end
--end
local function on_entity_damaged(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.name == 'market' then
Public.set_market_health(entity, event.final_damage_amount)
end
end
local function rename_town(cmd)
local player = game.players[cmd.player_index]
if not player or not player.valid then
return
end
local force = player.force
if force.name == 'player' or force.name == 'rogue' then
player.print('You are not member of a town!', Color.fail)
return
end
local name = cmd.parameter
if name == nil then
player.print('Must specify new town name!', Color.fail)
return
end
local this = ScenarioTable.get_table()
local town_center = this.town_centers[force.name]
local old_name = town_center.town_name
town_center.town_name = name
Public.update_town_name(force)
for _, p in pairs(force.players) do
if p == player then
player.print('Your town name is now ' .. name, town_center.color)
else
player.print(player.name .. ' has renamed the town to ' .. name, town_center.color)
end
Team.set_player_color(p)
end
game.print('>> ' .. old_name .. ' is now known as ' .. '"' .. name .. '"', {255, 255, 0})
Server.to_discord_embed(old_name .. ' is now known as ' .. '"' .. name .. '"')
end
commands.add_command(
'rename-town',
'Renames your town..',
function(cmd)
rename_town(cmd)
end
)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
Event.on_nth_tick(60, update_pvp_shields_display)
--Event.add(defines.events.on_robot_repaired_entity, on_robot_repaired_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
return Public