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ComfyFactorio/maps/amap/ic/functions.lua
2021-03-24 18:22:45 +01:00

959 lines
29 KiB
Lua

local Utils = require 'utils.core'
local Color = require 'utils.color_presets'
local Task = require 'utils.task'
local Token = require 'utils.token'
local IC_Gui = require 'maps.amap.ic.gui'
local WPT = require 'maps.amap.table'
local WD = require 'modules.wave_defense.table'
local Public = {}
local main_tile_name = 'black-refined-concrete'
local RPG = require 'modules.rpg.table'
local function validate_entity(entity)
if not (entity and entity.valid) then
return false
end
return true
end
local function log_err(ic, err)
if ic.debug_mode then
if type(err) == 'string' then
log('IC: ' .. err)
end
end
end
local function get_trusted_system(this, player)
if not this.trust_system[player.index] then
this.trust_system[player.index] = {
[player.name] = true
}
end
return this.trust_system[player.index]
end
local function upperCase(str)
return (str:gsub('^%l', string.upper))
end
local function render_owner_text(renders, player, entity, new_owner)
local color = {
r = player.color.r * 0.6 + 0.25,
g = player.color.g * 0.6 + 0.25,
b = player.color.b * 0.6 + 0.25,
a = 1
}
if renders[player.index] then
rendering.destroy(renders[player.index])
end
if new_owner then
renders[new_owner.index] =
rendering.draw_text {
text = '## - ' .. new_owner.name .. "'s " .. entity.name .. ' - ##',
surface = entity.surface,
target = entity,
target_offset = {0, -2.6},
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
else
renders[player.index] =
rendering.draw_text {
text = '## - ' .. player.name .. "'s " .. entity.name .. ' - ##',
surface = entity.surface,
target = entity,
target_offset = {0, -2.6},
color = color,
scale = 1.05,
font = 'default-large-semibold',
alignment = 'center',
scale_with_zoom = false
}
end
entity.color = color
end
local function kill_doors(ic, car)
if not validate_entity(car.entity) then
return
end
for k, e in pairs(car.doors) do
ic.doors[e.unit_number] = nil
e.destroy()
car.doors[k] = nil
end
end
local function get_owner_car_object(cars, player)
for k, car in pairs(cars) do
if car.owner == player.index then
return k
end
end
return false
end
local function get_entity_from_player_surface(cars, player)
for k, car in pairs(cars) do
if validate_entity(car.entity) then
if validate_entity(car.surface) then
if car.surface.index == player.surface.index then
return car.entity
end
end
end
end
return false
end
local function get_owner_car_surface(cars, player, target)
for k, car in pairs(cars) do
if car.owner == player.index then
if validate_entity(car.surface) then
if car.surface.index == target.surface.index then
return true
else
return false
end
else
return false
end
end
end
return false
end
local function get_player_surface(ic, player)
local surfaces = ic.surfaces
for _, surface in pairs(surfaces) do
if validate_entity(surface) then
if surface.index == player.surface.index then
return true
end
end
end
return false
end
local function get_player_entity(ic, player)
local cars = ic.cars
for k, car in pairs(cars) do
if car.owner == player.index and type(car.entity) == 'boolean' then
return car.name, true
elseif car.owner == player.index then
return car.name, false
end
end
return false, false
end
local function get_owner_car_name(ic, player)
local cars = ic.cars
local saved_surfaces = ic.saved_surfaces
local index = saved_surfaces[player.index]
for k, car in pairs(cars) do
if not index then
return false
end
if car.owner == player.index then
return car.name
end
end
return false
end
local function get_saved_entity(entity, index)
if index and index.name ~= entity.name then
local msg =
table.concat(
{
'The built entity is not the same as the saved one. ',
'Saved entity is: ' .. upperCase(index.name) .. ' - Built entity is: ' .. upperCase(entity.name) .. '. '
}
)
return false, msg
end
return true
end
local function replace_entity(cars, entity, index)
local unit_number = entity.unit_number
for k, car in pairs(cars) do
if car.saved_entity == index.saved_entity then
local c = car
cars[unit_number] = c
cars[unit_number].entity = entity
cars[unit_number].saved_entity = nil
cars[unit_number].transfer_entities = car.transfer_entities
cars[k] = nil
end
end
end
local function replace_doors(doors, entity, index)
if not validate_entity(entity) then
return
end
for k, door in pairs(doors) do
local unit_number = entity.unit_number
if index.saved_entity == door then
doors[k] = unit_number
end
end
end
local function replace_surface(surfaces, entity, index)
if not validate_entity(entity) then
return
end
for k, surface in pairs(surfaces) do
local unit_number = entity.unit_number
if tostring(index.saved_entity) == surface.name then
if validate_entity(surface) then
surface.name = tostring(unit_number)
surfaces[unit_number] = surface
surfaces[k] = nil
end
end
end
end
local function replace_surface_entity(cars, entity, index)
if not validate_entity(entity) then
return
end
for _, car in pairs(cars) do
local unit_number = entity.unit_number
if index and index.saved_entity == car.saved_entity then
if validate_entity(car.surface) then
car.surface.name = tostring(unit_number)
end
end
end
end
local function remove_logistics(car)
local chests = car.transfer_entities
for k, chest in pairs(chests) do
car.transfer_entities[k] = nil
chest.destroy()
end
end
local function set_new_area(ic, car)
local new_area = ic.car_areas
local name = car.name
local apply_area = new_area[name]
car.area = apply_area
end
local function upgrade_surface(ic, player, entity)
local ce = entity
local saved_surfaces = ic.saved_surfaces
local cars = ic.cars
local door = ic.doors
local surfaces = ic.surfaces
local index = saved_surfaces[player.index]
if not index then
return
end
if saved_surfaces[player.index] then
local c = get_owner_car_object(cars, player)
local car = ic.cars[c]
if ce.name == 'spidertron' then
car.name = 'spidertron'
elseif ce.name == 'tank' then
car.name = 'tank'
end
set_new_area(ic, car)
remove_logistics(car)
replace_entity(cars, ce, index)
replace_doors(door, ce, index)
replace_surface(surfaces, ce, index)
replace_surface_entity(cars, ce, index)
kill_doors(ic, car)
Public.create_car_room(ic, car)
saved_surfaces[player.index] = nil
return true
end
return false
end
local function save_surface(ic, entity, player)
local car = ic.cars[entity.unit_number]
car.entity = false
car.saved_entity = entity.unit_number
ic.saved_surfaces[player.index] = {saved_entity = entity.unit_number, name = entity.name}
end
local function kick_players_out_of_vehicles(car)
for _, player in pairs(game.connected_players) do
local character = player.character
if validate_entity(character) and character.driving then
if car.surface == player.surface then
character.driving = false
end
end
end
end
local function kick_players_from_surface(ic, car)
if not validate_entity(car.surface) then
return log_err('Car surface was not valid.')
end
if not car.entity or not car.entity.valid then
local main_surface = game.surfaces[ic.allowed_surface]
if validate_entity(main_surface) then
for _, e in pairs(car.surface.find_entities_filtered({area = car.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
e.player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
end
end
end
return log_err('Car entity was not valid.')
end
for _, e in pairs(car.surface.find_entities_filtered({area = car.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
if p then
e.player.teleport(p, car.entity.surface)
else
e.player.teleport(car.entity.position, car.entity.surface)
end
end
end
end
local function kick_player_from_surface(ic, player, target)
local cars = ic.cars
local main_surface = game.surfaces[ic.allowed_surface]
if not validate_entity(main_surface) then
return
end
local c = get_owner_car_object(cars, player)
local car = ic.cars[c]
if not validate_entity(car.entity) then
return
end
if validate_entity(player) then
if validate_entity(target) then
local locate = get_owner_car_surface(cars, player, target)
if locate then
local p = car.entity.surface.find_non_colliding_position('character', car.entity.position, 128, 0.5)
if p then
target.teleport(p, car.entity.surface)
else
target.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
end
target.print('You were kicked out of ' .. player.name .. ' vehicle.', Color.warning)
end
end
end
end
local function restore_surface(ic, player, entity)
local ce = entity
local saved_surfaces = ic.saved_surfaces
local cars = ic.cars
local door = ic.doors
local renders = ic.renders
local surfaces = ic.surfaces
local index = saved_surfaces[player.index]
if not index then
return
end
if saved_surfaces[player.index] then
local success, msg = get_saved_entity(ce, index)
if not success then
player.print(msg, Color.warning)
return true
end
replace_entity(cars, ce, index)
replace_doors(door, ce, index)
replace_surface(surfaces, ce, index)
replace_surface_entity(cars, ce, index)
saved_surfaces[player.index] = nil
render_owner_text(renders, player, ce)
return true
end
return false
end
local function input_filtered(car_inv, chest, chest_inv, free_slots)
local request_stacks = {}
local prototypes = game.item_prototypes
for slot_index = 1, 30, 1 do
local stack = chest.get_request_slot(slot_index)
if stack then
request_stacks[stack.name] = 10 * prototypes[stack.name].stack_size
end
end
for i = 1, #car_inv - 1, 1 do
if free_slots <= 0 then
return
end
local stack = car_inv[i]
if stack.valid_for_read then
local request_stack = request_stacks[stack.name]
if request_stack and request_stack > chest_inv.get_item_count(stack.name) then
chest_inv.insert(stack)
stack.clear()
free_slots = free_slots - 1
end
end
end
end
local function input_cargo(car, chest)
if not chest.request_from_buffers then
return
end
local car_entity = car.entity
if not validate_entity(car_entity) then
return
end
local car_inventory = car_entity.get_inventory(defines.inventory.car_trunk)
if car_inventory.is_empty() then
return
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
local free_slots = 0
for i = 1, chest_inventory.get_bar() - 1, 1 do
if not chest_inventory[i].valid_for_read then
free_slots = free_slots + 1
end
end
if chest.get_request_slot(1) then
input_filtered(car_inventory, chest, chest_inventory, free_slots)
return
end
for i = 1, #car_inventory - 1, 1 do
if free_slots <= 0 then
return
end
if car_inventory[i].valid_for_read then
chest_inventory.insert(car_inventory[i])
car_inventory[i].clear()
free_slots = free_slots - 1
end
end
end
local function output_cargo(car, passive_chest)
if not validate_entity(car.entity) then
return
end
if not passive_chest.valid then
return
end
local chest1 = passive_chest.get_inventory(defines.inventory.chest)
local chest2 = car.entity.get_inventory(defines.inventory.car_trunk)
for k, v in pairs(chest1.get_contents()) do
local t = {name = k, count = v}
local c = chest2.insert(t)
if (c > 0) then
chest1.remove({name = k, count = c})
end
end
end
local transfer_functions = {
['logistic-chest-requester'] = input_cargo,
['logistic-chest-passive-provider'] = output_cargo
}
local function construct_doors(ic, car)
local area = car.area
local surface = car.surface
for _, x in pairs({area.left_top.x - 1.5, area.right_bottom.x + 1.5}) do
local p = {x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
if p.x < 0 then
surface.set_tiles({{name = main_tile_name, position = {x = p.x + 0.5, y = p.y}}}, true)
else
surface.set_tiles({{name = main_tile_name, position = {x = p.x - 1, y = p.y}}}, true)
end
local e =
surface.create_entity(
{
name = 'car',
position = {x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)},
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable = false
e.operable = false
e.get_inventory(defines.inventory.fuel).insert({name = 'coal', count = 1})
ic.doors[e.unit_number] = car.entity.unit_number
car.doors[#car.doors + 1] = e
end
end
local function get_player_data(ic, player)
local player_data = ic.players[player.index]
if ic.players[player.index] then
return player_data
end
local fallback = WPT.get('active_surface_index')
if not fallback then
fallback = 1
end
ic.players[player.index] = {
surface = 1,
fallback_surface = tonumber(fallback),
notified = false
}
return ic.players[player.index]
end
local remove_car =
Token.register(
function(data)
local player = data.player
local car = data.car
player.remove_item({name = car.name, count = 1})
end
)
function Public.save_car(ic, event)
local entity = event.entity
local player = game.players[event.player_index]
local car = ic.cars[entity.unit_number]
if not car then
log_err('Car was not valid.')
return
end
local position = entity.position
local health = entity.health
kick_players_out_of_vehicles(car)
kick_players_from_surface(ic, car)
get_player_data(ic, player)
if car.owner == player.index then
save_surface(ic, entity, player)
if not ic.players[player.index].notified then
player.print(player.name .. ', the ' .. car.name .. ' has been saved', Color.success)
ic.players[player.index].notified = true
local wave_number = WD.get('wave_number')
--game.print(type(wave_number))
local a = 100
if (wave_number <= a) then
player.print({'amap.usecar'}, Color.warning)
else
local rpg_t = RPG.get('rpg_t')
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + 50
player.print({'amap.usecar2'}, Color.success)
end
end
else
local p = game.players[car.owner]
if not p then
return
end
log_err(ic, 'Owner of this vehicle is: ' .. p.name)
save_surface(ic, entity, p)
Utils.action_warning('{Car}', player.name .. ' has looted ' .. p.name .. '´s car.')
player.print('This car was not yours to keep.', Color.warning)
local params = {
player = player,
car = car
}
Task.set_timeout_in_ticks(10, remove_car, params)
if ic.restore_on_theft then
local e = player.surface.create_entity({name = car.name, position = position, force = player.force, create_build_effect_smoke = false})
e.health = health
restore_surface(ic, p, e)
else
p.insert({name = car.name, count = 1, health = health})
p.print('Your car was stolen from you - the gods foresaw this and granted you a new one.', Color.info)
end
end
end
function Public.kill_car(ic, entity)
if not validate_entity(entity) then
return
end
local entity_type = ic.entity_type
if not entity_type[entity.type] then
return
end
local car = ic.cars[entity.unit_number]
local surface = car.surface
kick_players_out_of_vehicles(car)
kill_doors(ic, car)
kick_players_from_surface(ic, car)
for _, tile in pairs(surface.find_tiles_filtered({area = car.area})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
for _, x in pairs({car.area.left_top.x - 1.5, car.area.right_bottom.x + 1.5}) do
local p = {x = x, y = car.area.left_top.y + ((car.area.right_bottom.y - car.area.left_top.y) * 0.5)}
surface.set_tiles({{name = 'out-of-map', position = {x = p.x + 0.5, y = p.y}}}, true)
surface.set_tiles({{name = 'out-of-map', position = {x = p.x - 1, y = p.y}}}, true)
end
car.entity.force.chart(surface, car.area)
game.delete_surface(surface)
ic.surfaces[entity.unit_number] = nil
ic.cars[entity.unit_number] = nil
end
function Public.validate_owner(ic, player, entity)
if validate_entity(entity) then
local cars = ic.cars
local unit_number = entity.unit_number
local car = cars[unit_number]
if not car then
return
end
if validate_entity(car.entity) then
local p = game.players[car.owner]
local list = get_trusted_system(ic, p)
if p and p.valid and p.connected then
if list[player.name] then
return
end
end
if p then
if car.owner ~= player.index and player.driving then
player.driving = false
if not player.admin then
return Utils.print_to(nil, '{Car} ' .. player.name .. ' tried to drive ' .. p.name .. '´s car.')
end
end
end
end
return false
end
return false
end
function Public.create_room_surface(ic, unit_number)
if game.surfaces[tostring(unit_number)] then
return game.surfaces[tostring(unit_number)]
end
local map_gen_settings = {
['width'] = 2,
['height'] = 2,
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = false}
}
}
local surface = game.create_surface(tostring(unit_number), map_gen_settings)
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({16, 16}, 1)
surface.force_generate_chunk_requests()
for _, tile in pairs(surface.find_tiles_filtered({area = {{-2, -2}, {2, 2}}})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
ic.surfaces[unit_number] = surface
return surface
end
function Public.create_car_room(ic, car)
local surface = car.surface
local car_areas = ic.car_areas
local entity_name = car.name
local area = car_areas[entity_name]
local tiles = {}
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
for x = -3, 2, 1 do
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
local fishes = {}
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = -0, 1, 1 do
tiles[#tiles + 1] = {name = 'water', position = {x, y}}
fishes[#fishes + 1] = {name = 'fish', position = {x, y}}
end
end
surface.set_tiles(tiles, true)
for _, fish in pairs(fishes) do
surface.create_entity(fish)
end
construct_doors(ic, car)
local mgs = surface.map_gen_settings
mgs.width = area.right_bottom.x * 2
mgs.height = area.right_bottom.y * 2
surface.map_gen_settings = mgs
local lx, ly, rx, ry = 4, 1, 5, 1
local position1 = {area.left_top.x + lx, area.left_top.y + ly}
local position2 = {area.right_bottom.x - rx, area.left_top.y + ry}
local e1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
e1.destructible = false
e1.minable = false
local e2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
e2.destructible = false
e2.minable = false
car.transfer_entities = {e1, e2}
return
end
function Public.create_car(ic, event)
local ce = event.created_entity
local player = game.get_player(event.player_index)
local map_name = ic.allowed_surface
local entity_type = ic.entity_type
local un = ce.unit_number
if not un then
return
end
if not entity_type[ce.type] then
return
end
local name, mined = get_player_entity(ic, player)
if entity_type[name] and not mined then
return player.print('Multiple vehicles are not supported at the moment.', Color.warning)
end
if string.sub(ce.surface.name, 0, #map_name) ~= map_name then
return player.print('Multi-surface is not supported at the moment.', Color.warning)
end
if
get_owner_car_name(ic, player) == 'car' and ce.name == 'tank' or get_owner_car_name(ic, player) == 'car' and ce.name == 'spidertron' or
get_owner_car_name(ic, player) == 'tank' and ce.name == 'spidertron'
then
upgrade_surface(ic, player, ce)
render_owner_text(ic.renders, player, ce)
player.print('Your car-surface has been upgraded!', Color.success)
return
end
local saved_surface = restore_surface(ic, player, ce)
if saved_surface then
return
end
local car_areas = ic.car_areas
local car_area = car_areas[ce.name]
ic.cars[un] = {
entity = ce,
area = {
left_top = {x = car_area.left_top.x, y = car_area.left_top.y},
right_bottom = {x = car_area.right_bottom.x, y = car_area.right_bottom.y}
},
doors = {},
owner = player.index,
name = ce.name
}
local car = ic.cars[un]
car.surface = Public.create_room_surface(ic, un)
Public.create_car_room(ic, car)
render_owner_text(ic.renders, player, ce)
return car
end
function Public.remove_invalid_cars(ic)
for k, car in pairs(ic.cars) do
if type(car.entity) ~= 'boolean' then
if not validate_entity(car.entity) then
ic.cars[k] = nil
for key, value in pairs(ic.doors) do
if k == value then
ic.doors[key] = nil
end
end
kick_players_from_surface(ic, car)
end
end
end
for k, surface in pairs(ic.surfaces) do
if not ic.cars[tonumber(surface.name)] then
game.delete_surface(surface)
ic.surfaces[k] = nil
end
end
end
function Public.use_door_with_entity(ic, player, door)
local player_data = get_player_data(ic, player)
if player_data.state then
player_data.state = player_data.state - 1
if player_data.state == 0 then
player_data.state = nil
end
return
end
if not validate_entity(door) then
return
end
local doors = ic.doors
local cars = ic.cars
local car = false
if doors[door.unit_number] then
car = cars[doors[door.unit_number]]
end
if cars[door.unit_number] then
car = cars[door.unit_number]
end
if not car then
return
end
local owner = game.players[car.owner]
local list = get_trusted_system(ic, owner)
if owner and owner.valid and player.connected then
if not list[player.name] and not player.admin then
player.driving = false
return player.print('You have not been approved by ' .. owner.name .. ' to enter their vehicle.', Color.warning)
end
end
player_data.fallback_surface = car.entity.surface.index
player_data.fallback_position = {car.entity.position.x, car.entity.position.y}
if car.entity.surface.name == player.surface.name then
local surface = car.surface
if validate_entity(car.entity) and car.owner == player.index then
IC_Gui.add_toolbar(player)
car.entity.minable = false
end
if not validate_entity(surface) then
return
end
local area = car.area
local x_vector = door.position.x - player.position.x
local position
if x_vector > 0 then
position = {area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
else
position = {area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
end
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
player_data.surface = surface.index
else
if validate_entity(car.entity) and car.owner == player.index then
IC_Gui.remove_toolbar(player)
car.entity.minable = true
end
local surface = car.entity.surface
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = {car.entity.position.x + x_vector, car.entity.position.y}
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
if car.entity.type == 'car' or car.entity.name == 'spidertron' then
player.teleport(surface_position, surface)
player_data.state = 2
player.driving = true
else
player.teleport(surface_position, surface)
end
player_data.surface = surface.index
end
end
function Public.item_transfer(ic)
for _, car in pairs(ic.cars) do
if validate_entity(car.entity) then
if car.transfer_entities then
for k, e in pairs(car.transfer_entities) do
if validate_entity(e) then
transfer_functions[e.name](car, e)
end
end
end
end
end
end
Public.kick_player_from_surface = kick_player_from_surface
Public.get_player_surface = get_player_surface
Public.get_entity_from_player_surface = get_entity_from_player_surface
Public.get_owner_car_object = get_owner_car_object
Public.render_owner_text = render_owner_text
return Public