mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-22 03:38:48 +02:00
277 lines
12 KiB
Lua
277 lines
12 KiB
Lua
local Chrono_table = require 'maps.chronosphere.table'
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local Balance = require 'maps.chronosphere.balance'
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local Difficulty = require 'modules.difficulty_vote'
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local Public_tick = {}
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local math_random = math.random
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local math_floor = math.floor
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local math_ceil = math.ceil
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local math_min = math.min
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local math_cos = math.cos
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local math_sin = math.sin
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local math_rad = math.rad
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local math_exp = math.exp
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function Public_tick.realtime_events()
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local objective = Chrono_table.get_table()
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if objective.planet[1].type.id == 19 then
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if objective.passivetimer == 10 then
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game.print({"chronosphere.message_danger1"}, {r=0.98, g=0.66, b=0.22})
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game.print({"chronosphere.message_danger2"}, {r=0.98, g=0.66, b=0.22})
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elseif objective.passivetimer == 25 then
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game.print({"chronosphere.message_danger3"}, {r=0.98, g=0, b=0})
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elseif objective.passivetimer == 30 then
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game.print({"chronosphere.message_danger4"}, {r=0.98, g=0, b=0})
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end
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end
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if objective.jump_countdown_start_time == -1 and objective.passivetimer == math_floor(objective.chronochargesneeded * 0.50 / objective.passive_chronocharge_rate) and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
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game.print({"chronosphere.message_rampup50"}, {r=0.98, g=0.66, b=0.22})
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end
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if objective.game_lost then return end
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if objective.jump_countdown_start_time ~= -1 then
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if objective.passivetimer == objective.jump_countdown_start_time + 180 - 60 then
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game.print({"chronosphere.message_jump60"}, {r=0.98, g=0.66, b=0.22})
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elseif objective.passivetimer == objective.jump_countdown_start_time + 180 - 30 then
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game.print({"chronosphere.message_jump30"}, {r=0.98, g=0.66, b=0.22})
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elseif objective.passivetimer >= objective.jump_countdown_start_time + 180 - 10 and objective.jump_countdown_start_time + 180 - objective.passivetimer > 0 then
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game.print({"chronosphere.message_jump10", objective.jump_countdown_start_time + 180 - objective.passivetimer}, {r=0.98, g=0.66, b=0.22})
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end
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end
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end
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function Public_tick.transfer_pollution()
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local objective = Chrono_table.get_table()
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local difficulty = Difficulty.get().difficulty_vote_value
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local surface = game.surfaces["cargo_wagon"]
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if not surface or not objective.locomotive.valid then return end
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local total_interior_pollution = surface.get_total_pollution()
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local exterior_pollution = total_interior_pollution * Balance.machine_pollution_transfer_from_inside_factor(difficulty, objective.upgrades[2])
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game.surfaces[objective.active_surface_index].pollute(objective.locomotive.position, exterior_pollution)
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-- ascribe the difference to the locomotive:
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game.pollution_statistics.on_flow("locomotive", exterior_pollution - total_interior_pollution)
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surface.clear_pollution()
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end
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function Public_tick.ramp_evolution()
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local objective = Chrono_table.get_table()
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local difficulty = Difficulty.get().difficulty_vote_value
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if objective.passivetimer * objective.passive_chronocharge_rate > objective.chronochargesneeded * 0.50 and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
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local evolution = game.forces.enemy.evolution_factor
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evolution = evolution * Balance.evoramp50_multiplier_per_10s(difficulty)
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if evolution > 1 then evolution = 1 end
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game.forces.enemy.evolution_factor = evolution
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end
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end
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function Public_tick.move_items()
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local objective = Chrono_table.get_table()
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if not objective.comfychests then return end
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if not objective.comfychests2 then return end
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if objective.game_lost == true then return end
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local input = objective.comfychests
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local output = objective.comfychests2
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for i = 1, 24, 1 do
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if not input[i].valid then return end
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if not output[i].valid then return end
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local input_inventory = input[i].get_inventory(defines.inventory.chest)
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local output_inventory = output[i].get_inventory(defines.inventory.chest)
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input_inventory.sort_and_merge()
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output_inventory.sort_and_merge()
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for ii = 1, #input_inventory, 1 do
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if input_inventory[ii].valid_for_read then
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local count = output_inventory.insert(input_inventory[ii])
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input_inventory[ii].count = input_inventory[ii].count - count
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end
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end
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end
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end
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function Public_tick.output_items()
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local objective = Chrono_table.get_table()
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if objective.game_lost == true then return end
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if not objective.outchests then return end
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if not objective.locomotive_cargo[2] then return end
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if not objective.locomotive_cargo[3] then return end
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if objective.upgrades[8] ~= 1 then return end
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local wagon = {
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[1] = objective.locomotive_cargo[2].get_inventory(defines.inventory.cargo_wagon),
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[2] = objective.locomotive_cargo[3].get_inventory(defines.inventory.cargo_wagon)
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}
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for i = 1, 4, 1 do
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if not objective.outchests[i].valid then return end
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local inv = objective.outchests[i].get_inventory(defines.inventory.chest)
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inv.sort_and_merge()
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for ii = 1, #inv, 1 do
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if inv[ii].valid_for_read then
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local count = wagon[math_ceil(i/2)].insert(inv[ii])
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inv[ii].count = inv[ii].count - count
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end
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end
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end
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end
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function Public_tick.repair_train()
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local objective = Chrono_table.get_table()
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if not game.surfaces["cargo_wagon"] then return 0 end
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if objective.game_lost == true then return 0 end
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local count = 0
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local inv = objective.upgradechest[0].get_inventory(defines.inventory.chest)
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if objective.health < objective.max_health then
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count = inv.get_item_count("repair-pack")
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count = math_min(count, objective.upgrades[6] + 1, math_ceil((objective.max_health - objective.health) / Balance.Chronotrain_HP_repaired_per_pack))
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if count > 0 then inv.remove({name = "repair-pack", count = count}) end
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end
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return count * -Balance.Chronotrain_HP_repaired_per_pack
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end
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local function create_poison_cloud(position)
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local objective = Chrono_table.get_table()
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local surface = game.surfaces[objective.active_surface_index]
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local tile = surface.get_tile(position.x, position.y)
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if not tile then return end
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if not tile.valid then return end
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if tile.name == "water-shallow" or tile.name == "water-mud" then
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local random_angles = {math_rad(math_random(359)),math_rad(math_random(359)),math_rad(math_random(359)),math_rad(math_random(359))}
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surface.create_entity({name = "poison-cloud", position = {x = position.x, y = position.y}})
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surface.create_entity({name = "poison-cloud", position = {x = position.x + 12 * math_cos(random_angles[1]), y = position.y + 12 * math_sin(random_angles[1])}})
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surface.create_entity({name = "poison-cloud", position = {x = position.x + 12 * math_cos(random_angles[2]), y = position.y + 12 * math_sin(random_angles[2])}})
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surface.create_entity({name = "poison-cloud", position = {x = position.x + 12 * math_cos(random_angles[3]), y = position.y + 12 * math_sin(random_angles[3])}})
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surface.create_entity({name = "poison-cloud", position = {x = position.x + 12 * math_cos(random_angles[4]), y = position.y + 12 * math_sin(random_angles[4])}})
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end
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end
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function Public_tick.spawn_poison()
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local random_x = math_random(-460,460)
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local random_y = math_random(-460,460)
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create_poison_cloud{x = random_x, y = random_y}
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if math_random(1,3) == 1 then
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local random_angles = {math_rad(math_random(359))}
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create_poison_cloud{x = random_x + 24 * math_cos(random_angles[1]), y = random_y + 24 * math_sin(random_angles[1])}
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end
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end
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local function launch_nukes()
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local objective = Chrono_table.get_table()
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local surface = game.surfaces[objective.active_surface_index]
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if objective.dangers and #objective.dangers > 1 then
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for i = 1, #objective.dangers, 1 do
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if objective.dangers[i].destroyed == false then
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local fake_shooter = surface.create_entity({name = "character", position = objective.dangers[i].silo.position, force = "enemy"})
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surface.create_entity({name = "atomic-rocket", position = objective.dangers[i].silo.position, force = "enemy", speed = 1, max_range = 800, target = objective.locomotive, source = fake_shooter})
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game.print({"chronosphere.message_nuke"}, {r=0.98, g=0, b=0})
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end
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end
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end
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end
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function Public_tick.dangertimer()
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local objective = Chrono_table.get_table()
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local timer = objective.dangertimer
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if timer == 0 then return end
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if objective.planet[1].type.id == 19 then
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timer = timer - 1
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if objective.dangers and #objective.dangers > 0 then
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for i = 1, #objective.dangers, 1 do
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if objective.dangers[i].destroyed == false then
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if timer == 15 then
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objective.dangers[i].silo.launch_rocket()
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objective.dangers[i].silo.rocket_parts = 100
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end
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rendering.set_text(objective.dangers[i].timer, math_floor(timer / 60) .. " min, " .. timer % 60 .. " s")
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end
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end
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end
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else
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timer = 1200
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end
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if timer < 0 then timer = 0 end
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if timer == 0 then
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launch_nukes()
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timer = 90
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end
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objective.dangertimer = timer
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end
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function Public_tick.offline_players()
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local objective = Chrono_table.get_table()
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if objective.chronocharges == objective.chronochargesneeded or objective.passivetimer < 30 then return end
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--local current_tick = game.tick
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local players = objective.offline_players
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local surface = game.surfaces[objective.active_surface_index]
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if #players > 0 then
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--log("nonzero offline players")
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local later = {}
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for i = 1, #players, 1 do
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if players[i] and game.players[players[i].index] and game.players[players[i].index].connected then
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--game.print("deleting already online character from list")
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players[i] = nil
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else
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if players[i] and players[i].tick < game.tick - 54000 then
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--log("spawning corpse")
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local player_inv = {}
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local items = {}
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player_inv[1] = game.players[players[i].index].get_inventory(defines.inventory.character_main)
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player_inv[2] = game.players[players[i].index].get_inventory(defines.inventory.character_armor)
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player_inv[3] = game.players[players[i].index].get_inventory(defines.inventory.character_guns)
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player_inv[4] = game.players[players[i].index].get_inventory(defines.inventory.character_ammo)
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player_inv[5] = game.players[players[i].index].get_inventory(defines.inventory.character_trash)
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local e = surface.create_entity({name = "character", position = game.forces.player.get_spawn_position(surface), force = "neutral"})
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local inv = e.get_inventory(defines.inventory.character_main)
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii][iii].valid then
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items[#items + 1] = player_inv[ii][iii]
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end
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end
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end
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end
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if #items > 0 then
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for item = 1, #items, 1 do
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if items[item].valid then
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inv.insert(items[item])
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end
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end
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game.print({"chronosphere.message_accident"}, {r=0.98, g=0.66, b=0.22})
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e.die("neutral")
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-- thesixthroc: do we also want to mark the player as offline for purposes of 'time played?'
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else
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e.destroy()
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end
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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player_inv[ii].clear()
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end
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end
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players[i] = nil
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else
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later[#later + 1] = players[i]
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end
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end
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end
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players = {}
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if #later > 0 then
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for i = 1, #later, 1 do
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players[#players + 1] = later[i]
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end
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end
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objective.offline_players = players
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end
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end
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return Public_tick
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