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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-22 03:38:48 +02:00
ComfyFactorio/maps/chronosphere/tick_functions.lua
2020-06-17 07:53:54 +02:00

277 lines
12 KiB
Lua

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