mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
302 lines
8.5 KiB
Lua
302 lines
8.5 KiB
Lua
--luacheck: ignore
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local Public = {}
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local Table = require 'modules.scrap_towny_ffa.table'
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local town_radius = 27
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local connection_radius = 7
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local neutral_whitelist = {
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['wooden-chest'] = true,
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['iron-chest'] = true,
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['steel-chest'] = true,
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['raw-fish'] = true
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}
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local entity_type_whitelist = {
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['accumulator'] = true,
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['ammo-turret'] = true,
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['arithmetic-combinator'] = true,
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['artillery-turret'] = true,
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['assembling-machine'] = true,
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['boiler'] = true,
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['constant-combinator'] = true,
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['container'] = true,
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['curved-rail'] = true,
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['decider-combinator'] = true,
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['electric-pole'] = true,
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['electric-turret'] = true,
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['fluid-turret'] = true,
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['furnace'] = true,
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['gate'] = true,
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['generator'] = true,
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['heat-interface'] = true,
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['heat-pipe'] = true,
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['infinity-container'] = true,
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['infinity-pipe'] = true,
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['inserter'] = true,
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['lab'] = true,
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['lamp'] = true,
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['land-mine'] = true,
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['loader'] = true,
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['logistic-container'] = true,
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['market'] = true,
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['mining-drill'] = true,
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['offshore-pump'] = true,
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['pipe'] = true,
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['pipe-to-ground'] = true,
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['programmable-speaker'] = true,
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['pump'] = true,
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['radar'] = true,
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['rail-chain-signal'] = true,
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['rail-signal'] = true,
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['reactor'] = true,
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['roboport'] = true,
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['rocket-silo'] = true,
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['solar-panel'] = true,
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['splitter'] = true,
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['storage-tank'] = true,
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['straight-rail'] = true,
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['train-stop'] = true,
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['transport-belt'] = true,
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['underground-belt'] = true,
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['wall'] = true
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}
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local function isolated(surface, force, position)
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local position_x = position.x
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local position_y = position.y
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local area = {{position_x - connection_radius, position_y - connection_radius}, {position_x + connection_radius, position_y + connection_radius}}
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local count = 0
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for _, e in pairs(surface.find_entities_filtered({area = area, force = force.name})) do
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if entity_type_whitelist[e.type] then
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count = count + 1
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if count > 1 then
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return false
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end -- are there more than one team entities in the area?
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end
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end
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return true
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end
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local function refund_item(event, item_name)
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if item_name == 'blueprint' then
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return
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end
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if event.player_index then
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game.players[event.player_index].insert({name = item_name, count = 1})
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return
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end
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if event.robot then
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local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
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inventory.insert({name = item_name, count = 1})
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return
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end
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end
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local function error_floaty(surface, position, msg)
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surface.create_entity(
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{
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name = 'flying-text',
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position = position,
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text = msg,
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color = {r = 0.77, g = 0.0, b = 0.0}
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}
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)
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end
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local function in_range(pos1, pos2, radius)
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if pos1 == nil then
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return false
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end
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if pos2 == nil then
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return false
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end
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if radius < 1 then
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return true
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end
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local dx = pos1.x - pos2.x
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local dy = pos1.y - pos2.y
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if dx ^ 2 + dy ^ 2 < radius ^ 2 then
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return true
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end
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return false
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end
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-- is the position near a town?
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function Public.near_town(position, surface, radius)
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local ffatable = Table.get_table()
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for _, town_center in pairs(ffatable.town_centers) do
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if town_center ~= nil then
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local market = town_center.market
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if in_range(position, market.position, radius) and market.surface == surface then
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return true
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end
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end
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end
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return false
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end
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local function in_town(force, position)
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local ffatable = Table.get_table()
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local town_center = ffatable.town_centers[force.name]
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if town_center ~= nil then
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local center = town_center.market.position
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if position.x >= center.x - town_radius and position.x <= center.x + town_radius then
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if position.y >= center.y - town_radius and position.y <= center.y + town_radius then
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return true
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end
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end
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end
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return false
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end
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local function prevent_isolation_entity(event, player)
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local p = player or nil
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local entity = event.created_entity
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local position = entity.position
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if not entity.valid then
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return
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end
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local entity_name = entity.name
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local item = event.item
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if item == nil then
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return
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end
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local item_name = item.name
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local force = entity.force
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if force == game.forces.player then
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return
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end
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if force == game.forces['rogue'] then
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return
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end
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local surface = entity.surface
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local error = false
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if not in_town(force, position) and isolated(surface, force, position) then
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error = true
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entity.destroy()
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if entity_name ~= 'entity-ghost' and entity_name ~= 'tile-ghost' then
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refund_item(event, item_name)
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end
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--return true
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end
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if error == true then
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if p ~= nil then
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p.play_sound({path = 'utility/cannot_build', position = p.position, volume_modifier = 0.75})
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end
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error_floaty(surface, position, 'Building is not connected to town!')
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end
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end
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local function prevent_isolation_tile(event, player)
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local p = player or nil
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local tile = event.tile
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if not tile.valid then
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return
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end
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local tile_name = tile.name
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local surface = game.surfaces[event.surface_index]
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local tiles = event.tiles
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local force
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if event.player_index then
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force = game.players[event.player_index].force
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else
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force = event.robot.force
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end
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local error = false
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local position
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for _, t in pairs(tiles) do
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local old_tile = t.old_tile
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position = t.position
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if not in_town(force, position) and isolated(surface, force, position) then
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error = true
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surface.set_tiles({{name = old_tile.name, position = position}}, true)
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if tile_name ~= 'tile-ghost' then
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if tile_name == 'stone-path' then
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tile_name = 'stone-brick'
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end
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refund_item(event, tile_name)
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end
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end
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end
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if error == true then
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if p ~= nil then
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p.play_sound({path = 'utility/cannot_build', position = p.position, volume_modifier = 0.75})
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end
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error_floaty(surface, position, 'Tile is not connected to town!')
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end
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end
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local function restrictions(event, player)
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local p = player or nil
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local entity = event.created_entity
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if not entity.valid then
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return
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end
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local entity_name = entity.name
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local surface = entity.surface
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local position = entity.position
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local error = false
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if entity.force == game.forces['player'] or entity.force == game.forces['rogue'] then
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if Public.near_town(position, surface, 32) then
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error = true
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entity.destroy()
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if entity_name ~= 'entity-ghost' then
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refund_item(event, event.stack.name)
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end
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else
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entity.force = game.forces['neutral']
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end
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return
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end
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if error == true then
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if p ~= nil then
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p.play_sound({path = 'utility/cannot_build', position = p.position, volume_modifier = 0.75})
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end
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error_floaty(surface, position, "Can't build near town!")
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end
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if not neutral_whitelist[entity.type] then
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return
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end
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entity.force = game.forces['neutral']
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end
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-- called when a player places an item, or a ghost
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local function on_built_entity(event)
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local player = game.players[event.player_index]
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if prevent_isolation_entity(event, player) then
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return
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end
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restrictions(event, player)
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end
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local function on_robot_built_entity(event)
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if prevent_isolation_entity(event) then
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return
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end
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restrictions(event)
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end
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-- called when a player places landfill
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local function on_player_built_tile(event)
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local player = game.players[event.player_index]
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prevent_isolation_tile(event, player)
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end
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local function on_robot_built_tile(event)
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prevent_isolation_tile(event)
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end
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local Event = require 'utils.event'
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Event.add(defines.events.on_built_entity, on_built_entity)
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Event.add(defines.events.on_player_built_tile, on_player_built_tile)
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Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
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Event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
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return Public
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