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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/towny/main.lua
MewMew df71d20de1 updates
unique color for towns
landfill painting when mining scrap
bugfixes
2019-12-23 14:23:41 +01:00

184 lines
5.4 KiB
Lua

local Biters = require "modules.towny.biters"
local Combat_balance = require "modules.towny.combat_balance"
local Building = require "modules.towny.building"
local Info = require "modules.towny.info"
local Market = require "modules.towny.market"
local Team = require "modules.towny.team"
local Town_center = require "modules.towny.town_center"
require "modules.custom_death_messages"
require "modules.global_chat_toggle"
require "modules.biters_yield_coins"
local function on_player_joined_game(event)
local player = game.players[event.player_index]
Info.toggle_button(player)
Info.show(player)
Team.set_player_color(player)
if player.force.index ~= 1 then return end
Team.set_player_to_outlander(player)
if player.online_time == 0 then
Team.give_outlander_items(player)
return
end
if not global.towny.requests[player.index] then return end
if global.towny.requests[player.index] ~= "kill-character" then return end
if player.character then
if player.character.valid then
player.character.die()
end
end
global.towny.requests[player.index] = nil
end
local function on_player_respawned(event)
local player = game.players[event.player_index]
if player.force.index ~= 1 then return end
Team.set_player_to_outlander(player)
Team.give_outlander_items(player)
end
local function on_player_used_capsule(event)
Combat_balance.fish(event)
end
local function on_built_entity(event)
if Town_center.found(event) then return end
if Building.prevent_isolation(event) then return end
Building.protect_spawn(event)
end
local function on_robot_built_entity(event)
if Building.prevent_isolation(event) then return end
Building.protect_spawn(event)
end
local function on_player_built_tile(event)
Building.prevent_isolation_landfill(event)
end
local function on_robot_built_tile(event)
Building.prevent_isolation_landfill(event)
end
local function on_entity_died(event)
local entity = event.entity
if entity.name == "market" then
Team.kill_force(entity.force.name)
end
end
local function on_entity_damaged(event)
local entity = event.entity
if entity.name == "market" then
Town_center.set_market_health(entity, event.final_damage_amount)
end
end
local function on_player_repaired_entity(event)
local entity = event.entity
if entity.name == "market" then
Town_center.set_market_health(entity, -4)
end
end
local function on_player_dropped_item(event)
local player = game.players[event.player_index]
local entity = event.entity
if entity.stack.name == "raw-fish" then
Team.ally_town(player, entity)
return
end
if entity.stack.name == "coal" then
Team.declare_war(player, entity)
return
end
end
local function on_console_command(event)
Team.set_town_color(event)
end
local function on_market_item_purchased(event)
Market.offer_purchased(event)
Market.refresh_offers(event)
end
local function on_gui_opened(event)
Market.refresh_offers(event)
end
local function on_gui_click(event)
Info.close(event)
Info.toggle(event)
end
local function on_research_finished(event)
Combat_balance.research(event)
local town_center = global.towny.town_centers[event.research.force.name]
if not town_center then return end
town_center.research_counter = town_center.research_counter + 1
end
local function on_player_died(event)
local player = game.players[event.player_index]
if not player.character then return end
if not player.character.valid then return end
Team.reveal_entity_to_all(player.character)
end
local tick_actions = {
[60 * 5] = Team.update_town_chart_tags,
[60 * 10] = Team.set_all_player_colors,
[60 * 15] = Biters.swarm,
[60 * 20] = Biters.set_evolution,
}
local function on_nth_tick(event)
local tick = game.tick % 3600
if not tick_actions[tick] then return end
tick_actions[tick]()
end
local function on_init()
global.towny = {}
global.towny.requests = {}
global.towny.request_cooldowns = {}
global.towny.town_centers = {}
global.towny.cooldowns = {}
global.towny.size_of_town_centers = 0
game.difficulty_settings.technology_price_multiplier = 0.30
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.pollution.enabled = false
game.map_settings.enemy_expansion.enabled = true
Team.setup_player_force()
end
local Event = require 'utils.event'
Event.on_init(on_init)
Event.on_nth_tick(60, on_nth_tick)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_console_command, on_console_command)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_used_capsule, on_player_used_capsule)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
Event.add(defines.events.on_player_built_tile, on_player_built_tile)