mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
340 lines
12 KiB
Lua
340 lines
12 KiB
Lua
local Public = {}
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local outlander_color = {150, 150, 150}
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local outlander_chat_color = {170, 170, 170}
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local item_drop_radius = 1.65
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local function can_force_accept_member(force)
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local town_centers = global.towny.town_centers
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local size_of_town_centers = global.towny.size_of_town_centers
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local member_limit = 0
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if size_of_town_centers <= 1 then return true end
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for _, town in pairs(town_centers) do
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member_limit = member_limit + #town.market.force.connected_players
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end
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member_limit = math.floor(member_limit / size_of_town_centers) + 4
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if #force.connected_players >= member_limit then
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game.print(">> Town " .. force.name .. " has too many settlers! Current limit (" .. member_limit .. ")" , {255, 255, 0})
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return
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end
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return true
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end
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function Public.set_player_color(player)
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if player.force.index == 1 then
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player.color = outlander_color
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player.chat_color = outlander_chat_color
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return
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end
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local town_center = global.towny.town_centers[player.force.name]
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if not town_center then return end
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player.color = town_center.color
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player.chat_color= town_center.color
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end
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function Public.set_town_color(event)
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if event.command ~= "color" then return end
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local player = game.players[event.player_index]
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if player.force.index == 1 then
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player.color = outlander_color
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player.chat_color = outlander_chat_color
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return
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end
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local town_center = global.towny.town_centers[player.name]
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if not town_center then
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Public.set_player_color(player)
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return
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end
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town_center.color = {player.color.r, player.color.g, player.color.b}
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rendering.set_color(town_center.town_caption, town_center.color)
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for _, p in pairs(player.force.players) do
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Public.set_player_color(p)
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end
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end
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function Public.set_all_player_colors()
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for _, p in pairs(game.connected_players) do
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Public.set_player_color(p)
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end
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end
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function Public.add_player_to_town(player, town_center)
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player.force = town_center.market.force
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game.permissions.get_group("Default").add_player(player)
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player.tag = ""
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Public.set_player_color(player)
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end
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function Public.give_outlander_items(player)
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player.insert({name = "stone-furnace", count = 1})
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player.insert({name = "small-plane", count = 1})
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player.insert({name = "raw-fish", count = 3})
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player.insert({name = "coal", count = 3})
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end
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function Public.set_player_to_outlander(player)
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player.force = game.forces.player
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game.permissions.get_group("outlander").add_player(player)
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player.tag = "[Outlander]"
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Public.set_player_color(player)
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end
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local function ally_outlander(player, target)
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local requesting_force = player.force
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local target_force = target.force
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if requesting_force.index ~= 1 and target_force.index ~= 1 then return end
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if requesting_force.index == 1 and target_force.index == 1 then return true end
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if requesting_force.index == 1 then
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global.towny.requests[player.index] = target_force.name
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local target_player = false
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if target.type == "character" then
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target_player = target.player
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else
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target_player = game.players[target_force.name]
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end
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if target_player then
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if global.towny.requests[target_player.index] then
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if global.towny.requests[target_player.index] == player.name then
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if global.towny.town_centers[target_force.name] then
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if not can_force_accept_member(target_force) then return true end
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game.print(">> " .. player.name .. " has settled in " .. target_force.name .. "'s Town!", {255, 255, 0})
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Public.add_player_to_town(player, global.towny.town_centers[target_force.name])
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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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end
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game.print(">> " .. player.name .. " wants to settle in " .. target_force.name .. " Town!", {255, 255, 0})
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return true
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end
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if target_force.index == 1 then
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if target.type ~= "character" then return true end
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local target_player = target.player
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if not target_player then return true end
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global.towny.requests[player.index] = target_player.name
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if global.towny.requests[target_player.index] then
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if global.towny.requests[target_player.index] == player.force.name then
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if not can_force_accept_member(player.force) then return true end
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if player.force.name == player.name then
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game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into their Town!", {255, 255, 0})
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else
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game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into" .. player.force.name .. "'s Town!", {255, 255, 0})
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end
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Public.add_player_to_town(target_player, global.towny.town_centers[player.force.name])
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return true
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end
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end
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if player.force.name == player.name then
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game.print(">> " .. player.name .. " is inviting " .. target_player.name .. " into their Town!", {255, 255, 0})
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else
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game.print(">> " .. player.name .. " is inviting " .. target_player.name .. " into " .. player.force.name .. "'s Town!", {255, 255, 0})
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end
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return true
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end
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end
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local function ally_neighbour_towns(player, target)
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local requesting_force = player.force
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local target_force = target.force
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if target_force.get_friend(requesting_force) and requesting_force.get_friend(target_force) then return end
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requesting_force.set_friend(target_force, true)
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game.print(">> Town " .. requesting_force.name .. " has set " .. target_force.name .. " as their friend!", {255, 255, 0})
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if target_force.get_friend(requesting_force) then
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game.print(">> The towns " .. requesting_force.name .. " and " .. target_force.name .. " have formed an alliance!", {255, 255, 0})
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end
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end
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function Public.ally_town(player, item)
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local position = item.position
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local surface = player.surface
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local area = {{position.x - item_drop_radius, position.y - item_drop_radius}, {position.x + item_drop_radius, position.y + item_drop_radius}}
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local requesting_force = player.force
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local target = false
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for _, e in pairs(surface.find_entities_filtered({type = {"character", "market"}, area = area})) do
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if e.force.name ~= requesting_force.name then
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target = e
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break
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end
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end
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if not target then return end
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if target.force.index == 2 or target.force.index == 3 then return end
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if ally_outlander(player, target) then return end
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ally_neighbour_towns(player, target)
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end
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function Public.declare_war(player, item)
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local position = item.position
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local surface = player.surface
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local area = {{position.x - item_drop_radius, position.y - item_drop_radius}, {position.x + item_drop_radius, position.y + item_drop_radius}}
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local requesting_force = player.force
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local target = surface.find_entities_filtered({type = {"character", "market"}, area = area})[1]
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if not target then return end
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local target_force = target.force
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if target_force.index <= 3 then return end
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if requesting_force.name == target_force.name then
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if player.name ~= target.force.name then
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Public.set_player_to_outlander(player)
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game.print(">> " .. player.name .. " has abandoned " .. target_force.name .. "'s Town!", {255, 255, 0})
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global.towny.requests[player.index] = nil
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end
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if player.name == target.force.name then
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if target.type ~= "character" then return end
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local target_player = target.player
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if not target_player then return end
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if target_player.index == player.index then return end
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Public.set_player_to_outlander(target_player)
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game.print(">> " .. player.name .. " has banished " .. target_player.name .. " from their Town!", {255, 255, 0})
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global.towny.requests[player.index] = nil
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end
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return
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end
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if requesting_force.index == 1 then return end
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requesting_force.set_friend(target_force, false)
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target_force.set_friend(requesting_force, false)
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game.print(">> " .. player.name .. " has dropped the coal! Town " .. target_force.name .. " and " .. requesting_force.name .. " are now at war!", {255, 255, 0})
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end
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local radius = 96
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function Public.reveal_entity_to_all(entity)
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local chart_area = {{entity.position.x - radius, entity.position.y - radius}, {entity.position.x + radius, entity.position.y + radius}}
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local surface = entity.surface
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for _, force in pairs(game.forces) do
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force.chart(surface, chart_area)
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end
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end
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local function delete_chart_tag_for_all_forces(market)
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local forces = game.forces
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local position = market.position
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local surface = market.surface
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for _, force in pairs(forces) do
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local tags = force.find_chart_tags(surface, {{position.x - 0.1, position.y - 0.1}, {position.x + 0.1, position.y + 0.1}})
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local tag = tags[1]
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if tag then
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if tag.icon.name == "stone-furnace" then
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tag.destroy()
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end
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end
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end
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end
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local function add_chart_tag(force, market)
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local position = market.position
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local tags = force.find_chart_tags(market.surface, {{position.x - 0.1, position.y - 0.1}, {position.x + 0.1, position.y + 0.1}})
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if tags[1] then return end
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force.add_chart_tag(market.surface, {icon = {type = 'item', name = 'stone-furnace'}, position = position, text = market.force.name .. "'s Town"})
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end
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function Public.update_town_chart_tags()
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local town_centers = global.towny.town_centers
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local forces = game.forces
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for _, town_center in pairs(town_centers) do
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local market = town_center.market
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for _, force in pairs(forces) do
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if force.is_chunk_visible(market.surface, town_center.chunk_position) then
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add_chart_tag(force, market)
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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.add_new_force(force_name)
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local force = game.create_force(force_name)
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force.research_queue_enabled = true
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force.share_chart = true
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force.technologies["atomic-bomb"].enabled = false
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force.technologies["explosive-rocketry"].enabled = false
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force.technologies["rocketry"].enabled = false
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force.technologies["artillery-shell-range-1"].enabled = false
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force.technologies["artillery-shell-speed-1"].enabled = false
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force.set_ammo_damage_modifier("landmine", -0.6)
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force.set_ammo_damage_modifier("artillery-shell", -0.75)
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end
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function Public.kill_force(force_name)
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local force = game.forces[force_name]
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local market = global.towny.town_centers[force_name].market
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local surface = market.surface
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surface.create_entity({name = "big-artillery-explosion", position = market.position})
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for _, player in pairs(force.players) do
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if player.character then
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player.character.die()
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else
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global.towny.requests[player.index] = "kill-character"
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end
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player.force = game.forces.player
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end
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for _, e in pairs(surface.find_entities_filtered({force = force_name})) do
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if e.valid then
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if e.type == "wall" or e.type == "gate" then
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e.die()
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end
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end
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end
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game.merge_forces(force_name, "neutral")
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global.towny.town_centers[force_name] = nil
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global.towny.size_of_town_centers = global.towny.size_of_town_centers - 1
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delete_chart_tag_for_all_forces(market)
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Public.reveal_entity_to_all(market)
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game.print(">> " .. force_name .. "'s town has fallen! [gps=" .. math.floor(market.position.x) .. "," .. math.floor(market.position.y) .. "]", {255, 255, 0})
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end
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local player_force_disabled_recipes = {"lab", "automation-science-pack", "stone-brick"}
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local player_force_enabled_recipes = {"submachine-gun", "assembling-machine-1", "small-lamp", "shotgun", "shotgun-shell", "underground-belt", "splitter", "steel-plate", "car", "cargo-wagon", "constant-combinator", "engine-unit", "green-wire", "locomotive", "rail", "train-stop"}
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function Public.setup_player_force()
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local p = game.permissions.create_group("outlander")
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for action_name, _ in pairs(defines.input_action) do
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p.set_allows_action(defines.input_action[action_name], true)
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end
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local defs = {
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defines.input_action.start_research,
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}
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for _, d in pairs(defs) do p.set_allows_action(d, false) end
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local force = game.forces.player
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local recipes = force.recipes
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for k, recipe_name in pairs(player_force_disabled_recipes) do
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recipes[recipe_name].enabled = false
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end
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for k, recipe_name in pairs(player_force_enabled_recipes) do
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recipes[recipe_name].enabled = true
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end
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force.set_ammo_damage_modifier("landmine", -0.6)
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force.set_ammo_damage_modifier("artillery-shell", -0.75)
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end
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return Public |