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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/mountain_fortress_v3/icw/functions.lua

1267 lines
40 KiB
Lua

local Public = {}
local ICW = require 'maps.mountain_fortress_v3.icw.table'
local WPT = require 'maps.mountain_fortress_v3.table'
local Task = require 'utils.task'
local Token = require 'utils.token'
local SpamProtection = require 'utils.spam_protection'
local random = math.random
local sqrt = math.sqrt
local fallout_width = 64
local fallout_debris = {}
for x = fallout_width * -1 - 32, fallout_width + 32, 1 do
if x < -31 or x > 31 then
for y = fallout_width * -1 - 32, fallout_width + 32, 1 do
local position = {x = x, y = y}
local fallout = sqrt(position.x ^ 2 + position.y ^ 2)
if fallout > fallout_width then
fallout_debris[#fallout_debris + 1] = {position.x, position.y}
end
end
end
end
local size_of_debris = #fallout_debris
local reconstruct_all_trains =
Token.register(
function(data)
local icw = data.icw
Public.reconstruct_all_trains(icw)
end
)
local function get_tile_name()
-- local main_tile_name = 'tutorial-grid'
local main_tile_name = 'black-refined-concrete'
return main_tile_name
end
function Public.request_reconstruction(icw)
Task.set_timeout_in_ticks(60, reconstruct_all_trains, {icw = icw})
end
local function validate_entity(entity)
if not entity then
return false
end
if not entity.valid then
return false
end
return true
end
local function delete_empty_surfaces(icw)
for k, surface in pairs(icw.surfaces) do
if not icw.trains[tonumber(surface.name)] then
game.delete_surface(surface)
icw.surfaces[k] = nil
end
end
end
local function kick_players_from_surface(wagon)
if not validate_entity(wagon.surface) then
return print('Surface was not valid.')
end
if not wagon.entity or not wagon.entity.valid then
local main_surface = wagon.surface
if validate_entity(main_surface) then
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
e.player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
end
end
end
return print('Wagon entity was not valid.')
end
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
local p = wagon.entity.surface.find_non_colliding_position('character', wagon.entity.position, 128, 0.5)
if p then
e.player.teleport(p, wagon.entity.surface)
else
e.player.teleport(wagon.entity.position, wagon.entity.surface)
end
end
end
end
local function kick_players_out_of_vehicles(wagon)
for _, player in pairs(game.connected_players) do
local character = player.character
if character and character.valid and character.driving then
if wagon.surface == player.surface then
character.driving = false
end
end
end
end
local function teleport_char(position, destination_area, wagon)
for _, e in pairs(wagon.surface.find_entities_filtered({name = 'character', area = wagon.area})) do
local player = e.player
if player then
position[player.index] = {
player.position.x,
player.position.y + (destination_area.left_top.y - wagon.area.left_top.y)
}
player.teleport({0, 0}, game.surfaces.nauvis)
end
end
end
local function connect_power_pole(entity, wagon_area_left_top_y)
local surface = entity.surface
local max_wire_distance = entity.prototype.max_wire_distance
local area = {
{entity.position.x - max_wire_distance, entity.position.y - max_wire_distance},
{entity.position.x + max_wire_distance, entity.position.y - 1}
}
for _, pole in pairs(surface.find_entities_filtered({area = area, name = entity.name})) do
if pole.position.y < wagon_area_left_top_y then
entity.connect_neighbour(pole)
return
end
end
end
local function equal_fluid(source_tank, target_tank)
if not source_tank.valid then
return
end
if not target_tank.valid then
return
end
local source_fluid = source_tank.fluidbox[1]
if not source_fluid then
return
end
local target_fluid = target_tank.fluidbox[1]
local source_fluid_amount = source_fluid.amount
local amount
if target_fluid then
amount = source_fluid_amount - ((target_fluid.amount + source_fluid_amount) * 0.5)
else
amount = source_fluid.amount * 0.5
end
if amount <= 0 then
return
end
local inserted_amount = target_tank.insert_fluid({name = source_fluid.name, amount = amount, temperature = source_fluid.temperature})
if inserted_amount > 0 then
source_tank.remove_fluid({name = source_fluid.name, amount = inserted_amount})
end
end
local function divide_fluid(wagon, storage_tank)
if not validate_entity(wagon.entity) then
return
end
local fluid_wagon = wagon.entity
equal_fluid(fluid_wagon, storage_tank)
equal_fluid(storage_tank, fluid_wagon)
end
local function input_filtered(wagon_inventory, chest, chest_inventory, free_slots)
local request_stacks = {}
local prototypes = game.item_prototypes
for slot_index = 1, 30, 1 do
local stack = chest.get_request_slot(slot_index)
if stack then
request_stacks[stack.name] = 10 * prototypes[stack.name].stack_size
end
end
if wagon_inventory.supports_bar() then
for i = 1, wagon_inventory.get_bar() - 1, 1 do
if free_slots <= 0 then
return
end
local stack = wagon_inventory[i]
if stack.valid_for_read then
local request_stack = request_stacks[stack.name]
if request_stack and request_stack > chest_inventory.get_item_count(stack.name) then
chest_inventory.insert(stack)
stack.clear()
free_slots = free_slots - 1
end
end
end
end
end
local remove_lights_token =
Token.register(
function(data)
local id = data.id
if id then
rendering.destroy(id)
end
end
)
function Public.glimpse_of_lights()
local surface = WPT.get('loco_surface')
if not surface or not surface.valid then
return
end
local icw = ICW.get()
local hazardous_debris = icw.hazardous_debris
if not hazardous_debris then
return
end
local text = rendering.draw_text
local position = fallout_debris[random(1, size_of_debris)]
local p = {x = position[1], y = position[2]}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
local id =
text {
text = '',
surface = surface,
target = position,
color = {r = 1, g = 1, b = 0},
orientation = random(0, 100) * 0.01,
scale = 0.4,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
Task.set_timeout_in_ticks(300, remove_lights_token, {id = id})
end
end
function Public.hazardous_debris()
local surface = WPT.get('loco_surface')
if not surface or not surface.valid then
return
end
local icw = ICW.get()
local speed = icw.speed
local hazardous_debris = icw.hazardous_debris
if not hazardous_debris then
return
end
local create = surface.create_entity
for _ = 1, 16 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = {x = position[1], y = position[2]}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
create({name = 'shotgun-pellet', position = position, force = 'neutral', target = {position[1], position[2] + fallout_width * 2}, speed = speed})
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = {x = position[1], y = position[2]}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
create({name = 'cannon-projectile', position = position, force = 'neutral', target = {position[1], position[2] + fallout_width * 2}, speed = speed})
end
end
for _ = 1, 4 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = {x = position[1], y = position[2]}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
create(
{
name = 'atomic-bomb-wave-spawns-nuke-shockwave-explosion',
position = position,
force = 'neutral',
target = {position[1], position[2] + fallout_width * 2},
speed = speed
}
)
end
end
for _ = 1, 6 * speed, 1 do
local position = fallout_debris[random(1, size_of_debris)]
local p = {x = position[1], y = position[2]}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
create(
{
name = 'uranium-cannon-projectile',
position = position,
force = 'neutral',
target = {position[1], position[2] + fallout_width * 2},
speed = speed
}
)
end
end
end
local function input_cargo(wagon, chest)
if not chest.request_from_buffers then
goto continue
end
local wagon_entity = wagon.entity
if not validate_entity(wagon_entity) then
wagon.transfer_entities = nil
goto continue
end
local wagon_inventory = wagon_entity.get_inventory(defines.inventory.cargo_wagon)
if wagon_inventory.is_empty() then
goto continue
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
local free_slots = 0
if chest_inventory.supports_bar() then
for i = 1, chest_inventory.get_bar() - 1, 1 do
if not chest_inventory[i].valid_for_read then
free_slots = free_slots + 1
end
end
end
if chest.get_request_slot(1) then
input_filtered(wagon_inventory, chest, chest_inventory, free_slots)
goto continue
end
if wagon_inventory.supports_bar() then
for i = 1, wagon_inventory.get_bar() - 1, 1 do
if free_slots <= 0 then
goto continue
end
if wagon_inventory[i].valid_for_read then
chest_inventory.insert(wagon_inventory[i])
wagon_inventory[i].clear()
free_slots = free_slots - 1
end
end
end
::continue::
end
local function output_cargo(wagon, passive_chest)
if not validate_entity(wagon.entity) then
goto continue
end
if not passive_chest.valid then
goto continue
end
local chest1 = passive_chest.get_inventory(defines.inventory.chest)
local chest2 = wagon.entity.get_inventory(defines.inventory.cargo_wagon)
for i = 1, #chest1 do
local t = chest1[i]
if t and t.valid then
local c = chest2.insert(t)
if (c > 0) then
chest1[i].count = chest1[i].count - c
end
end
end
::continue::
end
local transfer_functions = {
['storage-tank'] = divide_fluid,
['logistic-chest-requester'] = input_cargo,
['logistic-chest-passive-provider'] = output_cargo
}
local function get_wagon_for_entity(icw, entity)
if not validate_entity(entity) then
return
end
local train = icw.trains[tonumber(entity.surface.name)]
if not train then
return
end
local position = entity.position
for k, unit_number in pairs(train.wagons) do
local wagon = icw.wagons[unit_number]
if wagon then
local left_top = wagon.area.left_top
local right_bottom = wagon.area.right_bottom
if position.x >= left_top.x and position.y >= left_top.y and position.x <= right_bottom.x and position.y <= right_bottom.y then
return wagon
end
end
end
return false
end
local function kill_wagon_doors(icw, wagon)
if not validate_entity(wagon.entity) then
return
end
for k, e in pairs(wagon.doors) do
if e and e.valid then
icw.doors[e.unit_number] = nil
e.destroy()
wagon.doors[k] = nil
end
end
end
local function construct_wagon_doors(icw, wagon)
local area = wagon.area
local surface = wagon.surface
local main_tile_name = get_tile_name()
for _, x in pairs({area.left_top.x - 1.5, area.right_bottom.x + 1.5}) do
local p = {x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
if p.x < 0 then
surface.set_tiles({{name = main_tile_name, position = {x = p.x + 0.5, y = p.y}}}, true)
else
surface.set_tiles({{name = main_tile_name, position = {x = p.x - 1, y = p.y}}}, true)
end
local e =
surface.create_entity(
{
name = 'car',
position = {x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)},
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable = false
e.operable = false
e.get_inventory(defines.inventory.fuel).insert({name = 'coal', count = 1})
icw.doors[e.unit_number] = wagon.entity.unit_number
wagon.doors[#wagon.doors + 1] = e
end
end
local function get_player_data(icw, player)
local player_data = icw.players[player.index]
if icw.players[player.index] then
return player_data
end
local fallback = WPT.get('active_surface_index')
if not fallback then
fallback = 1
end
icw.players[player.index] = {
surface = 1,
fallback_surface = tonumber(fallback),
zoom = 0.30,
auto = true,
map_size = 360
}
return icw.players[player.index]
end
function Public.kill_minimap(player)
local element = player.gui.left.icw_main_frame
if element then
element.destroy()
end
end
function Public.is_minimap_valid(player, surface)
if validate_entity(player) then
if player.surface ~= surface then
Public.kill_minimap(player)
end
end
end
function Public.kill_wagon(icw, entity)
if not validate_entity(entity) then
return
end
local wagon_types = ICW.get('wagon_types')
if not wagon_types[entity.type] then
return
end
local wagon = icw.wagons[entity.unit_number]
if not wagon then
return
end
local surface = wagon.surface
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
kill_wagon_doors(icw, wagon)
for _, tile in pairs(surface.find_tiles_filtered({area = wagon.area})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
for _, x in pairs({wagon.area.left_top.x - 1.5, wagon.area.right_bottom.x + 1.5}) do
local p = {x = x, y = wagon.area.left_top.y + ((wagon.area.right_bottom.y - wagon.area.left_top.y) * 0.5)}
surface.set_tiles({{name = 'out-of-map', position = {x = p.x + 0.5, y = p.y}}}, true)
surface.set_tiles({{name = 'out-of-map', position = {x = p.x - 1, y = p.y}}}, true)
end
wagon.entity.force.chart(surface, wagon.area)
icw.wagons[entity.unit_number] = nil
Public.request_reconstruction(icw)
end
function Public.create_room_surface(icw, unit_number)
if game.surfaces[tostring(unit_number)] then
return game.surfaces[tostring(unit_number)]
end
local map_gen_settings = {
['width'] = 2,
['height'] = 2,
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = false}
}
}
local surface = game.create_surface(tostring(unit_number), map_gen_settings)
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({16, 16}, 1)
surface.force_generate_chunk_requests()
for _, tile in pairs(surface.find_tiles_filtered({area = {{-2, -2}, {2, 2}}})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
icw.surfaces[#icw.surfaces + 1] = surface
return surface
end
function Public.create_wagon_room(icw, wagon)
local surface = wagon.surface
local area = wagon.area
local main_tile_name = get_tile_name()
local tiles = {}
for x = -3, 2, 1 do
tiles[#tiles + 1] = {name = 'hazard-concrete-right', position = {x, area.left_top.y}}
tiles[#tiles + 1] = {name = 'hazard-concrete-right', position = {x, area.right_bottom.y - 1}}
end
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
for x = -3, 2, 1 do
for y = 1, 3, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
local fishes = {}
if wagon.entity.type == 'locomotive' then
for x = -3, 2, 1 do
for y = 10, 12, 1 do
tiles[#tiles + 1] = {name = 'water', position = {x, y}}
fishes[#fishes + 1] = {name = 'fish', position = {x, y}}
end
end
end
surface.set_tiles(tiles, true)
for _, fish in pairs(fishes) do
surface.create_entity(fish)
end
construct_wagon_doors(icw, wagon)
local mgs = surface.map_gen_settings
mgs.width = area.right_bottom.x * 2
mgs.height = area.right_bottom.y * 2
surface.map_gen_settings = mgs
if wagon.entity.type == 'fluid-wagon' then
local height = area.right_bottom.y - area.left_top.y
local positions = {
{area.right_bottom.x, area.left_top.y + height * 0.25},
{area.right_bottom.x, area.left_top.y + height * 0.75},
{area.left_top.x - 1, area.left_top.y + height * 0.25},
{area.left_top.x - 1, area.left_top.y + height * 0.75}
}
table.shuffle_table(positions)
local e =
surface.create_entity(
{
name = 'storage-tank',
position = positions[1],
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable = false
wagon.transfer_entities = {e}
return
end
if wagon.entity.type == 'cargo-wagon' then
local multiple_chests = ICW.get('multiple_chests')
local wagon_areas = ICW.get('wagon_areas')
local cargo_wagon = wagon_areas['cargo-wagon']
local position1 = {cargo_wagon.left_top.x + 4, cargo_wagon.left_top.y + 1}
local position2 = {cargo_wagon.right_bottom.x - 5, cargo_wagon.left_top.y + 1}
local position3 = {cargo_wagon.left_top.x + 4, cargo_wagon.right_bottom.y - 2}
local position4 = {cargo_wagon.right_bottom.x - 5, cargo_wagon.right_bottom.y - 2}
if multiple_chests then
local left_1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
left_1.destructible = false
left_1.minable = false
local left_2 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position1[1] - 1, position1[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
left_2.destructible = false
left_2.minable = false
local left_3 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position1[1] - 2, position1[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
left_3.destructible = false
left_3.minable = false
local right_1 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
right_1.destructible = false
right_1.minable = false
local right_2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position2[1] + 1, position2[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
right_2.destructible = false
right_2.minable = false
local right_3 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position2[1] + 2, position2[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
right_3.destructible = false
right_3.minable = false
local bottom_left_1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position3,
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_1.destructible = false
bottom_left_1.minable = false
local bottom_left_2 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position3[1] - 1, position3[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_2.destructible = false
bottom_left_2.minable = false
local bottom_left_3 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position3[1] - 2, position3[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_3.destructible = false
bottom_left_3.minable = false
local bottom_right_1 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position4,
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_1.destructible = false
bottom_right_1.minable = false
local bottom_right_2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position4[1] + 1, position4[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_2.destructible = false
bottom_right_2.minable = false
local bottom_right_3 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position4[1] + 2, position4[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_3.destructible = false
bottom_right_3.minable = false
wagon.transfer_entities = {left_1, right_1}
wagon.transfer_entities = {left_2, right_2}
wagon.transfer_entities = {left_3, right_3}
wagon.transfer_entities = {bottom_left_1, bottom_right_1}
wagon.transfer_entities = {bottom_left_2, bottom_right_2}
wagon.transfer_entities = {bottom_left_3, bottom_right_3}
else
local e1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
e1.destructible = false
e1.minable = false
local e2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
e2.destructible = false
e2.minable = false
wagon.transfer_entities = {e1, e2}
end
end
end
function Public.create_wagon(icw, created_entity, delay_surface)
if not validate_entity(created_entity) then
return
end
local wagon_types = ICW.get('wagon_types')
local wagon_areas = ICW.get('wagon_areas')
if not created_entity.unit_number then
return
end
if icw.trains[tonumber(created_entity.surface.name)] or icw.wagons[tonumber(created_entity.surface.name)] then
return
end
if not wagon_types[created_entity.type] then
return
end
local wagon_area = wagon_areas[created_entity.type]
icw.wagons[created_entity.unit_number] = {
entity = created_entity,
area = {
left_top = {x = wagon_area.left_top.x, y = wagon_area.left_top.y},
right_bottom = {x = wagon_area.right_bottom.x, y = wagon_area.right_bottom.y}
},
doors = {}
}
local wagon = icw.wagons[created_entity.unit_number]
if not delay_surface then
wagon.surface = Public.create_room_surface(icw, created_entity.unit_number)
Public.create_wagon_room(icw, icw.wagons[created_entity.unit_number])
end
Public.request_reconstruction(icw)
return wagon
end
function Public.use_cargo_wagon_door_with_entity(icw, player, door)
local player_data = get_player_data(icw, player)
if player_data.state then
player_data.state = player_data.state - 1
if player_data.state == 0 then
player_data.state = nil
end
return
end
if not door then
return
end
if not door.valid then
return
end
local doors = icw.doors
local wagons = icw.wagons
local wagon = false
if doors[door.unit_number] then
wagon = wagons[doors[door.unit_number]]
end
if wagons[door.unit_number] then
wagon = wagons[door.unit_number]
end
if not wagon then
return
end
if not wagon.entity or not wagon.entity.valid then
return
end
player_data.fallback_surface = wagon.entity.surface.index
player_data.fallback_position = {wagon.entity.position.x, wagon.entity.position.y}
if wagon.entity.surface.name ~= player.surface.name then
local surface = wagon.entity.surface
if not (surface and surface.valid) then
return
end
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = {wagon.entity.position.x + x_vector, wagon.entity.position.y}
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
if not position then
return
end
if not surface_position then
surface.request_to_generate_chunks({-20, 22}, 1)
if player.character and player.character.valid and player.character.driving then
if wagon.surface == player.surface then
player.character.driving = false
end
end
return
end
if wagon.entity.type == 'locomotive' then
player.teleport(surface_position, surface)
player_data.state = 2
player.driving = true
Public.kill_minimap(player)
else
player.teleport(surface_position, surface)
Public.kill_minimap(player)
end
player_data.surface = surface.index
else
local surface = wagon.surface
if not (surface and surface.valid) then
return
end
local area = wagon.area
local x_vector = door.position.x - player.position.x
local position
if x_vector > 0 then
position = {area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
else
position = {area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
end
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
player_data.surface = surface.index
end
end
local function move_room_to_train(icw, train, wagon)
if not wagon then
return
end
train.wagons[#train.wagons + 1] = wagon.entity.unit_number
local destination_area = {
left_top = {x = wagon.area.left_top.x, y = train.top_y},
right_bottom = {
x = wagon.area.right_bottom.x,
y = train.top_y + (wagon.area.right_bottom.y - wagon.area.left_top.y)
}
}
train.top_y = destination_area.right_bottom.y
if destination_area.left_top.x == wagon.area.left_top.x and destination_area.left_top.y == wagon.area.left_top.y and wagon.surface.name == train.surface.name then
return
end
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
local player_positions = {}
teleport_char(player_positions, destination_area, wagon)
kill_wagon_doors(icw, wagon)
wagon.surface.clone_area(
{
source_area = wagon.area,
destination_area = destination_area,
destination_surface = train.surface,
clone_tiles = true,
clone_entities = true,
clear_destination_entities = true,
expand_map = true
}
)
for player_index, position in pairs(player_positions) do
local player = game.players[player_index]
player.teleport(position, train.surface)
end
for _, tile in pairs(wagon.surface.find_tiles_filtered({area = wagon.area})) do
wagon.surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
wagon.entity.force.chart(wagon.surface, wagon.area)
wagon.surface = train.surface
wagon.area = destination_area
wagon.transfer_entities = {}
construct_wagon_doors(icw, wagon)
local left_top_y = wagon.area.left_top.y
for _, e in pairs(wagon.surface.find_entities_filtered({type = 'electric-pole', area = wagon.area})) do
connect_power_pole(e, left_top_y)
end
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area, force = 'neutral'})) do
if transfer_functions[e.name] then
wagon.transfer_entities[#wagon.transfer_entities + 1] = e
end
end
end
local function get_connected_rolling_stock(entity, direction, carriages)
--thanks Boskid
local first_stock, second_stock
for k, v in pairs(carriages) do
if v == entity then
first_stock = carriages[k - 1]
second_stock = carriages[k + 1]
break
end
end
if not first_stock then
first_stock, second_stock = second_stock, nil
end
if not first_stock then
return nil
end
local angle = math.atan2(-(entity.position.x - first_stock.position.x), entity.position.y - first_stock.position.y) / (2 * math.pi) - entity.orientation
if direction == defines.rail_direction.back then
angle = angle + 0.5
end
while angle < -0.5 do
angle = angle + 1
end
while angle > 0.5 do
angle = angle - 1
end
local connected_stock
if angle > -0.25 and angle < 0.25 then
connected_stock = first_stock
else
connected_stock = second_stock
end
if not connected_stock then
return nil
end
angle = math.atan2(-(connected_stock.position.x - entity.position.x), connected_stock.position.y - entity.position.y) / (2 * math.pi) - connected_stock.orientation
while angle < -0.5 do
angle = angle + 1
end
while angle > 0.5 do
angle = angle - 1
end
local joint_of_connected_stock
if angle > -0.25 and angle < 0.25 then
joint_of_connected_stock = defines.rail_direction.front
else
joint_of_connected_stock = defines.rail_direction.back
end
return connected_stock, joint_of_connected_stock
end
function Public.construct_train(icw, locomotive, carriages)
for i, carriage in pairs(carriages) do
if carriage == locomotive then
local stock
local experimental = get_game_version()
if experimental then
stock = locomotive.get_connected_rolling_stock(defines.rail_direction.front)
else
stock = get_connected_rolling_stock(locomotive, defines.rail_direction.front, carriages)
end
if stock ~= carriages[i - 1] then
local n = 1
local m = #carriages
while (n < m) do
carriages[n], carriages[m] = carriages[m], carriages[n]
n = n + 1
m = m - 1
end
break
end
end
end
local unit_number = carriages[1].unit_number
if icw.trains[unit_number] then
return
end
local train = {surface = Public.create_room_surface(icw, unit_number), wagons = {}, top_y = 0}
icw.trains[unit_number] = train
for k, carriage in pairs(carriages) do
move_room_to_train(icw, train, icw.wagons[carriage.unit_number])
end
end
function Public.reconstruct_all_trains(icw)
icw.trains = {}
for unit_number, wagon in pairs(icw.wagons) do
if not validate_entity(wagon.entity) then
icw.wagons[unit_number] = nil
Public.request_reconstruction(icw)
return
end
local locomotive = WPT.get('locomotive')
if not (locomotive and locomotive.valid) then
return
end
if not wagon.surface then
wagon.surface = Public.create_room_surface(icw, unit_number)
Public.create_wagon_room(icw, wagon)
end
local carriages = wagon.entity.train.carriages
Public.construct_train(icw, locomotive, carriages)
end
delete_empty_surfaces(icw)
end
function Public.item_transfer()
local icw = ICW.get()
local wagon
icw.current_wagon_index, wagon = next(icw.wagons, icw.current_wagon_index)
if not wagon then
return
end
if validate_entity(wagon.entity) and wagon.transfer_entities then
for k, e in pairs(wagon.transfer_entities) do
if validate_entity(e) then
transfer_functions[e.name](wagon, e)
end
end
end
end
function Public.toggle_auto(icw, player)
local player_data = get_player_data(icw, player)
local switch = player.gui.left.icw_main_frame['icw_auto_switch']
if switch.switch_state == 'left' then
player_data.auto = true
elseif switch.switch_state == 'right' then
player_data.auto = false
end
end
function Public.draw_minimap(icw, player, surface, position)
if not (surface and surface.valid) then
return
end
local player_data = get_player_data(icw, player)
local frame = player.gui.left.icw_main_frame
if not frame then
frame = player.gui.left.add({type = 'frame', direction = 'vertical', name = 'icw_main_frame', caption = 'Minimap'})
end
local element = frame['icw_sub_frame']
if not frame.icw_auto_switch then
frame.add({type = 'switch', name = 'icw_auto_switch', allow_none_state = false, left_label_caption = {'gui.map_on'}, right_label_caption = {'gui.map_off'}})
end
if not element then
element =
player.gui.left.icw_main_frame.add(
{
type = 'camera',
position = position,
name = 'icw_sub_frame',
surface_index = surface.index,
zoom = player_data.zoom,
tooltip = 'LMB: Increase zoom level.\nRMB: Decrease zoom level.\nMMB: Toggle camera size.'
}
)
element.style.margin = 1
element.style.minimal_height = player_data.map_size
element.style.minimal_width = player_data.map_size
return
end
element.position = position
end
function Public.update_minimap()
local icw = ICW.get()
for k, player in pairs(game.connected_players) do
local player_data = get_player_data(icw, player)
if player.character and player.character.valid then
local wagon = get_wagon_for_entity(icw, player.character)
if wagon and player_data.auto then
Public.draw_minimap(icw, player, wagon.entity.surface, wagon.entity.position)
end
end
end
end
function Public.toggle_minimap(icw, event)
local element = event.element
if not element then
return
end
if not element.valid then
return
end
if element.name ~= 'icw_sub_frame' then
return
end
local player = game.players[event.player_index]
local is_spamming = SpamProtection.is_spamming(player, 5, 'ICW Toggle Minimap')
if is_spamming then
return
end
local player_data = get_player_data(icw, player)
if event.button == defines.mouse_button_type.right then
player_data.zoom = player_data.zoom - 0.07
if player_data.zoom < 0.07 then
player_data.zoom = 0.07
end
element.zoom = player_data.zoom
return
end
if event.button == defines.mouse_button_type.left then
player_data.zoom = player_data.zoom + 0.07
if player_data.zoom > 2 then
player_data.zoom = 2
end
element.zoom = player_data.zoom
return
end
if event.button == defines.mouse_button_type.middle then
player_data.map_size = player_data.map_size + 50
if player_data.map_size > 650 then
player_data.map_size = 250
end
element.style.minimal_height = player_data.map_size
element.style.minimal_width = player_data.map_size
element.style.maximal_height = player_data.map_size
element.style.maximal_width = player_data.map_size
return
end
end
function Public.on_player_or_robot_built_tile(event)
local surface = game.surfaces[event.surface_index]
local map_name = 'mtn_v3'
if string.sub(surface.name, 0, #map_name) == map_name then
return
end
local tiles = event.tiles
if not tiles then
return
end
for k, v in pairs(tiles) do
local old_tile = v.old_tile
if old_tile.name == 'water' then
surface.set_tiles({{name = 'water', position = v.position}}, true)
end
end
end
Public.get_player_data = get_player_data
return Public