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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-26 22:56:43 +02:00
ComfyFactorio/maps/mountain_fortress_v3/breached_wall.lua
2024-10-27 00:01:15 +02:00

517 lines
17 KiB
Lua

local Event = require 'utils.event'
local Public = require 'maps.mountain_fortress_v3.table'
local Collapse = require 'modules.collapse'
local RPG = require 'modules.rpg.main'
local WD = require 'modules.wave_defense.table'
local Alert = require 'utils.alert'
local Task = require 'utils.task_token'
local Color = require 'utils.color_presets'
local ICF = require 'maps.mountain_fortress_v3.ic.functions'
local Session = require 'utils.datastore.session_data'
local floor = math.floor
local abs = math.abs
local random = math.random
local sub = string.sub
local sqrt = math.sqrt
local zone_settings = Public.zone_settings
local scenario_name = Public.scenario_name
local clear_breach_text_and_render = function ()
local beam1 = Public.get('zone1_beam1')
if beam1 and beam1.valid then
beam1.destroy()
end
local beam2 = Public.get('zone1_beam2')
if beam2 and beam2.valid then
beam2.destroy()
end
local beam3 = Public.get('zone1_beam3')
if beam3 and beam3.valid then
beam3.destroy()
end
local zone1_text1 = Public.get('zone1_text1')
if zone1_text1.valid then
Public.get('zone1_text1').text = 'Collapse has begun!'
end
local zone1_text2 = Public.get('zone1_text2')
if zone1_text2.valid then
zone1_text2.text = 'Collapse has begun!'
end
local zone1_text3 = Public.get('zone1_text3')
if zone1_text3.valid then
zone1_text3.text = 'Collapse has begun!'
end
end
local collapse_message =
Task.register(
function (data)
local pos = data.position
local message = ({ 'breached_wall.collapse_start' })
local collapse_position = {
position = pos
}
Alert.alert_all_players_location(collapse_position, message)
end
)
local driving_state_changed_token =
Task.register(
function (event)
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local entity = event.entity
if not (entity and entity.valid) then
return
end
local s = Public.get('validate_spider')
if entity.name == 'spidertron' then
if player.driving then
if not s[player.index] then
s[player.index] = entity
end
else
if s[player.index] then
s[player.index] = nil
end
end
end
end
)
local spidertron_unlocked =
Task.register(
function (event)
if event then
local message = ({ 'breached_wall.spidertron_unlocked' })
if event.bw then
message = ({ 'breached_wall.spidertron_unlocked_bw' })
end
Alert.alert_all_players(30, message, nil, 'achievement/tech-maniac', 0.1)
end
end
)
local first_player_to_zone =
Task.register(
function (data)
local player = data.player
if not player or not player.valid then
return
end
local breached_wall = data.breached_wall
local message = ({ 'breached_wall.first_to_reach', player.name, breached_wall })
Alert.alert_all_players(10, message)
Public.shuffle_prices()
end
)
local artillery_warning =
Task.register(
function ()
local message = ({ 'breached_wall.artillery_warning' })
Alert.alert_all_players(10, message)
end
)
local breach_wall_warning_teleport = function (player, check_trusted)
if not player or not player.valid then
return
end
local wave_number = WD.get('wave_number')
if wave_number >= 200 then
return false
end
if not check_trusted then
local message = ({ 'breached_wall.warning_teleport', player.name })
Alert.alert_all_players(40, message)
else
local message = ({ 'breached_wall.warning_not_trusted_teleport', player.name })
Alert.alert_all_players(40, message)
end
local pos = player.physical_surface.find_non_colliding_position('character', player.force.get_spawn_position(player.physical_surface), 3, 0)
if pos then
player.teleport(pos, player.physical_surface)
else
pos = game.forces.player.get_spawn_position(player.physical_surface)
player.teleport(pos, player.physical_surface)
end
return true
end
local spidertron_too_far =
Task.register(
function (data)
local player = data.player
local message = ({ 'breached_wall.cheating_through', player.name })
Alert.alert_all_players(30, message)
end
)
local check_distance_between_player_and_locomotive = function (player)
local surface = player.physical_surface
local position = player.physical_position
local locomotive = Public.get('locomotive')
if not locomotive or not locomotive.valid then
return
end
-- local collapse_position = Collapse.get_position()
local adjusted_zones = Public.get('adjusted_zones')
local gap_between_locomotive = Public.get('gap_between_locomotive')
gap_between_locomotive.highest_pos = locomotive.position
gap_between_locomotive = Public.get('gap_between_locomotive')
local p_y = abs(position.y)
if p_y < 300 then
return
end
local t_y = abs(gap_between_locomotive.highest_pos.y)
-- local c_y = abs(collapse_position.y)
local locomotive_distance_too_far = p_y - t_y > gap_between_locomotive.neg_gap
-- local collapse_distance_too_far = p_y - c_y > gap_between_locomotive.neg_gap_collapse
if locomotive_distance_too_far then
if adjusted_zones.reversed then
player.teleport({ position.x, t_y + gap_between_locomotive.neg_gap - 4 }, surface)
else
player.teleport({ position.x, (t_y + gap_between_locomotive.neg_gap - 4) * -1 }, surface)
end
player.print(({ 'breached_wall.hinder' }), { color = Color.warning })
if player.driving then
player.driving = false
end
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({ name = 'water-splash', position = position })
if player.character.health <= 0 then
player.character.die('enemy')
end
end
-- elseif collapse_distance_too_far then
-- if adjusted_zones.reversed then
-- player.teleport({position.x, t_y + gap_between_locomotive.neg_gap_collapse - 4}, surface)
-- else
-- player.teleport({position.x, (t_y + gap_between_locomotive.neg_gap_collapse - 4) * -1}, surface)
-- end
-- player.print(({'breached_wall.hinder_collapse'}), {color = Color.warning})
-- if player.driving then
-- player.driving = false
-- end
-- if player.character then
-- player.character.health = player.character.health - 5
-- player.character.surface.create_entity({name = 'water-splash', position = position})
-- if player.character.health <= 0 then
-- player.character.die('enemy')
-- end
-- end
end
end
local compare_player_pos = function (player)
local p = player.physical_position
local index = player.index
local adjusted_zones = Public.get('adjusted_zones')
if not adjusted_zones.size then
return
end
local zone = floor((abs(p.y / zone_settings.zone_depth)) % adjusted_zones.size) + 1
local rpg_t = RPG.get_value_from_player(index)
if adjusted_zones.scrap[zone] then
if rpg_t and not rpg_t.scrap_zone then
rpg_t.scrap_zone = true
end
else
if rpg_t and rpg_t.scrap_zone then
rpg_t.scrap_zone = false
end
end
if adjusted_zones.forest[zone] then
if rpg_t and not rpg_t.forest_zone then
rpg_t.forest_zone = true
end
else
if rpg_t and rpg_t.forest_zone then
rpg_t.forest_zone = false
end
end
end
local compare_player_and_train = function (player, entity)
if not player.driving then
return
end
if not (entity and entity.valid) then
return
end
local car = ICF.get_car(entity.unit_number)
local position = player.physical_position
local locomotive = Public.get('locomotive')
if not locomotive or not locomotive.valid then
return
end
local gap_between_zones = Public.get('gap_between_zones')
gap_between_zones.highest_pos = locomotive.position
gap_between_zones = Public.get('gap_between_zones')
local c_y = abs(position.y)
local t_y = abs(gap_between_zones.highest_pos.y)
local spidertron_warning_position = gap_between_zones.neg_gap + 50
local locomotive_distance_too_far = c_y - t_y > spidertron_warning_position
local spidertron_warning_position_pre_warning = spidertron_warning_position - 100
local locomotive_distance_too_far_pre_warning = c_y - t_y > spidertron_warning_position_pre_warning
local color = Color.yellow
if locomotive_distance_too_far_pre_warning and not locomotive_distance_too_far then
local msg = 'Warning! You are getting too far away from the train!'
player.create_local_flying_text(
{
position = position,
text = msg,
color = color,
}
)
player.print(msg, { color = color })
elseif locomotive_distance_too_far then
local msg = 'Warning! You are too far away from the train! TURN BACK!'
player.create_local_flying_text(
{
position = position,
text = msg,
color = color,
}
)
player.print(msg, { color = color })
if entity.health then
if car and car.health_pool and car.health_pool.health then
car.health_pool.health = car.health_pool.health - 500
end
entity.health = entity.health - 500
if entity.health <= 0 then
entity.die('enemy')
Task.set_timeout_in_ticks(30, spidertron_too_far, { player = player })
return
end
end
end
end
local function distance(player)
local index = player.index
local bonus = RPG.get_value_from_player(index, 'bonus') or 1
local rpg_extra = RPG.get('rpg_extra')
local breached_wall = Public.get('breached_wall')
local bonus_xp_on_join = Public.get('bonus_xp_on_join')
local enable_arties = Public.get('enable_arties')
local p = player.physical_position
local validate_spider = Public.get('validate_spider')
if validate_spider[index] then
local e = validate_spider[index]
if not (e and e.valid) then
validate_spider[index] = nil
end
compare_player_and_train(player, validate_spider[index])
end
compare_player_pos(player)
local distance_to_center = floor(sqrt(p.y ^ 2))
local adjusted_zones = Public.get('adjusted_zones')
if adjusted_zones.reversed then
if distance_to_center < zone_settings.zone_depth * bonus + 32 then
return
end
else
if distance_to_center < zone_settings.zone_depth * bonus - 10 then
return
end
end
local breach_wall_warning = Public.get('breach_wall_warning')
local collapse_started = Public.get('collapse_started')
local block_non_trusted_trigger_collapse = Public.get('block_non_trusted_trigger_collapse')
local max = zone_settings.zone_depth * bonus
local breach_max = zone_settings.zone_depth * breached_wall
local breach_max_times = distance_to_center >= breach_max
local max_times = distance_to_center >= max
if max_times then
if block_non_trusted_trigger_collapse and not Session.get_trusted_player(player) and not collapse_started then
if breach_wall_warning_teleport(player, true) then
return
end
end
if not breach_wall_warning then
Public.set('breach_wall_warning', true)
breach_wall_warning_teleport(player)
return
end
if breach_max_times then
local placed_trains_in_zone = Public.get('placed_trains_in_zone')
local biters = Public.get('biters')
rpg_extra.breached_walls = rpg_extra.breached_walls + 1
rpg_extra.reward_new_players = bonus_xp_on_join * rpg_extra.breached_walls
Public.set('breached_wall', breached_wall + 1)
biters.amount = 0
-- local random_seed = Public.get('random_seed')
-- Public.set('random_seed', random_seed + (breached_wall + 1 * 2))
placed_trains_in_zone.randomized = false
Public.enemy_weapon_damage()
local spidertron_unlocked_enabled = Public.get('spidertron_unlocked_enabled')
if Public.get('breached_wall') >= Public.get('spidertron_unlocked_at_zone') and not spidertron_unlocked_enabled then
local get_player_data = Public.get_player_data(player)
Public.set('spidertron_unlocked_enabled', true)
local main_market_items = Public.get('main_market_items')
if not main_market_items['spidertron'] then
local bw = Public.get('bw')
local spider_tooltip = 'BiterStunner 9000'
local rng
if bw then
rng = random(30000, 80000)
spider_tooltip = spider_tooltip .. ' (Exclusive sale!)'
else
rng = random(70000, 120000)
end
main_market_items['spidertron'] = {
stack = 1,
value = 'coin',
price = rng * (get_player_data and get_player_data.quality or 1),
tooltip = spider_tooltip,
upgrade = false,
static = true
}
Task.set_timeout_in_ticks(150, spidertron_unlocked, { bw = bw })
end
end
local data = {
player = player,
breached_wall = breached_wall
}
Task.set_timeout_in_ticks(360, first_player_to_zone, data)
if breached_wall == 5 then
if enable_arties == 6 then
Task.set_timeout_in_ticks(360, artillery_warning)
end
end
end
if not Collapse.has_collapse_started() then
clear_breach_text_and_render()
Public.set('collapse_started', true)
Collapse.start_now(true)
local data = {
position = Collapse.get_position()
}
Task.set_timeout_in_ticks(550, collapse_message, data)
end
if Collapse.has_collapse_started() then
clear_breach_text_and_render()
end
RPG.set_value_to_player(index, 'bonus', bonus + 1)
RPG.gain_xp(player, bonus_xp_on_join * bonus)
return
end
end
local function on_player_changed_position(event)
local final_battle = Public.get('final_battle')
if final_battle then
return
end
local current_task = Public.get('current_task')
if not current_task.done then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
if player.controller_type == defines.controllers.remote then
return
end
if player.controller_type == defines.controllers.spectator then
return
end
local surface_name = player.physical_surface.name
if sub(surface_name, 0, #scenario_name) ~= scenario_name then
return
end
if player.physical_position.y > -100 and player.physical_position.y < -100 then
return
end
if player.physical_position.y > 100 and player.physical_position.y < 100 then
return
end
check_distance_between_player_and_locomotive(player)
if random(1, 3) ~= 1 then
return
end
distance(player)
end
local function on_player_driving_changed_state(event)
local final_battle = Public.get('final_battle')
if final_battle then
return
end
local current_task = Public.get('current_task')
if not current_task.done then
return
end
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local entity = event.entity
if not (entity and entity.valid) then
return
end
Task.set_timeout_in_ticks(15, driving_state_changed_token, { player_index = player.index, entity = entity })
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
return Public