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ComfyFactorio/maps/pirates/api_on_tick.lua
2024-10-22 21:47:11 +02:00

2080 lines
62 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/ComfyFactory/ComfyFactorio and https://github.com/danielmartin0/ComfyFactorio-Pirates.
--luacheck: ignore
--luacheck ignores because tick_interval arguments are a code templating choice...
local Memory = require('maps.pirates.memory')
local Gui = require('maps.pirates.gui.gui')
local Ai = require('maps.pirates.ai')
local Structures = require('maps.pirates.structures.structures')
local Boats = require('maps.pirates.structures.boats.boats')
local Islands = require('maps.pirates.surfaces.islands.islands')
local IslandEnum = require('maps.pirates.surfaces.islands.island_enum')
local Surfaces = require('maps.pirates.surfaces.surfaces')
local PiratesApiEvents = require('maps.pirates.api_events')
local Roles = require('maps.pirates.roles.roles')
local Progression = require('maps.pirates.progression')
local Crowsnest = require('maps.pirates.surfaces.crowsnest')
local Hold = require('maps.pirates.surfaces.hold')
local Cabin = require('maps.pirates.surfaces.cabin')
local Balance = require('maps.pirates.balance')
local Common = require('maps.pirates.common')
local CoreData = require('maps.pirates.coredata')
local Overworld = require('maps.pirates.overworld')
local Utils = require('maps.pirates.utils_local')
local Crew = require('maps.pirates.crew')
-- local Parrot = require 'maps.pirates.parrot'
local Math = require('maps.pirates.math')
local _inspect = require('utils.inspect').inspect
local Kraken = require('maps.pirates.surfaces.sea.kraken')
local Quest = require('maps.pirates.quest')
-- local ShopDock = require 'maps.pirates.shop.dock'
local QuestStructures = require('maps.pirates.structures.quest_structures.quest_structures')
local Public = {}
function Public.strobe_player_colors(tick_interval)
local memory = Memory.get_crew_memory()
local strobing_players = memory.speed_boost_characters
if strobing_players and #strobing_players > 0 then
local col = Utils.rgb_from_hsv((game.tick * 6) % 360, 0.7, 0.9)
for index, val in pairs(strobing_players) do
if val then
local player = game.players[index]
if Common.validate_player_and_character(player) then
player.color = col
end
end
end
end
end
function Public.prevent_unbarreling_off_ship(tick_interval)
if Common.allow_barreling_off_ship then
return
end
if Common.activecrewcount() == 0 then
return
end
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local boat = memory.boat
local surface_name = boat.surface_name
if not (surface_name and game.surfaces[surface_name] and game.surfaces[surface_name].valid) then
return
end
local surface = game.surfaces[surface_name]
local assemblers = surface.find_entities_filtered({ type = 'assembling-machine', force = memory.force_name })
for _, a in pairs(assemblers) do
if a and a.valid then
local r = a.get_recipe()
if
r
and r.subgroup
and r.subgroup.name
and r.subgroup.name == 'fill-barrel'
and not (r.name and r.name == 'fill-water-barrel')
then
if not Boats.on_boat(boat, a.position) then
Common.notify_force_error(memory.force, { 'pirates.error_cant_carry_barrels' })
a.set_recipe('fill-water-barrel')
end
end
end
end
end
function Public.apply_restrictions_to_machines(tick_interval)
local memory = Memory.get_crew_memory()
local boat = memory.boat
if memory.game_lost then
return
end
if memory.crewstatus == Crew.enum.LEAVING_INITIAL_DOCK then
return
end
local should_update = false
if boat.state == Boats.enum_state.ATSEA_VICTORIOUS or boat.state == Boats.enum_state.ATSEA_WAITING_TO_SAIL then
if boat.state == Boats.enum_state.ATSEA_VICTORIOUS then
if memory.crafters_disabled then
if Common.activecrewcount() > 0 then
should_update = true
end
else
memory.crafters_disabled = true
should_update = true
Boats.update_EEIs(boat)
end
else
if memory.crafters_disabled then
if Common.activecrewcount() > 0 then
should_update = true
end
else
if
game.tick
> memory.at_sea_waiting_game_tick + Balance.seconds_until_machines_shut_down_at_sea() * 60
then
memory.crafters_disabled = true
should_update = true
Boats.update_EEIs(boat)
Common.parrot_speak(memory.force, { 'pirates.parrot_crafters_disabled' })
end
end
end
else
if memory.crafters_disabled then
memory.crafters_disabled = false
should_update = true
Boats.update_EEIs(boat)
end
end
if not should_update then
return
end
local surfaces_to_check = {}
if boat.surface_name and game.surfaces[boat.surface_name] and game.surfaces[boat.surface_name].valid then
table.insert(surfaces_to_check, game.surfaces[boat.surface_name])
end
for i = 1, memory.hold_surface_count do
local hold_surface = Hold.get_hold_surface(i)
if hold_surface and hold_surface.valid then
table.insert(surfaces_to_check, hold_surface)
end
end
local destination = Common.current_destination()
if
destination.dynamic_data
and destination.dynamic_data.cave_miner
and destination.dynamic_data.cave_miner.cave_surface
then
local cave_surface = destination.dynamic_data.cave_miner.cave_surface
if cave_surface and cave_surface.valid then
table.insert(surfaces_to_check, cave_surface)
end
end
for _, surface in ipairs(surfaces_to_check) do
local crafters = surface.find_entities_filtered({
type = { 'assembling-machine', 'furnace', 'lab' },
force = memory.force_name,
})
-- local drills = surface.find_entities_filtered {
-- type = { 'mining-drill' },
-- force = memory.force_name
-- }
local power_machines = surface.find_entities_filtered({
type = { 'generator', 'solar-panel', 'boiler', 'reactor' },
force = memory.force_name,
})
for _, machine in ipairs(crafters) do
if machine and machine.valid then
machine.active = not memory.crafters_disabled
end
end
for _, machine in ipairs(power_machines) do
if machine and machine.valid then
machine.active = not memory.crafters_disabled
end
end
end
end
function Public.prevent_disembark(tick_interval)
local memory = Memory.get_crew_memory()
if Common.activecrewcount() == 0 then
return
end
local destination = Common.current_destination()
local boat = memory.boat
if
boat
and (
boat.state == Boats.enum_state.RETREATING
or (boat.state == Boats.enum_state.LEAVING_DOCK and memory.crewstatus ~= Crew.enum.LEAVING_INITIAL_DOCK)
)
then
if not destination.dynamic_data.cant_disembark_players then
destination.dynamic_data.cant_disembark_players = {}
end
local cant_disembark_players = destination.dynamic_data.cant_disembark_players
for _, player in pairs(game.connected_players) do
if
Common.validate_player_and_character(player)
and player.character.surface
and player.character.surface.valid
and player.character.surface.name == boat.surface_name
and Boats.on_boat(boat, player.character.position)
then
cant_disembark_players[player.index] = true
end
end
for _, player in pairs(game.connected_players) do
if
Common.validate_player_and_character(player)
and player.character.surface
and player.character.surface.valid
and player.character.surface.name == boat.surface_name
and cant_disembark_players[player.index]
and (not Boats.on_boat(boat, player.character.position))
then
Common.notify_player_error(player, { 'pirates.error_disembark' })
if player.driving then
local vehicle = player.vehicle
if vehicle then
local passenger = vehicle.get_passenger()
if passenger then
vehicle.set_passenger(nil)
local p =
passenger.surface.find_non_colliding_position('character', memory.spawnpoint, 5, 0.1)
if p then
passenger.teleport(p)
else
passenger.teleport(memory.spawnpoint)
end
end
vehicle.set_driver(nil)
end
end
local p = player.character.surface.find_non_colliding_position('character', memory.spawnpoint, 5, 0.1)
if p then
player.character.teleport(p)
else
player.character.teleport(memory.spawnpoint)
end
end
end
end
end
function Public.check_all_spawners_dead(tick_interval)
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local boat = memory.boat
if
destination.static_params
and destination.static_params.base_cost_to_undock
and not (destination.subtype == IslandEnum.enum.RED_DESERT or destination.subtype == IslandEnum.enum.CAVE)
then
if boat and boat.surface_name and boat.surface_name == destination.surface_name then
local surface = game.surfaces[destination.surface_name]
if not (surface and surface.valid) then
return
end
local spawners_count = Common.spawner_count(surface)
if spawners_count == 0 then
destination.static_params.base_cost_to_undock = nil
Common.notify_force(memory.force, { 'pirates.destroyed_all_nests' })
end
end
end
end
function Public.raft_raids(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local destination = Common.current_destination()
if not destination then
return
end
if
not destination.static_params
or not destination.static_params.scheduled_raft_raids
or not destination.dynamic_data.timer
then
return
end
local scheduled_raft_raids = destination.static_params.scheduled_raft_raids
local timer = destination.dynamic_data.timer
for k, raid in pairs(scheduled_raft_raids) do
if timer >= raid.timeinseconds and not scheduled_raft_raids[k].fired then
local type
if memory.overworldx >= 40 * 16 then
type = Boats.enum.RAFTLARGE
else
type = Boats.enum.RAFT
end
local boat = Islands.spawn_enemy_boat(type)
if boat then
Ai.spawn_boat_biters(
boat,
raid.max_evo,
Boats.get_scope(boat).Data.capacity,
Boats.get_scope(boat).Data.width
)
end
scheduled_raft_raids[k].fired = true
end
end
end
function Public.ship_deplete_fuel(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
if not (memory.stored_fuel and memory.boat.input_chests and memory.boat.input_chests[1]) then
return
end
local rate = Progression.get_fuel_depletion_rate_once_per_second()
memory.fuel_depletion_rate_memoized = rate
local boat = memory.boat
local input_chests = boat.input_chests
local inv = input_chests[1].get_inventory(defines.inventory.chest)
local contents = inv.get_contents()
local count = 0
for _, item in ipairs(contents) do
if item.name == 'coal' then
count = count + item.count
end
end
if count > 0 then
inv.remove({ name = 'coal', count = count })
end
memory.stored_fuel = memory.stored_fuel + count + rate * tick_interval / 60
if
rate < 0
and memory.stored_fuel < 1000
and not (
memory.parrot_fuel_most_recent_warning
and memory.parrot_fuel_most_recent_warning >= game.tick - 60 * 60 * 12
)
then --12 minutes
memory.parrot_fuel_most_recent_warning = game.tick
Common.parrot_speak(memory.force, { 'pirates.parrot_fuel_warning' })
end
if memory.stored_fuel < 0 then
Crew.try_lose({ 'pirates.loss_out_of_fuel' })
end
end
function Public.victory_continue_reminder()
local memory = Memory.get_crew_memory()
if memory.victory_continue_reminder and game.tick >= memory.victory_continue_reminder then
memory.victory_continue_reminder = nil
if memory.boat.state == Boats.enum_state.ATSEA_VICTORIOUS then
Common.notify_force(memory.force, { 'pirates.victory_continue_reminder' }, CoreData.colors.notify_victory)
end
end
end
function Public.transfer_pollution(tick_interval)
local memory = Memory.get_crew_memory()
local p = 0
for i = 1, memory.hold_surface_count do
local surface = Hold.get_hold_surface(i)
if not surface then
return
end
p = p + surface.get_total_pollution()
surface.clear_pollution()
end
if not (p and memory.floating_pollution) then
return
end
memory.floating_pollution = memory.floating_pollution + p
end
function Public.shop_ratelimit_tick(tick_interval)
-- if memory.mainshop_rate_limit_ticker and memory.mainshop_rate_limit_ticker > 0 then
-- memory.mainshop_rate_limit_ticker = memory.mainshop_rate_limit_ticker - tick_interval
-- end
end
function Public.captain_warn_afk(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
if memory.run_is_protected then
return
end
if memory.playerindex_captain then
for _, player in pairs(game.connected_players) do
if
Common.is_captain(player)
and #Common.crew_get_nonafk_crew_members() > 1
and player.afk_time >= Common.afk_time - 20 * 60 - 60 - tick_interval
and player.afk_time < Common.afk_time - 20 * 60
then
Common.notify_player_announce(player, { 'pirates.warn_nearly_afk_captain' })
player.play_sound({ path = 'utility/scenario_message' })
end
end
end
end
function Public.prune_offline_characters_list(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local players_to_remove = {}
for player_index, data in pairs(memory.temporarily_logged_off_player_data) do
if game.players[player_index] and game.players[player_index].connected then
if memory.temporarily_logged_off_characters_items[player_index] then
pcall(function()
memory.temporarily_logged_off_characters_items[player_index].destroy()
end)
end
memory.temporarily_logged_off_characters_items[player_index] = nil
players_to_remove[player_index] = true
else
local tick = data.tick
if tick < game.tick - 60 * 60 * Common.temporarily_logged_off_player_data_preservation_minutes then
local any = false
local temp_inv = memory.temporarily_logged_off_characters_items[player_index]
if temp_inv then
for i = 1, #temp_inv do
if temp_inv[i] and temp_inv[i].valid and temp_inv[i].valid_for_read then
Common.give_items_to_crew(temp_inv[i])
any = true
end
end
if any then
Common.notify_force_light(memory.force, { 'pirates.recover_offline_player_items' })
end
pcall(function()
temp_inv.destroy()
end)
end
players_to_remove[player_index] = true
end
end
end
for player_index in pairs(players_to_remove) do
memory.temporarily_logged_off_player_data[player_index] = nil
memory.temporarily_logged_off_characters_items[player_index] = nil
end
end
function Public.periodic_free_resources(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local destination = Common.current_destination()
local boat = memory.boat
if
not (
destination
and destination.type == Surfaces.enum.ISLAND
and boat
and boat.surface_name == destination.surface_name
)
then
return
end
-- Common.give_items_to_crew(Balance.periodic_free_resources_per_destination_5_seconds())
if game.tick % (300 * 30) == 0 and (destination and destination.subtype == IslandEnum.enum.RADIOACTIVE) then -- every 150 seconds
local count = 2
Common.give_items_to_crew({ { name = 'sulfuric-acid-barrel', count = count } })
local force = memory.force
if not (force and force.valid) then
return
end
local message =
{ 'pirates.granted_1', { 'pirates.granted_periodic_resource' }, count .. ' [item=sulfuric-acid-barrel]' }
Common.notify_force_light(force, message)
end
end
function Public.pick_up_tick(tick_interval)
if Common.activecrewcount() == 0 then
return
end
local destination = Common.current_destination()
if not destination then
return
end
local dynamic_data = destination.dynamic_data
local surface_name = destination.surface_name
if not (surface_name and dynamic_data) then
return
end
local surface = game.surfaces[surface_name]
if not (surface and surface.valid) then
return
end
local maps = dynamic_data.treasure_maps or {}
local buried_treasure = dynamic_data.buried_treasure or {}
local ghosts = dynamic_data.ghosts or {}
for i = 1, #maps do
local map = maps[i]
if map.state == 'on_ground' then
local p = map.position
local nearby_characters = surface.find_entities_filtered({ position = p, radius = 3, name = 'character' })
local nearby_characters_count = #nearby_characters
if nearby_characters_count > 0 then
local player
local j = 1
while j <= nearby_characters_count do
if
nearby_characters[j]
and nearby_characters[j].valid
and nearby_characters[j].player
and Common.validate_player(nearby_characters[j].player)
then
player = nearby_characters[j].player
break
end
j = j + 1
end
if player then
local buried_treasure_candidates = {}
for _, t in pairs(buried_treasure) do
if not t.associated_to_map then
buried_treasure_candidates[#buried_treasure_candidates + 1] = t
end
end
if #buried_treasure_candidates == 0 then
break
end
local chosen = buried_treasure_candidates[Math.random(#buried_treasure_candidates)]
chosen.associated_to_map = true
local p2 = chosen.position
map.buried_treasure_position = p2
map.state = 'picked_up'
map.mapobject_rendering.destroy()
Common.notify_force_light(player.force, { 'pirates.find_map', player.name })
map.x_renderings = {
rendering.draw_line({
width = 8,
surface = surface,
from = { p2.x + 3, p2.y + 3 },
to = { p2.x - 3, p2.y - 3 },
color = { 1, 0, 0 },
gap_length = 0.2,
dash_length = 1,
draw_on_ground = true,
-- players = {player},
}),
rendering.draw_line({
width = 8,
surface = surface,
from = { p2.x - 3, p2.y + 3 },
to = { p2.x + 3, p2.y - 3 },
color = { 1, 0, 0 },
gap_length = 0.2,
dash_length = 1,
draw_on_ground = true,
-- players = {player},
}),
}
end
end
end
end
if not (dynamic_data.quest_type and not dynamic_data.quest_complete) then
return
end
for i = 1, #ghosts do
local ghost = ghosts[i]
if ghost.state == 'on_ground' then
local p = ghost.position
local nearby_characters = surface.find_entities_filtered({ position = p, radius = 3, name = 'character' })
local nearby_characters_count = #nearby_characters
if nearby_characters_count > 0 then
local player
local j = 1
while j <= nearby_characters_count do
if
nearby_characters[j]
and nearby_characters[j].valid
and nearby_characters[j].player
and Common.validate_player(nearby_characters[j].player)
then
player = nearby_characters[j].player
break
end
j = j + 1
end
if player then
ghost.ghostobject_rendering.destroy()
ghost.state = 'picked_up'
Common.notify_force(player.force, { 'pirates.find_ghost', player.name })
dynamic_data.quest_progress = dynamic_data.quest_progress + 1
Quest.try_resolve_quest()
end
end
end
end
end
function Public.interpret_shorthanded_force_name(shorthanded_name)
local memory = Memory.get_crew_memory()
local ret
if shorthanded_name == 'ancient-friendly' then
ret = memory.ancient_friendly_force_name
elseif shorthanded_name == 'ancient-hostile' then
ret = memory.ancient_enemy_force_name
elseif shorthanded_name == 'crew' then
ret = memory.force_name
elseif shorthanded_name == 'enemy' then
ret = memory.enemy_force_name
else
ret = shorthanded_name
end
return ret
end
function Public.place_cached_structures(tick_interval)
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local surface_name = destination.surface_name
if
not destination.dynamic_data
or not destination.dynamic_data.structures_waiting_to_be_placed
or not surface_name
or not game.surfaces[surface_name]
or not game.surfaces[surface_name].valid
then
return
end
if not (memory.boat and memory.boat.surface_name and memory.boat.surface_name == surface_name) then
return --We only want to generate structures once the players arrive on the island. Otherwise, the following issue happens. 2x2 structures force-generate nearby chunks. But if the island has many structures, that could cause a domino effect of chunk-generation, lagging the game.
-- Since this change, this function has little conceptual reason to be an on_tick function, but it makes sense to run it a few ticks after you teleport to the island, so it can stay one for now.
end
local surface = game.surfaces[surface_name]
local structures = destination.dynamic_data.structures_waiting_to_be_placed
for i = #structures, 1, -1 do
local structure = structures[i]
if game.tick > structure.tick + 5 then
local special = structure.data
local position = special.position
-- game.print(special.name)
-- Since this structure has cliffs, the positions need to be snapped and floored to nearest set of elements for x and y accordingly:
-- x: {..., -4, 0, 4, 8, ...}
-- y: {..., -4, 0, 4, 8, ...}
-- This is assuming that "cliff.position + offset" already has snapped positions as such:
-- x: {..., -2, 2, 6, ...}
-- y: {..., -1.5, 2.5, 6.5, ...}
-- The position would be corrected in "try_place" function, but it gets adjusted later with "terraingen_coordinates_offset", so have to do it here
if special.name == 'small_cliff_base' then
position.x = position.x - position.x % 4
position.y = position.y - position.y % 4
-- add a small bias to avoid situations such as 7.999999999993
position.x = position.x + 0.01
position.y = position.y + 0.01
end
Common.ensure_chunks_at(surface, position, Common.structure_ensure_chunk_radius)
if not special.doNotDestroyExistingEntities then
Common.delete_entities(surface, position, special.width, special.height)
end
Common.replace_unwalkable_tiles(surface, position, special.width, special.height)
local saved_components = {}
for k = 1, #special.components do
local c = special.components[k]
local force_name
if c.force then
force_name = Public.interpret_shorthanded_force_name(c.force)
end
if c.type == 'tiles' then
local tiles = {}
for _, p in pairs(Common.tile_positions_from_blueprint(c.bp_string, c.offset)) do
tiles[#tiles + 1] = { name = c.tile_name, position = Utils.psum({ position, p }) }
end
if #tiles > 0 then
surface.set_tiles(tiles, true)
end
elseif c.type == 'water_tiles' then
local tiles = {}
for _, p in pairs(c.positions) do
tiles[#tiles + 1] = { name = c.tile_name, position = Utils.psum({ position, p, c.offset }) }
end
if #tiles > 0 then
surface.set_tiles(tiles, true)
end
elseif c.type == 'cliffs' then
--local c2 = {type = c.type, force_name = force_name, built_entities = {}}
for _, e in pairs(c.instances) do
local p = Utils.psum({ position, e.position, c.offset })
local e2 = surface.create_entity({
name = c.name,
position = p,
cliff_orientation = e.cliff_orientation,
})
-- c2.built_entities[#c2.built_entities + 1] = e2
end
--saved_components[#saved_components + 1] = c2
elseif c.type == 'entities' or c.type == 'entities_minable' then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
for _, e in pairs(c.instances) do
local p = Utils.psum({ position, e.position, c.offset })
if c.type == 'entities_minable' then
surface.create_entity({
name = Balance.pick_random_drilling_ore(),
position = p,
direction = e.direction,
force = force_name,
amount = Balance.pick_drilling_ore_amount(),
})
elseif c.name == 'pumpjack' then
surface.create_entity({
name = 'crude-oil',
position = p,
amount = Balance.pick_default_oil_amount(),
})
end
local e2 = surface.create_entity({
name = c.name,
position = p,
direction = e.direction,
force = force_name,
amount = c.amount,
})
c2.built_entities[#c2.built_entities + 1] = e2
end
saved_components[#saved_components + 1] = c2
elseif c.type == 'vehicles' then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
if memory.overworldx >= 1000 then
c.name = 'tank'
end
for _, e in pairs(c.instances) do
local p = Utils.psum({ position, e.position, c.offset })
local e2 = surface.create_entity({ name = c.name, position = p, direction = e.direction })
c2.built_entities[#c2.built_entities + 1] = e2
end
saved_components[#saved_components + 1] = c2
elseif c.type == 'entities_grid' then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
for x = Math.ceil(-c.width / 2), Math.ceil(c.width / 2), 1 do
for y = Math.ceil(-c.height / 2), Math.ceil(c.height / 2), 1 do
local p = Utils.psum({ position, { x = x, y = y }, c.offset })
local e2 = surface.create_entity({
name = c.name,
position = p,
direction = c.direction,
force = force_name,
})
c2.built_entities[#c2.built_entities + 1] = e2
end
end
saved_components[#saved_components + 1] = c2
elseif c.type == 'entities_randomlyplaced' then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
local occupied_positions = {}
for _ = 1, c.count do
local whilesafety = 0
local done = false
while whilesafety < 100 and not done do
local rng_x = Math.random(-c.r, c.r)
local rng_y = Math.random(-c.r, c.r)
local p = Utils.psum({ position, c.offset, { x = rng_x, y = rng_y } })
local key = p.x .. ',' .. p.y
if not occupied_positions[key] then
local name = c.name
if name == 'random-worm' then
name = Common.get_random_worm_type(memory.evolution_factor)
end
local e = { name = name, position = p, force = force_name }
if surface.can_place_entity(e) then
local e2 = surface.create_entity(e)
c2.built_entities[#c2.built_entities + 1] = e2
occupied_positions[key] = true
done = true
end
end
whilesafety = whilesafety + 1
end
end
saved_components[#saved_components + 1] = c2
elseif c.type == 'entities_randomlyplaced_border' then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
local occupied_positions = {}
for _ = 1, c.count do
local whilesafety = 0
local done = false
while whilesafety < 100 and not done do
local rng_1 = Math.random(c.small_r, c.large_r)
local rng_2 = Math.random(-c.large_r, c.large_r)
local p
if Math.random(2) == 1 then
if Math.random(2) == 1 then
p = { x = rng_1, y = rng_2 }
else
p = { x = -rng_1, y = rng_2 }
end
else
if Math.random(2) == 1 then
p = { x = rng_2, y = rng_1 }
else
p = { x = rng_2, y = -rng_1 }
end
end
local p2 = Utils.psum({ position, c.offset, p })
local key = p2.x .. ',' .. p2.y
if not occupied_positions[key] then
local e = { name = c.name, position = p2, force = force_name }
if surface.can_place_entity(e) then
local e2 = surface.create_entity(e)
c2.built_entities[#c2.built_entities + 1] = e2
occupied_positions[key] = true
done = true
end
end
whilesafety = whilesafety + 1
end
end
saved_components[#saved_components + 1] = c2
elseif c.bp_string then
local c2 = { type = c.type, force_name = force_name, built_entities = {} }
local es = Common.build_from_blueprint(
c.bp_string,
surface,
Utils.psum({ position, c.offset }),
game.forces[force_name]
)
for l = 1, #es do
c2.built_entities[#c2.built_entities + 1] = es[l]
end
saved_components[#saved_components + 1] = c2
end
end
Structures.configure_structure_entities(special.name, saved_components)
QuestStructures.create_quest_structure_entities(special.name)
for j = i, #structures - 1 do
structures[j] = structures[j + 1]
end
structures[#structures] = nil
end
end
end
function Public.update_boat_stored_resources(tick_interval)
if Common.activecrewcount() == 0 then
return
end
Common.update_boat_stored_resources()
end
function Public.buried_treasure_check(tick_interval)
if Common.activecrewcount() == 0 then
return
end
-- local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local remaining = destination.dynamic_data.treasure_remaining
if
not (
remaining
and remaining > 0
and destination.surface_name
and destination.dynamic_data.buried_treasure
and #destination.dynamic_data.buried_treasure > 0
)
then
return
end
local surface = game.surfaces[destination.surface_name]
local treasure_table = destination.dynamic_data.buried_treasure
for i = 1, #treasure_table do
local treasure = treasure_table[i]
if not treasure then
break
end
local t = treasure.treasure
if t then
local p = treasure.position
local free = surface.can_place_entity({ name = 'wooden-chest', position = p })
if free then
local inserters = {
surface.find_entities_filtered({
type = 'inserter',
position = { x = p.x - 1, y = p.y },
radius = 0.1,
direction = defines.direction.east,
}),
surface.find_entities_filtered({
type = 'inserter',
position = { x = p.x + 1, y = p.y },
radius = 0.1,
direction = defines.direction.west,
}),
surface.find_entities_filtered({
type = 'inserter',
position = { x = p.x, y = p.y - 1 },
radius = 0.1,
direction = defines.direction.south,
}),
surface.find_entities_filtered({
type = 'inserter',
position = { x = p.x, y = p.y + 1 },
radius = 0.1,
direction = defines.direction.north,
}),
}
for j = 1, 4 do
if inserters[j] and inserters[j][1] then
local ins = inserters[j][1]
if
destination.dynamic_data.treasure_remaining > 0
and ins.held_stack.count == 0
and ins.status == defines.entity_status.waiting_for_source_items
then
surface.create_entity({
name = 'item-on-ground',
position = p,
stack = { name = t.name, count = 1 },
})
t.count = t.count - 1
destination.dynamic_data.treasure_remaining = destination.dynamic_data.treasure_remaining
- 1
if destination.dynamic_data.treasure_remaining == 0 then
-- destroy all
local buried_treasure = destination.dynamic_data.buried_treasure
for _, t2 in pairs(buried_treasure) do
t2 = nil
end
local maps = destination.dynamic_data.treasure_maps
for _, m in pairs(maps) do
if m.state == 'on_ground' then
m.mapobject_rendering.destroy()
elseif m.state == 'picked_up' and m.x_renderings and #m.x_renderings > 0 then
m.x_renderings[1].destroy()
m.x_renderings[2].destroy()
end
m = nil
end
elseif t.count <= 0 then
treasure.treasure = nil
local maps = destination.dynamic_data.treasure_maps
for _, m in pairs(maps) do
if
m.state == 'picked_up'
and m.buried_treasure_position
and m.buried_treasure_position == p
and m.x_renderings
and #m.x_renderings > 0
then
m.state = 'inactive'
m.x_renderings[1].destroy()
m.x_renderings[2].destroy()
end
end
end
end
end
end
end
end
end
end
function Public.boat_movement_tick(tick_interval)
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
local enemy_force_name = memory.enemy_force_name
local boat = memory.boat
if
boat
and boat.surface_name
and game.surfaces[boat.surface_name]
and game.surfaces[boat.surface_name].valid
and boat.speed
and boat.speed > 0
and memory.game_lost == false
then
local ticker_increase = boat.speed / 60 * tick_interval
boat.speedticker1 = boat.speedticker1 + ticker_increase
boat.speedticker2 = boat.speedticker2 + ticker_increase
boat.speedticker3 = boat.speedticker3 + ticker_increase
if boat.speedticker1 >= Common.boat_steps_at_a_time then
boat.speedticker1 = 0
if not Progression.check_for_end_of_boat_movement(boat) then
Structures.Boats.currentdestination_move_boat_natural()
end
elseif boat.speedticker2 >= Common.boat_steps_at_a_time then
if
destination.type == Surfaces.enum.ISLAND
and destination.subtype ~= IslandEnum.enum.CAVE
and boat
and boat.state == Boats.enum_state.APPROACHING
then
Structures.Boats.currentdestination_try_move_boat_steered()
end
boat.speedticker2 = 0
end
end
if destination.dynamic_data.enemyboats then
for i = 1, #destination.dynamic_data.enemyboats do
local eboat = destination.dynamic_data.enemyboats[i]
if
eboat
and eboat.surface_name
and game.surfaces[eboat.surface_name]
and game.surfaces[eboat.surface_name].valid
then
if
eboat.state == Boats.enum_state.APPROACHING
and eboat.speed
and eboat.speed > 0
and memory.game_lost == false
then
local ticker_increase = eboat.speed / 60 * tick_interval
eboat.speedticker1 = eboat.speedticker1 + ticker_increase
if eboat.speedticker1 >= 1 then
eboat.speedticker1 = 0
if not Progression.check_for_end_of_boat_movement(eboat) then
-- if boat.unit_group and boat.unit_group.ref and boat.unit_group.ref.valid then boat.unit_group.ref.set_command({
-- type = defines.command.attack_area,
-- destination = ({boat.position.x - 32, boat.position.y} or {0,0}),
-- radius = 32,
-- distraction = defines.distraction.by_enemy
-- }) end
local p = { x = eboat.position.x + 1, y = eboat.position.y }
Boats.teleport_boat(eboat, nil, p, CoreData.static_boat_floor)
if p.x % 7 < 1 then
Ai.update_landing_party_unit_groups(eboat, 7)
end
end
end
elseif eboat.state == Boats.enum_state.LANDED then
do
end
end
else
Utils.fast_remove(destination.dynamic_data.enemyboats, i)
end
end
end
end
function Public.crowsnest_natural_move(tick_interval)
local memory = Memory.get_crew_memory()
if not (memory.boat and memory.boat.state == Structures.Boats.enum_state.ATSEA_SAILING) then
return
end
if memory.loading_ticks then
return
end
if Public.overworld_check_collisions() then
return
end
Overworld.try_overworld_move_v2({ x = 1, y = 0 })
end
function Public.overworld_check_collisions(tick_interval)
local memory = Memory.get_crew_memory()
if not memory.loading_ticks then
Overworld.check_for_kraken_collisions()
return Overworld.check_for_destination_collisions()
end
return false
end
function Public.loading_update(tick_interval)
local memory = Memory.get_crew_memory()
if not memory.loading_ticks or memory.game_lost then
return
end
local boat = memory.boat
if not boat or not boat.state then
return
end
local destination_index = memory.map_being_loaded_destination_index
if not destination_index then
memory.loading_ticks = nil
return
end
local currentdestination = Common.current_destination()
if not currentdestination then
return
end
if currentdestination.type == Surfaces.enum.LOBBY then
Public.loading_update_lobby(tick_interval, memory, boat, destination_index, currentdestination)
elseif boat.state == Boats.enum_state.ATSEA_LOADING_MAP then
Public.loading_update_atsea(tick_interval, memory, boat, destination_index, currentdestination)
elseif boat.state == Boats.enum_state.LANDED then
Public.loading_update_landed(tick_interval, memory, boat, destination_index, currentdestination)
end
end
function Public.loading_update_lobby(tick_interval, memory, boat, destination_index, currentdestination)
memory.loading_ticks = memory.loading_ticks + tick_interval
if memory.loading_ticks >= 350 - Common.loading_interval then
if Boats.players_on_boat_count(boat) > 0 then
if memory.loading_ticks < 350 then
Common.notify_game({ '', '[' .. memory.name .. '] ', { 'pirates.loading_new_game' } })
elseif memory.loading_ticks > 410 then
if not Crowsnest.get_crowsnest_surface() then
Crew.initialise_crowsnest_1()
elseif memory.loading_ticks >= 470 then
Crew.initialise_crowsnest_2()
Overworld.ensure_lane_generated_up_to(0, Crowsnest.Data.visibilitywidth)
Overworld.ensure_lane_generated_up_to(24, Crowsnest.Data.visibilitywidth)
Overworld.ensure_lane_generated_up_to(-24, Crowsnest.Data.visibilitywidth)
for i = 1, #memory.destinations do
if memory.destinations[i].overworld_position.x == 0 then
memory.map_being_loaded_destination_index = i
break
end
end
Surfaces.create_surface(memory.destinations[memory.map_being_loaded_destination_index])
end
end
else
if memory.loading_ticks >= 1100 then
Boats.destroy_boat(boat)
Crew.disband_crew()
return
end
end
end
if memory.loading_ticks > 500 then
local d = (Crowsnest.Data.visibilitywidth / 3) * (memory.loading_ticks - 500) / 500
Overworld.ensure_lane_generated_up_to(0, d + 26)
Overworld.ensure_lane_generated_up_to(24, d + 13)
Overworld.ensure_lane_generated_up_to(-24, d)
end
if memory.loading_ticks > 860 then
if Boats.players_on_boat_count(boat) > 0 then
local fraction = 0.07 + 0.7 * (memory.loading_ticks - 860) / 400
PiratesApiEvents.load_some_map_chunks(destination_index, fraction)
else
Boats.destroy_boat(boat)
Crew.disband_crew()
return
end
end
if memory.loading_ticks > 1230 then
if boat then
boat.speed = 0
end
end
if memory.loading_ticks >= 1260 then
if boat and boat.rendering_crewname_text and boat.rendering_crewname_text.valid then
boat.rendering_crewname_text.destroy()
boat.rendering_crewname_text = nil
end
Progression.go_from_starting_dock_to_first_destination()
log('starting game for crew ' .. memory.name)
end
end
function Public.loading_update_atsea(tick_interval, memory, boat, destination_index, currentdestination)
memory.loading_ticks = memory.loading_ticks + tick_interval
local total = Common.map_loading_ticks_atsea
if currentdestination.type == Surfaces.enum.DOCK then
total = Common.map_loading_ticks_atsea_dock
elseif currentdestination.type == Surfaces.enum.ISLAND and currentdestination.subtype == IslandEnum.enum.MAZE then
total = Common.map_loading_ticks_atsea_maze
end
local fraction = memory.loading_ticks / (total + (memory.extra_time_at_sea or 0))
if fraction > Common.fraction_of_map_loaded_at_sea then
if currentdestination.type == Surfaces.enum.DOCK then
Progression.progress_to_destination(destination_index)
else
boat.state = Boats.enum_state.ATSEA_WAITING_TO_SAIL
memory.at_sea_waiting_game_tick = game.tick
end
else
local surface = game.surfaces[currentdestination.surface_name]
if surface and surface.valid then
PiratesApiEvents.load_some_map_chunks_random_order(surface, currentdestination, fraction)
if currentdestination.subtype == IslandEnum.enum.CAVE then
local cave_surface = currentdestination.dynamic_data.cave_miner.cave_surface
if cave_surface and cave_surface.valid then
PiratesApiEvents.load_some_map_chunks_random_order(cave_surface, currentdestination, fraction)
end
end
end
end
end
function Public.loading_update_landed(tick_interval, memory, boat, destination_index, currentdestination)
memory.loading_ticks = memory.loading_ticks + tick_interval
local fraction = Common.fraction_of_map_loaded_at_sea
+ (1 - Common.fraction_of_map_loaded_at_sea) * memory.loading_ticks / Common.map_loading_ticks_onisland
if fraction > 1 then
memory.loading_ticks = nil
else
PiratesApiEvents.load_some_map_chunks(destination_index, fraction)
end
end
function Public.crowsnest_steer(tick_interval)
local memory = Memory.get_crew_memory()
local boat = memory.boat
if memory.game_lost then
return
end
if
not (
boat
and boat.state
and boat.state == Structures.Boats.enum_state.ATSEA_SAILING
and memory.game_lost == false
and boat.crows_nest_steering_chests
)
then
return
end
local left_chest = boat.crows_nest_steering_chests.left
local right_chest = boat.crows_nest_steering_chests.right
if not (left_chest and left_chest.valid and right_chest and right_chest.valid) then
return
end
local inv_left = left_chest.get_inventory(defines.inventory.chest)
local inv_right = right_chest.get_inventory(defines.inventory.chest)
local count_left = inv_left.get_item_count('rail-signal')
local count_right = inv_right.get_item_count('rail-signal')
if count_left >= 50 and count_right < 50 and memory.overworldy > -24 then
if Overworld.try_overworld_move_v2({ x = 0, y = -24 }) then
local force = memory.force
Common.notify_force(force, { 'pirates.steer_left' })
inv_left.remove({ name = 'rail-signal', count = 50 })
end
return
elseif count_right >= 50 and count_left < 50 and memory.overworldy < 24 then
if Overworld.try_overworld_move_v2({ x = 0, y = 24 }) then
local force = memory.force
Common.notify_force(force, { 'pirates.steer_right' })
inv_right.remove({ name = 'rail-signal', count = 50 })
end
return
end
end
function Public.silo_update(tick_interval)
local memory = Memory.get_crew_memory()
local destination = Common.current_destination()
if not (destination and destination.type == Surfaces.enum.ISLAND) then
return
end
local dynamic_data = destination.dynamic_data
if not dynamic_data then
return
end
local silos = dynamic_data.rocketsilos
if not silos then
return
end
local silo = silos[1]
if not (silo and silo.valid) then
return
end
if dynamic_data.silo_is_charged then
if not dynamic_data.rocket_launched then
silo.launch_rocket()
end
else
local p = silo.position
local e = dynamic_data.energy_charged_in_silo_since_last_check or 0
dynamic_data.energy_charged_in_silo_since_last_check = 0
dynamic_data.rocket_silo_energy_consumed = (dynamic_data.rocket_silo_energy_consumed or 0) + e
dynamic_data.rocket_silo_energy_consumed_within_last_half_second = e
if memory.enemy_force_name then
local ef = memory.enemy_force
if ef and ef.valid then
local extra_evo = Balance.evolution_per_full_silo_charge() * e / dynamic_data.rocket_silo_energy_needed
Common.increment_evo(extra_evo)
dynamic_data.evolution_accrued_silo = (dynamic_data.evolution_accrued_silo or 0) + extra_evo
end
end
local pollution = e / 1000000 * Balance.silo_total_pollution() / Balance.silo_energy_needed_MJ()
if p and pollution then
local surface = game.surfaces[destination.surface_name]
if surface and surface.valid then
game.get_pollution_statistics(surface).on_flow('rocket-silo', pollution)
memory.floating_pollution = (memory.floating_pollution or 0) + 3 * pollution / 4
surface.pollute(p, pollution / 4)
if
memory.overworldx >= 0
and dynamic_data.rocket_silo_energy_consumed >= 0.25 * dynamic_data.rocket_silo_energy_needed
and not dynamic_data.parrot_silo_warned
then
dynamic_data.parrot_silo_warned = true
local spawners_count = Common.spawner_count(surface)
if spawners_count > 0 then
Common.parrot_speak(memory.force, { 'pirates.parrot_silo_warning' })
end
elseif
dynamic_data.rocket_silo_energy_consumed >= dynamic_data.rocket_silo_energy_needed
and not (silo.rocket_parts == 100)
and (dynamic_data.silo_is_charged == false)
and not memory.game_lost
then
silo.rocket_parts = 100
dynamic_data.silo_is_charged = true
if CoreData.rocket_silo_death_causes_loss then
silo.destructible = false
end
end
end
end
end
end
function Public.slower_boat_tick(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local destination = Common.current_destination()
if memory.boat.state == Boats.enum_state.LEAVING_DOCK then
memory.boat.speed = Math.min(memory.boat.speed + 40 / tick_interval, 12)
end
local p = memory.boat.position
if p and destination.subtype ~= IslandEnum.enum.RADIOACTIVE and destination.surface_name then --no locomotive pollute on radioactive islands
local pollution = Balance.boat_passive_pollution_per_minute(destination.dynamic_data.timer)
/ 3600
* tick_interval
local surface = game.surfaces[destination.surface_name]
if surface and surface.valid then
surface.pollute(p, pollution)
game.get_pollution_statistics(destination.surface_name).on_flow('locomotive', pollution)
end
end
-- if memory.enemyboats then
-- for i = 1, #memory.enemyboats do
-- local b = memory.enemyboats[i]
-- -- if b.landing_time and destination.dynamic_data.timer and destination.dynamic_data.timer >= b.landing_time and b.spawner and b.spawner.valid then
-- -- -- if b.landing_time and destination.dynamic_data.timer and destination.dynamic_data.timer >= b.landing_time + 3 and b.spawner and b.spawner.valid then
-- -- b.spawner.destructible = true
-- -- b.landing_time = nil
-- -- end
-- end
-- end
end
function Public.LOS_tick(tick_interval)
local memory = Memory.get_crew_memory()
local boat = memory.boat
local destination = Common.current_destination()
local force = memory.force
if not destination.surface_name then
return
end
local surface = game.surfaces[destination.surface_name]
if
boat and boat.state == Boats.enum_state.APPROACHING
or boat.state == Boats.enum_state.LANDED
or boat.state == Boats.enum_state.RETREATING
then
local p = boat.position
local BoatData = Boats.get_scope(boat).Data
force.chart(
surface,
{ { p.x - BoatData.width / 2 - 70, p.y - 80 }, { p.x - BoatData.width / 2 + 70, p.y + 80 } }
)
end
if
CoreData.rocket_silo_death_causes_loss
or (
destination.static_params
and destination.static_params.base_cost_to_undock
and destination.static_params.base_cost_to_undock['launch_rocket'] == true
)
then
local silos = destination.dynamic_data.rocketsilos
if silos and silos[1] and silos[1].valid then
local p = silos[1].position
force.chart(surface, { { p.x - 4, p.y - 4 }, { p.x + 4, p.y + 4 } })
end
end
end
function Public.minimap_jam(tick_interval)
local memory = Memory.get_crew_memory()
local boat = memory.boat
if memory.overworldx == Common.maze_minimap_jam_league and boat and boat.state == Boats.enum_state.LANDED then
local destination = Common.current_destination()
if destination.type == Surfaces.enum.ISLAND and destination.subtype == IslandEnum.enum.MAZE then
if not destination.surface_name then
return
end
local surface = game.surfaces[destination.surface_name]
local force = memory.force
force.clear_chart(surface)
end
end
end
-- function Public.crewtick_handle_delayed_tasks(tick_interval)
-- local memory = Memory.get_crew_memory()
-- for _, task in pairs(memory.buffered_tasks) do
-- if not (memory.game_lost) then
-- if task == Delay.enum.PAINT_CROWSNEST then
-- Surfaces.Crowsnest.crowsnest_surface_delayed_init()
-- elseif task == Delay.enum.PLACE_DOCK_JETTY_AND_BOATS then
-- Surfaces.Dock.place_dock_jetty_and_boats()
-- local destination = Common.current_destination()
-- ShopDock.create_dock_markets(game.surfaces[destination.surface_name], Surfaces.Dock.Data.markets_position)
-- end
-- end
-- end
-- Delay.clear_buffer()
-- Delay.move_tasks_to_buffer()
-- end
function Public.Kraken_Destroyed_Backup_check(tick_interval) -- a server became stuck when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
local memory = Memory.get_crew_memory()
local boat = memory.boat
if boat and boat.surface_name and boat.state and boat.state == Boats.enum_state.ATSEA_LOADING_MAP then
if Kraken.get_active_kraken_count(memory.id) > 0 then
local surface = game.surfaces[boat.surface_name]
local some_spawners_should_be_alive = false
for i = 1, Kraken.kraken_slots do
if memory.active_sea_enemies.krakens[i] then
local kraken_data = memory.active_sea_enemies.krakens[i]
if kraken_data.step and kraken_data.step >= 3 then
some_spawners_should_be_alive = true
end
end
end
local but_none_are = some_spawners_should_be_alive
and #surface.find_entities_filtered({ name = 'biter-spawner', force = memory.enemy_force_name })
== 0
if but_none_are then
for i = 1, Kraken.kraken_slots do
if memory.active_sea_enemies.krakens[i] then
Kraken.kraken_die(i)
end
end
end
end
end
end
function Public.quest_progress_tick(tick_interval)
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local destination = Common.current_destination()
local dynamic_data = destination.dynamic_data
local surface = game.surfaces[destination.surface_name]
if not (surface and surface.valid) then
return
end
if dynamic_data.quest_type then
if
dynamic_data.quest_type == Quest.enum.TIME
and not dynamic_data.quest_complete
and dynamic_data.quest_progress > 0
and dynamic_data.quest_progressneeded ~= 1
then
dynamic_data.quest_progress = dynamic_data.quest_progress - tick_interval / 60
end
if dynamic_data.quest_type == Quest.enum.RESOURCEFLOW and not dynamic_data.quest_complete then
local force = memory.force
if not (force and force.valid and dynamic_data.quest_params) then
return
end
local total_flow_count = force.get_item_production_statistics(surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.five_seconds,
count = false,
})
for i = 1, memory.hold_surface_count do
local hold_surface = Hold.get_hold_surface(i)
if hold_surface and hold_surface.valid then
total_flow_count = total_flow_count
+ force.get_item_production_statistics(hold_surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.five_seconds,
count = false,
})
end
end
local cabin_surface = Cabin.get_cabin_surface()
if cabin_surface and cabin_surface.valid then
total_flow_count = total_flow_count
+ force.get_item_production_statistics(cabin_surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.five_seconds,
count = false,
})
end
dynamic_data.quest_progress = total_flow_count
Quest.try_resolve_quest()
elseif dynamic_data.quest_type == Quest.enum.RESOURCECOUNT and not dynamic_data.quest_complete then
local force = memory.force
if not (force and force.valid and dynamic_data.quest_params) then
return
end
local total_count = force.get_item_production_statistics(surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.one_thousand_hours,
count = true,
})
for i = 1, memory.hold_surface_count do
local hold_surface = Hold.get_hold_surface(i)
if hold_surface and hold_surface.valid then
total_count = total_count
+ force.get_item_production_statistics(hold_surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.one_thousand_hours,
count = true,
})
end
end
local cabin_surface = Cabin.get_cabin_surface()
if cabin_surface and cabin_surface.valid then
total_count = total_count
+ force.get_item_production_statistics(cabin_surface).get_flow_count({
name = dynamic_data.quest_params.item,
category = 'input',
precision_index = defines.flow_precision_index.one_thousand_hours,
count = true,
})
end
dynamic_data.quest_progress = total_count - dynamic_data.quest_params.initial_count
Quest.try_resolve_quest()
end
end
end
function Public.silo_insta_update()
local memory = Memory.get_crew_memory()
if memory.game_lost then
return
end
local destination = Common.current_destination()
local dynamic_data = destination.dynamic_data
local silos = dynamic_data.rocketsilos
if silos and silos[1] and silos[1].valid then --need the first silo to be alive in order to charge any others
if dynamic_data.silo_is_charged then
for i, silo in ipairs(silos) do
if silo and silo.valid then --sometimes theyre overwritten by other structures e.g. market
silo.energy = silo.electric_buffer_size
end
end
else
for i, silo in ipairs(silos) do
if silo and silo.valid then --sometimes theyre overwritten by other structures e.g. market
local e = silo.energy - 1
local e2 = dynamic_data.rocket_silo_energy_needed - dynamic_data.rocket_silo_energy_consumed
if e > 0 and e2 > 0 then
local absorb = Math.min(e, e2)
dynamic_data.energy_charged_in_silo_since_last_check = dynamic_data.energy_charged_in_silo_since_last_check
+ absorb
silo.energy = silo.energy - absorb
if dynamic_data.rocket_silo_charged_bools and not dynamic_data.rocket_silo_charged_bools[i] then
dynamic_data.rocket_silo_charged_bools[i] = true
local inv = silo.get_inventory(defines.inventory.assembling_machine_input)
inv.insert({ name = 'processing-unit', count = 10 })
inv.insert({ name = 'low-density-structure', count = 10 })
inv.insert({ name = 'rocket-fuel', count = 10 })
end
else
silo.energy = 0
end
end
end
end
end
end
-- function Public.parrot_tick(tick_interval)
-- Parrot.parrot_tick()
-- end
function Public.update_player_guis(tick_interval)
-- local global_memory = Memory.get_global_memory()
local players = game.connected_players
for _, player in pairs(players) do
local crew_id = Common.get_id_from_force_name(player.force.name)
Memory.set_working_id(crew_id)
Gui.update_gui(player)
end
end
function Public.update_players_second()
local global_memory = Memory.get_global_memory()
local connected_players = game.connected_players
local playerindex_to_time_played_continuously = {}
local playerindex_to_captainhood_priority = {}
for playerindex, time in pairs(global_memory.playerindex_to_time_played_continuously) do
local player = game.players[playerindex]
if player and Common.validate_player(player) then
-- port over
playerindex_to_time_played_continuously[playerindex] = time
end
end
for playerindex, time in pairs(global_memory.playerindex_to_captainhood_priority) do
local player = game.players[playerindex]
if player and Common.validate_player(player) then
-- port over
playerindex_to_captainhood_priority[playerindex] = time
end
end
for _, player in pairs(connected_players) do
local crew_id = Common.get_id_from_force_name(player.force.name)
Memory.set_working_id(crew_id)
if player.afk_time < Common.afk_time then
playerindex_to_time_played_continuously[player.index] = playerindex_to_time_played_continuously[player.index]
or 0
playerindex_to_time_played_continuously[player.index] = playerindex_to_time_played_continuously[player.index]
+ 1
if Common.is_captain(player) then
playerindex_to_captainhood_priority[player.index] = 0
else
playerindex_to_captainhood_priority[player.index] = playerindex_to_captainhood_priority[player.index]
or 0
playerindex_to_captainhood_priority[player.index] = playerindex_to_captainhood_priority[player.index]
+ 1
end
else
playerindex_to_time_played_continuously[player.index] = 0
playerindex_to_captainhood_priority[player.index] = 0
end
end
global_memory.playerindex_to_captainhood_priority = playerindex_to_captainhood_priority
global_memory.playerindex_to_time_played_continuously = playerindex_to_time_played_continuously
local afk_player_indices = {}
for _, player in pairs(connected_players) do
if player.afk_time >= Common.afk_time then
afk_player_indices[#afk_player_indices + 1] = player.index
end
end
global_memory.afk_player_indices = afk_player_indices
-- after updating tables:
for _, index in pairs(afk_player_indices) do
local player = game.players[index]
local crew_id = Common.get_id_from_force_name(player.force.name)
Memory.set_working_id(crew_id)
Roles.afk_player_tick(player)
end
end
function Public.update_alert_sound_frequency_tracker()
local memory = Memory.get_crew_memory()
if
memory.seconds_until_alert_sound_can_be_played_again
and memory.seconds_until_alert_sound_can_be_played_again > 0
then
memory.seconds_until_alert_sound_can_be_played_again = memory.seconds_until_alert_sound_can_be_played_again - 1
memory.seconds_until_alert_sound_can_be_played_again =
Math.max(0, memory.seconds_until_alert_sound_can_be_played_again)
end
end
-- Check for cliff explosives in chest.
function Public.check_for_cliff_explosives_in_hold_wooden_chests()
if Common.activecrewcount() == 0 then
return
end
local memory = Memory.get_crew_memory()
local input_chests = memory.hold_surface_destroyable_wooden_chests
local queued_chests_timers = memory.hold_surface_timers_of_wooden_chests_queued_for_destruction
local tick_tack_timer = 5 -- how long it takes before chests detonate
if not input_chests then
return
end
-- check which chests have cliff explosives in them
for i, chest in pairs(input_chests) do
-- @TODO: decide what to do when chest is invalid (perhaps it was destroyed by some future feature)
if chest and chest.valid then
local item_count = chest.get_item_count('cliff-explosives')
if item_count and item_count > 0 then
if not queued_chests_timers[i] then
queued_chests_timers[i] = tick_tack_timer
end
end
end
end
-- update chest timers and when timer reaches 0 explode them
for i, _ in pairs(queued_chests_timers) do
local chest = input_chests[i]
if chest and chest.valid then
local surface = chest.surface
queued_chests_timers[i] = queued_chests_timers[i] - 1
local timer = queued_chests_timers[i]
if timer <= 0 then
-- check if sneaky players didn't decide to remove the explosives just before the explosion
local item_count = chest.get_item_count('cliff-explosives')
if item_count and item_count > 0 then
local explosion = {
name = 'wooden-chest-explosion',
position = chest.position,
}
local remnants = {
name = 'wooden-chest-remnants',
position = chest.position,
}
chest.destroy()
surface.create_entity(explosion)
surface.create_entity(remnants)
input_chests[i] = nil
end
queued_chests_timers[i] = nil
else
local tick_tacks = { '*tick*', '*tick*', '*tack*', '*tak*', '*tik*', '*tok*' }
for _, player in pairs(game.connected_players) do
if player.surface_index == surface.index then
player.create_local_flying_text({
name = 'flying-text',
position = chest.position,
text = tick_tacks[Math.random(#tick_tacks)],
color = { r = 0.75, g = 0.75, b = 0.75 },
})
end
end
end
else
-- we probably don't want to have it in the queue anymore if it's invalid now, do we?
queued_chests_timers[i] = nil
end
end
end
-- Code taken from Mountain fortress
local function equalise_fluid_storage_pair(storage1, storage2)
if not storage1.valid then
return
end
if not storage2.valid then
return
end
local source_fluid = storage1.fluidbox[1]
if not source_fluid then
return
end
local target_fluid = storage2.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 =
storage2.insert_fluid({ name = source_fluid.name, amount = amount, temperature = source_fluid.temperature })
if inserted_amount > 0 then
storage1.remove_fluid({ name = source_fluid.name, amount = inserted_amount })
end
end
-- This function assumes that there is equal amount of special storage tanks on deck and every hold.
-- NOTE: This function only equalises adjacent storage tank pairs. That is "Deck - 1st Hold" and "Nth Hold - (N+1)th Hold" pairs
function Public.equalise_fluid_storages()
local memory = Memory.get_crew_memory()
local boat = memory.boat
if boat.upstairs_fluid_storages and boat.downstairs_fluid_storages then
-- Iterate every chain of together connected storages from deck and all holds
for i = 1, #boat.upstairs_fluid_storages do
local storages = {}
storages[1] = boat.upstairs_fluid_storages[i]
for j = 1, memory.hold_surface_count do
storages[j + 1] = boat.downstairs_fluid_storages[j][i]
end
for j = 2, #storages do
equalise_fluid_storage_pair(storages[j], storages[j - 1])
equalise_fluid_storage_pair(storages[j - 1], storages[j])
end
end
end
end
function Public.revealed_buried_treasure_distance_check()
local destination = Common.current_destination()
if Common.activecrewcount() == 0 then
return
end
if destination.dynamic_data.some_player_was_close_to_buried_treasure then
return
end
local maps = destination.dynamic_data.treasure_maps or {}
for _, map in pairs(maps) do
if map.state == 'picked_up' then
for _, player in pairs(Common.crew_get_crew_members()) do
if player.character and player.character.valid then
if Math.distance(player.character.position, map.buried_treasure_position) <= 20 then
destination.dynamic_data.some_player_was_close_to_buried_treasure = true
end
end
end
end
end
end
function Public.update_pet_biter_lifetime(tick_interval)
local memory = Memory.get_crew_memory()
if memory.pet_biters then
for id, pet_biter in pairs(memory.pet_biters) do
if pet_biter.pet and pet_biter.pet.valid then
pet_biter.time_to_live = pet_biter.time_to_live - tick_interval
if pet_biter.time_to_live <= 0 then
memory.pet_biters[id].pet.die()
memory.pet_biters[id] = nil
end
else
memory.pet_biters[id] = nil
end
end
end
end
function Public.update_time_remaining()
local memory = Memory.get_crew_memory()
local boat = memory.boat
local destination = Common.current_destination()
if not (destination.dynamic_data.time_remaining and destination.dynamic_data.time_remaining > 0) then
return
end
destination.dynamic_data.time_remaining = destination.dynamic_data.time_remaining - 1
if destination.dynamic_data.time_remaining ~= 0 then
return
end
if not boat then
return
end
if boat.state == Boats.enum_state.RETREATING then
return
end
if not boat.surface_name then
return
end
if destination.type == Surfaces.enum.ISLAND then
if
destination.static_params
and destination.static_params.base_cost_to_undock
and Boats.need_resources_to_undock(Common.overworldx(), destination.subtype)
and (not Common.query_can_pay_cost_to_leave())
then
Crew.try_lose({ 'pirates.loss_resources_were_not_collected_in_time' })
else
Common.consume_undock_cost_resources()
Progression.retreat_from_island(false)
end
elseif destination.type == Surfaces.enum.DOCK then
Progression.undock_from_dock(false)
end
end
return Public