1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/maps/scrap_towny_ffa/building.lua
Gerkiz efabdde589 Towny
disable players from jailing eachother and building placement restriction
2023-01-23 21:40:01 +01:00

442 lines
13 KiB
Lua

local Event = require 'utils.event'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local Public = {}
local math_floor = math.floor
local table_insert = table.insert
local table_size = table.size
local town_zoning_entity_types = {'wall', 'gate', 'electric-pole', 'ammo-turret', 'electric-turret', 'fluid-turret'}
-- these should be allowed to place inside any base by anyone as neutral
local neutral_whitelist = {
['burner-inserter'] = true,
['car'] = true,
['coin'] = true,
['express-loader'] = true,
['fast-inserter'] = true,
['fast-loader'] = true,
['filter-inserter'] = true,
['inserter'] = true,
['iron-chest'] = true,
['loader'] = true,
['long-handed-inserter'] = true,
['raw-fish'] = true,
['stack-filter-inserter'] = true,
['stack-inserter'] = true,
['steel-chest'] = true,
['tank'] = true,
['wooden-chest'] = true,
['transport-belt'] = true,
['fast-transport-belt'] = true,
['express-transport-belt'] = true,
['underground-belt'] = true,
['fast-underground-belt'] = true,
['express-underground-belt'] = true,
['splitter'] = true,
['fast-splitter'] = true,
['express-splitter'] = true
}
local function refund_item(event, item_name)
if item_name == 'blueprint' then
return
end
if event.player_index then
local player = game.get_player(event.player_index)
if player and player.valid then
player.insert({name = item_name, count = 1})
return
end
end
-- return item to robot, but don't replace ghost (otherwise might loop)
local robot = event.robot
if robot and robot.valid then
local inventory = robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = item_name, count = 1})
return
end
end
local function error_floaty(surface, position, msg)
surface.create_entity(
{
name = 'flying-text',
position = position,
text = msg,
color = {r = 0.77, g = 0.0, b = 0.0}
}
)
end
function Public.in_range(pos1, pos2, radius)
if pos1 == nil then
return false
end
if pos2 == nil then
return false
end
if radius < 1 then
return true
end
local dx = pos1.x - pos2.x
local dy = pos1.y - pos2.y
if dx ^ 2 + dy ^ 2 < radius ^ 2 then
return true
end
return false
end
function Public.in_area(position, area_center, area_radius)
if position == nil then
return false
end
if area_center == nil then
return false
end
if area_radius < 1 then
return true
end
if position.x >= area_center.x - area_radius and position.x <= area_center.x + area_radius then
if position.y >= area_center.y - area_radius and position.y <= area_center.y + area_radius then
return true
end
end
return false
end
function Public.is_another_character_near(surface, position, force)
if not surface then
return
end
if not position then
return
end
if not force then
return
end
local ents = surface.find_entities_filtered {position = position, radius = 15, type = 'character'}
if ents and #ents >= 1 then
for _, ent in pairs(ents) do
if ent and ent.valid then
if ent.force.name ~= force.name and not ent.force.get_friend(force.name) and not force.get_friend(ent.force.name) then
return true
end
end
end
end
return false
end
-- is the position near another town?
function Public.near_another_town(force_name, position, surface, radius)
-- check for nearby town centers
if force_name == nil then
return false
end
local this = ScenarioTable.get_table()
local forces = {}
-- check for nearby town centers
local fail = false
if table_size(this.town_centers) > 0 then
for _, town_center in pairs(this.town_centers) do
if town_center ~= nil then
local market = town_center.market
if market ~= nil and market.valid then
local market_force = market.force
if market_force ~= nil then
if market_force.name ~= nil then
if force_name ~= market_force.name then
table_insert(forces, market_force.name)
if Public.in_range(position, market.position, radius) == true then
fail = true
break
end
end
end
end
end
end
end
if fail == true then
return true
end
end
-- check for nearby town entities
if table.size(forces) > 0 then
if
surface.count_entities_filtered(
{
position = position,
radius = radius,
force = forces,
type = town_zoning_entity_types,
limit = 1
}
) > 0
then
return true
end
end
return false
end
function Public.in_restricted_zone(surface, position)
local this = ScenarioTable.get_table()
local map_surface = game.get_surface(this.active_surface_index)
if not map_surface or not map_surface.valid then
return
end
if surface.name ~= map_surface.name then
return false
end
local chunk_position = {}
chunk_position.x = math_floor(position.x / 32)
chunk_position.y = math_floor(position.y / 32)
if chunk_position.x <= -33 or chunk_position.x >= 32 or chunk_position.y <= -33 or chunk_position.y >= 32 then
return true
end
return false
end
local function prevent_entity_in_restricted_zone(event)
local player_index = event.player_index or nil
local entity = event.created_entity
if entity == nil or not entity.valid then
return
end
local name = entity.name
local surface = entity.surface
local position = entity.position
local error = false
if Public.in_restricted_zone(surface, position) then
error = true
entity.destroy()
local item = event.item
if name ~= 'entity-ghost' and name ~= 'tile-ghost' and item ~= nil then
refund_item(event, item.name)
end
end
if error == true then
if player_index ~= nil then
local player = game.get_player(player_index)
player.play_sound({path = 'utility/cannot_build', position = player.position, volume_modifier = 0.75})
end
error_floaty(surface, position, 'Can not build in restricted zone!')
end
end
local function prevent_landfill_in_restricted_zone(event)
local player_index = event.player_index or nil
local tile = event.tile
if tile == nil or not tile.valid then
return
end
local this = ScenarioTable.get_table()
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
local fail = false
local position
for _, t in pairs(event.tiles) do
local old_tile = t.old_tile
position = t.position
if Public.in_restricted_zone(surface, position) then
fail = true
surface.set_tiles({{name = old_tile.name, position = position}}, true)
end
end
if fail == true then
if player_index ~= nil then
local player = game.get_player(player_index)
player.play_sound({path = 'utility/cannot_build', position = player.position, volume_modifier = 0.75})
end
error_floaty(surface, position, 'Can not build in restricted zone!')
end
return fail
end
local function process_built_entities(event)
local player_index = event.player_index
local entity = event.created_entity
if entity == nil or not entity.valid then
return
end
local name = entity.name
local surface = entity.surface
local position = entity.position
local force
local force_name
if player_index ~= nil then
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
force = player.force
force_name = force.name
local is_another_character_near = Public.is_another_character_near(player.surface, player.position, force)
if is_another_character_near then
entity.destroy()
player.play_sound({path = 'utility/cannot_build', position = player.position, volume_modifier = 0.75})
error_floaty(surface, position, "Can't build near other characters!")
if name ~= 'entity-ghost' then
if event.stack and event.stack.valid_for_read then
refund_item(event, event.stack.name)
end
end
return
end
else
local robot = event.robot
force = robot.force
force_name = force.name
local is_another_character_near = Public.is_another_character_near(robot.surface, robot.position, robot.force)
if is_another_character_near then
entity.destroy()
error_floaty(surface, position, "Can't build near other characters!")
if name ~= 'entity-ghost' then
if event.stack and event.stack.valid_for_read then
refund_item(event, event.stack.name)
end
end
return
end
end
if Public.near_another_town(force_name, position, surface, 32) == true then
if neutral_whitelist[name] then
entity.force = game.forces['neutral']
else
entity.destroy()
if player_index then
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
player.play_sound({path = 'utility/cannot_build', position = player.position, volume_modifier = 0.75})
end
error_floaty(surface, position, "Can't build near town!")
if name ~= 'entity-ghost' then
if event.stack and event.stack.valid_for_read then
refund_item(event, event.stack.name)
end
end
return
end
end
if force_name == 'player' or force_name == 'rogue' then
entity.force = game.forces['neutral']
end
end
local function prevent_tiles_near_towns(event)
local player_index = event.player_index or nil
local tile = event.tile
if tile == nil or not tile.valid then
return
end
local this = ScenarioTable.get_table()
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
local force_name
if player_index ~= nil then
local player = game.get_player(player_index)
if player ~= nil then
local force = player.force
if force ~= nil then
force_name = force.name
end
end
else
local robot = event.robot
if robot ~= nil then
local force = robot.force
if force ~= nil then
force_name = force.name
end
end
end
local fail = false
local position
for _, t in pairs(event.tiles) do
local old_tile = t.old_tile
position = t.position
if Public.near_another_town(force_name, position, surface, 32) == true then
fail = true
surface.set_tiles({{name = old_tile.name, position = position}}, true)
end
end
if fail == true then
if player_index ~= nil then
local player = game.get_player(player_index)
player.play_sound({path = 'utility/cannot_build', position = player.position, volume_modifier = 0.75})
end
error_floaty(surface, position, "Can't build near town!")
end
return fail
end
-- called when a player places an item, or a ghost
local function on_built_entity(event)
if prevent_entity_in_restricted_zone(event) then
return
end
if process_built_entities(event) then
return
end
end
local function on_robot_built_entity(event)
if prevent_entity_in_restricted_zone(event) then
return
end
if process_built_entities(event) then
return
end
end
-- called when a player places landfill
local function on_player_built_tile(event)
if prevent_landfill_in_restricted_zone(event) then
return
end
if process_built_entities(event) then
return
end
if prevent_tiles_near_towns(event) then
return
end
end
local function on_robot_built_tile(event)
if prevent_landfill_in_restricted_zone(event) then
return
end
if prevent_tiles_near_towns(event) then
return
end
end
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_built_tile, on_player_built_tile)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
return Public