mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-24 03:47:58 +02:00
218 lines
7.1 KiB
Lua
218 lines
7.1 KiB
Lua
local Event = require 'utils.event'
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local Power = require "maps.scrapyard.power"
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local ICW = require "maps.scrapyard.icw.main"
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local Scrap_table = require "maps.scrapyard.table"
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local Public = {}
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function Public.render_train_hp()
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local this = Scrap_table.get_table()
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local surface = game.surfaces[this.active_surface_index]
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this.health_text = rendering.draw_text{
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text = "HP: " .. this.locomotive_health .. " / " .. this.locomotive_max_health,
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surface = surface,
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target = this.locomotive,
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target_offset = {0, -2.5},
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color = this.locomotive.color,
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scale = 1.40,
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font = "default-game",
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alignment = "center",
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scale_with_zoom = false
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}
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this.caption = rendering.draw_text{
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text = "Grandmasters Train",
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surface = surface,
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target = this.locomotive,
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target_offset = {0, -4.25},
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color = this.locomotive.color,
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scale = 1.80,
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font = "default-game",
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alignment = "center",
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scale_with_zoom = false
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}
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end
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function Public.locomotive_spawn(surface, position)
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local this = Scrap_table.get_table()
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for y = -6, 6, 2 do
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surface.create_entity({name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0})
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end
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this.locomotive = surface.create_entity({name = "locomotive", position = {position.x, position.y + -3}, force = "player"})
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this.locomotive.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 100})
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this.locomotive_cargo = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 3}, force = "player"})
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this.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 8})
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rendering.draw_light({
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sprite = "utility/light_medium", scale = 5.5, intensity = 1, minimum_darkness = 0,
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oriented = true, color = {255,255,255}, target = this.locomotive,
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surface = surface, visible = true, only_in_alt_mode = false,
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})
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this.locomotive.color = {0, 255, 0}
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this.locomotive.minable = false
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this.locomotive_cargo.minable = false
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this.locomotive_cargo.operable = true
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ICW.register_wagon(this.locomotive)
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ICW.register_wagon(this.locomotive_cargo)
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end
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function Public.inside(pos, area)
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local lt = area.left_top
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local rb = area.right_bottom
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return pos.x >= lt.x and pos.y >= lt.y and pos.x <= rb.x and pos.y <= rb.y
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end
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function Public.contains_positions(pos, area)
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if Public.inside(pos, area) then
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return true
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end
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return false
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end
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function Public.power_source()
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local this = Scrap_table.get_table()
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local surface = game.surfaces[this.active_surface_index]
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if not this.locomotive then return end
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if not this.locomotive.valid then return end
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if not this.locomotive.surface then return end
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if not this.locomotive.surface.valid then return end
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if this.ow_energy then
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if this.ow_energy.valid then
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local position = this.ow_energy.position
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local area = {
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left_top = {x = position.x - 2, y = position.y - 2},
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right_bottom = {x = position.x + 2, y = position.y + 2}
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}
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if Public.contains_positions(this.locomotive.position, area) then return end
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this.old_ow_energy = this.ow_energy.energy
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this.ow_energy.destroy()
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this.energy["scrapyard"] = nil
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end
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end
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this.ow_energy = surface.create_entity{
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name = "electric-energy-interface",
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position = {
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x=this.locomotive.position.x,
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y=this.locomotive.position.y+1
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},
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create_build_effect_smoke = false,
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force = game.forces.neutral
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}
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rendering.draw_text{
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text = "Power",
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surface = surface,
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target = this.ow_energy,
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target_offset = {0, -1.5},
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color = { r = 0, g = 1, b = 0},
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alignment = "center"
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}
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this.ow_energy.minable = false
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this.ow_energy.destructible = false
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this.ow_energy.operable = false
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this.ow_energy.power_production = 0
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this.ow_energy.electric_buffer_size = 10000000
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if this.old_ow_energy then
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this.ow_energy.energy = this.old_ow_energy
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end
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end
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function Public.on_teleported_player()
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local this = Scrap_table.get_table()
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local unit_surface = this.locomotive.unit_number
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local loco_surface = game.surfaces[tostring(unit_surface)]
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local pos = {x=-17, y=3}
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if not this.lo_energy then
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this.lo_energy = loco_surface.create_entity{
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name = "electric-energy-interface",
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position = pos,
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create_build_effect_smoke = false,
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force = game.forces.neutral
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}
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rendering.draw_text{
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text = "Power",
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surface = loco_surface,
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target = this.lo_energy,
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target_offset = {0, -1.5},
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color = { r = 0, g = 1, b = 0},
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alignment = "center"
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}
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this.lo_energy.minable = false
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this.lo_energy.destructible = false
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this.lo_energy.operable = false
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this.lo_energy.power_production = 0
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this.lo_energy.electric_buffer_size = 10000000
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end
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end
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local function fish_tag()
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local this = Scrap_table.get_table()
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if not this.locomotive_cargo then return end
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if not this.locomotive_cargo.valid then return end
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if not this.locomotive_cargo.surface then return end
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if not this.locomotive_cargo.surface.valid then return end
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if this.locomotive_tag then
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if this.locomotive_tag.valid then
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if this.locomotive_tag.position.x == this.locomotive_cargo.position.x and this.locomotive_tag.position.y == this.locomotive_cargo.position.y then return end
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this.locomotive_tag.destroy()
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end
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end
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this.locomotive_tag = this.locomotive_cargo.force.add_chart_tag(
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this.locomotive_cargo.surface,
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{icon = {type = 'item', name = 'raw-fish'},
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position = this.locomotive_cargo.position,
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text = " "
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})
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end
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--[[
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local function accelerate()
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local this = Scrap_table.get_table()
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if not this.locomotive then return end
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if not this.locomotive.valid then return end
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if this.locomotive.get_driver() then return end
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this.locomotive_driver = this.locomotive.surface.create_entity({name = "character", position = this.locomotive.position, force = "player"})
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this.locomotive_driver.driving = true
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this.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}
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end
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local function remove_acceleration()
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if not this.locomotive then return end
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if not this.locomotive.valid then return end
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if this.locomotive_driver then this.locomotive_driver.destroy() end
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this.locomotive_driver = nil
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end
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]]
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local function set_player_spawn_and_refill_fish()
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local this = Scrap_table.get_table()
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if not this.locomotive_cargo then return end
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if not this.locomotive_cargo.valid then return end
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this.locomotive_cargo.health = this.locomotive_cargo.health + 6
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this.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = math.random(2, 5)})
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local position = this.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", this.locomotive_cargo.position, 16, 2)
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if not position then return end
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game.forces.player.set_spawn_position({x = position.x, y = position.y}, this.locomotive_cargo.surface)
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end
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local function tick()
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Public.power_source()
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if game.tick % 30 == 0 then
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if game.tick % 1800 == 0 then
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set_player_spawn_and_refill_fish()
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end
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fish_tag()
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--accelerate()
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--else
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--remove_acceleration()
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end
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end
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Event.on_nth_tick(5, tick)
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Event.add(defines.events.on_player_driving_changed_state, Public.on_teleported_player)
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return Public |