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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/modules/teleporters.lua
2022-11-19 03:21:13 +01:00

366 lines
13 KiB
Lua

local Event = require 'utils.event'
local key_item = 'player-port'
local blacklisted_tiles = {'out-of-map', 'water', 'deepwater', 'water-green', 'lab-white', 'lab-dark-1'}
local teleporter_names = {
'Stuedrik',
'Wrirrirb',
'Cekoht',
'Deokels',
'Gnaecl',
'Yffolf',
'Xuohsywae',
'Flublodoe',
'Dicyhnea',
'Ruovyk',
'Truecuhz',
"Vaux'ers",
'Gyttux',
'Flys',
'Qlammed',
'Gynneo',
'Xraeqoeht',
'Phuashlk',
'Cuahnennu',
'Kneizigh',
"Zruex'iz",
"Stux'ar",
'Zrihq',
'Opsyms',
'Ogigh',
"Nek'oke",
'Knoebhybeo',
'Kluetryrceo',
'Chahz',
'Xralarb',
'Wrib',
'Breipuhz',
'Nueglahloe',
'Wuammea',
'Iblameo',
'Wuansyrfua',
'Flohlilue',
"Vev'unnae",
'Deivrym',
'Atahz',
"Zrux'ysk",
"Kyq'yks",
"Gnyf'ilm",
'Knaegnom',
'Gnaelphiss',
"Kmaek'irba",
'Zruffira',
'Kicremme',
"Tuot'az",
'Ouprard',
"Tyv'im",
"Get'yks",
'Essyh',
'Vliln',
'Glucutha',
'Teoblux',
'Feohshowtha',
'Dedrapt',
'Isom',
'Xoxxywth',
'Qrokmeg',
'Uzzuhz',
'Achumea',
'Caelhume',
'Diewylfi',
"Deak'yrbie",
'Bepsilp',
'Uogeptue',
"Gouq'oht",
'Strauyb',
'Evvyks',
'Riux',
'Ielfahs',
'Myls',
"Dael'eth",
'Tluymnyrbu',
'Qluephaulpie',
'Bruetheltua'
}
local charged_accumulators_required = 8
local function get_power_status(teleporter_index, drain_power)
local surface = game.surfaces[global.teleporters[teleporter_index].surface]
local a = {
left_top = {x = global.teleporters[teleporter_index].position.x - 5, y = global.teleporters[teleporter_index].position.y - 5},
right_bottom = {x = global.teleporters[teleporter_index].position.x + 6, y = global.teleporters[teleporter_index].position.y + 6}
}
local power_cells = surface.find_entities_filtered({area = a, name = 'accumulator'})
if not power_cells[1] then
return 'No energy source found - Operation not possible'
end
if #power_cells < charged_accumulators_required then
return 'Low Energy - More energy sources needed'
end
local charged_cells = {}
for _, cell in pairs(power_cells) do
if cell.energy >= 5000000 then
table.insert(charged_cells, cell)
end
if #charged_cells == charged_accumulators_required then
break
end
end
if #charged_cells < charged_accumulators_required then
return 'Low Energy - Not enough accumulator charge'
end
if drain_power == true then
for _, cell in pairs(charged_cells) do
cell.energy = 0
end
end
return true
end
local function gui_spawn_new_teleporter(player)
if player.gui.left['spawn_new_teleporter_button'] then
player.gui.left['spawn_new_teleporter_button'].destroy()
end
local b = player.gui.left.add({type = 'button', name = 'spawn_new_teleporter_button', caption = 'Deploy Teleporter'})
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.top_padding = 6
b.style.left_padding = 12
b.style.right_padding = 12
b.style.bottom_padding = 6
b.style.font = 'default-listbox'
b.style.font_color = {r = 0.35, g = 0.5, b = 1}
end
local function gui_teleporter(player, visited_teleporter_index)
if player.gui.left['gui_teleporter'] then
player.gui.left['gui_teleporter'].destroy()
end
local frame = player.gui.left.add({type = 'frame', name = 'gui_teleporter', direction = 'vertical'})
local t = frame.add({type = 'table', column_count = 2, name = 'teleporter_heading'})
local l = t.add({type = 'label', caption = '<Teleporter> '})
l.style.font_color = {r = 0.35, g = 0.5, b = 1}
l.style.font = 'heading-1'
l = t.add({type = 'label', caption = global.teleporters[visited_teleporter_index].name, name = visited_teleporter_index})
l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
l.style.font = 'default-bold'
l.style.top_padding = 4
local frame2 = frame.add({type = 'frame', direction = 'vertical'})
frame2.style.maximal_height = 400
frame2.style.top_padding = 8
frame2.style.font = 'default-bold'
frame2.style.font_color = {r = 0.88, g = 0.22, b = 0.22}
if #global.teleporters < 2 then
frame2.caption = 'No connected teleporters found.'
frame2.style.top_padding = 14
frame2.style.bottom_padding = 0
return
end
local power_status = get_power_status(visited_teleporter_index)
if power_status ~= true then
frame2.caption = power_status
frame2.style.top_padding = 14
frame2.style.bottom_padding = 0
return
end
local scroll_pane = frame2.add({type = 'scroll-pane', direction = 'vertical', horizontal_scroll_policy = 'never', vertical_scroll_policy = 'auto'})
for x = #global.teleporters, 1, -1 do
local surface = game.surfaces[global.teleporters[x].surface]
local tile = surface.get_tile(global.teleporters[x].position)
if x ~= visited_teleporter_index and tile.name == 'lab-white' then
t = scroll_pane.add({type = 'table', column_count = 2})
local b = t.add({type = 'button', caption = '> ' .. global.teleporters[x].name .. ' <', name = 'teleporter_' .. x})
b.style.minimal_width = 250
b.style.font_color = {r = 0.35, g = 0.5, b = 1}
b.style.font = 'default-listbox'
b.style.top_padding = 7
b.style.bottom_padding = 7
local tt = t.add({type = 'table', column_count = 2})
l = tt.add({type = 'label', caption = global.teleporters[x].surface .. ': '})
l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
l.style.font = 'default-bold'
l.style.minimal_width = 65
l.style.top_padding = 0
l.style.bottom_padding = 0
l.style.left_padding = 8
l = tt.add({type = 'label', caption = 'X: ' .. tostring(global.teleporters[x].position.x) .. ' Y: ' .. tostring(global.teleporters[x].position.y)})
l.style.font = 'default'
l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
l.style.minimal_width = 100
l.style.top_padding = 0
l.style.bottom_padding = 0
l = tt.add({type = 'label', caption = 'Distance: '})
l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
l.style.font = 'default-bold'
l.style.minimal_width = 65
l.style.top_padding = 0
l.style.bottom_padding = 0
l.style.left_padding = 8
l =
tt.add(
{
type = 'label',
caption = tostring(
math.ceil(
math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2),
0
)
) .. ' Units'
}
)
l.style.font = 'default'
l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
l.style.minimal_width = 100
l.style.top_padding = 0
l.style.bottom_padding = 0
if #global.teleporters > 2 and x ~= 1 then
l = scroll_pane.add({type = 'label', caption = '-----------------------------------------------------------------'})
l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
l.style.font = 'default'
l.style.top_padding = 0
l.style.bottom_padding = 0
end
end
end
end
local function spawn_teleporter(player)
if not global.teleporters then
global.teleporters = {}
end
local surface = player.surface
local pos = {x = math.floor(player.position.x, 0), y = math.floor(player.position.y, 0)}
local a = {
left_top = {x = pos.x - 3, y = pos.y - 3},
right_bottom = {x = pos.x + 3, y = pos.y + 3}
}
local c = surface.count_tiles_filtered {area = a, name = blacklisted_tiles, limit = 1}
if c == 0 then
local i = player.get_main_inventory()
local removed_item_count = i.remove({name = key_item, count = 1})
if removed_item_count ~= 1 then
return
end
local str = teleporter_names[math.random(1, #teleporter_names)]
local str2 = str
while str == str2 do
str2 = teleporter_names[math.random(1, #teleporter_names)]
end
table.insert(global.teleporters, {position = {x = pos.x, y = pos.y}, name = str .. ' ' .. str2, surface = surface.name})
local tiles = {
{name = 'lab-white', position = pos},
{name = 'lab-dark-1', position = {pos.x - 1, pos.y - 1}},
{name = 'lab-dark-1', position = {pos.x, pos.y - 1}},
{name = 'lab-dark-1', position = {pos.x + 1, pos.y - 1}},
{name = 'lab-dark-1', position = {pos.x + 1, pos.y}},
{name = 'lab-dark-1', position = {pos.x + 1, pos.y + 1}},
{name = 'lab-dark-1', position = {pos.x, pos.y + 1}},
{name = 'lab-dark-1', position = {pos.x - 1, pos.y + 1}},
{name = 'lab-dark-1', position = {pos.x - 1, pos.y}}
}
surface.set_tiles(tiles, true)
game.print(player.name .. ' has deployed a Teleporter!', {r = 0.35, g = 0.5, b = 1})
end
end
local function check_inventory_for_key_item(player_index)
local player = game.players[player_index]
if player.get_item_count(key_item) > 0 then
gui_spawn_new_teleporter(player)
else
if player.gui.left['spawn_new_teleporter_button'] then
player.gui.left['spawn_new_teleporter_button'].destroy()
end
end
end
local function on_player_changed_position(event)
if not global.teleporters then
return
end
local player = game.players[event.player_index]
if not player.character or player.character.driving == true then
return
end
--if game.tick % 2 == 1 then return end
local a = {
left_top = {x = player.position.x - 1, y = player.position.y - 1},
right_bottom = {x = player.position.x + 1, y = player.position.y + 1}
}
local tile = player.surface.find_tiles_filtered {area = a, name = 'lab-white', limit = 1}
if not tile[1] then
if player.gui.left['gui_teleporter'] then
player.gui.left['gui_teleporter'].destroy()
end
return
end
for x, teleporter in pairs(global.teleporters) do
if teleporter.position.x == tile[1].position.x and teleporter.position.y == tile[1].position.y then
gui_teleporter(player, x)
break
end
end
end
local function on_player_main_inventory_changed(event)
check_inventory_for_key_item(event.player_index)
end
local function on_player_dropped_item(event)
check_inventory_for_key_item(event.player_index)
end
local function on_gui_click(event)
if not event then
return
end
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.element.player_index]
local name = event.element.name
if name == 'spawn_new_teleporter_button' then
spawn_teleporter(player)
end
if string.sub(name, 1, 10) ~= 'teleporter' then
return
end
local index = tonumber(string.sub(name, 12))
local visited_teleporter_index = tonumber(player.gui.left['gui_teleporter']['teleporter_heading'].children[2].name)
local status = get_power_status(visited_teleporter_index, true)
if status == true then
local surface = game.surfaces[global.teleporters[index].surface]
for _, p in pairs(game.connected_players) do
p.play_sound {path = 'utility/armor_insert', volume_modifier = 1, position = global.teleporters[visited_teleporter_index].position}
p.play_sound {path = 'utility/armor_insert', volume_modifier = 1, position = global.teleporters[index].position}
end
surface.create_entity({name = 'water-splash', position = player.position})
surface.create_entity({name = 'blood-explosion-big', position = player.position})
local p = surface.find_non_colliding_position('character', global.teleporters[index].position, 2, 0.5)
if p then
player.teleport(p, global.teleporters[index].surface)
else
player.teleport(global.teleporters[index].position, global.teleporters[index].surface)
end
end
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
Event.add(defines.events.on_player_main_inventory_changed, on_player_main_inventory_changed)
Event.add(defines.events.on_gui_click, on_gui_click)