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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-26 03:52:22 +02:00
2020-02-24 00:39:58 +01:00

566 lines
25 KiB
Lua

local Public = {}
local math_floor = math.floor
local math_random = math.random
function Public.locomotive_spawn(surface, position, wagons)
if global.objective.planet[1].name.id == 17 then
position.x = position.x - 960
position.y = position.y - 64
end
for y = -10, 18, 2 do
local rail = {name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0}
surface.create_entity({name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0})
end
global.locomotive = surface.create_entity({name = "locomotive", position = {position.x, position.y + -6}, force = "player"})
global.locomotive.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 100})
global.locomotive_cargo = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 0}, force = "player"})
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 100})
global.locomotive_cargo2 = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 6}, force = "player"})
for item, count in pairs(wagons[1].inventory) do
global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
end
global.locomotive_cargo3 = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 13}, force = "player"})
for item, count in pairs(wagons[2].inventory) do
global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).insert({name = item, count = count})
end
if wagons[1].bar > 0 then global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).set_bar(wagons[1].bar) end
if wagons[2].bar > 0 then global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).set_bar(wagons[2].bar) end
for i = 1, 40, 1 do
global.locomotive_cargo2.get_inventory(defines.inventory.cargo_wagon).set_filter(i, wagons[1].filters[i])
global.locomotive_cargo3.get_inventory(defines.inventory.cargo_wagon).set_filter(i, wagons[2].filters[i])
end
if not global.comfychests then global.comfychests = {} end
if not global.acumulators then global.acumulators = {} end
for i = 1, 24, 1 do
local yi = 0
local xi = 5
if i > 20 then
yi = 6 - 12
xi = 5
elseif i > 16 then
yi = 6 - 15
xi = 5
elseif i > 12 then
xi = 5
yi = 6 - 18
elseif i > 8 then
yi = 6
xi = 0
elseif i > 4 then
yi = 3
xi = 0
else
yi = 0
xi = 0
end
local comfychest = surface.create_entity({name = "compilatron-chest", position = {position.x - 2 + xi, position.y - 2 + yi + i}, force = "player"})
comfychest.minable = false
--comfychest.destructible = false
if not global.comfychests[i] then
table.insert(global.comfychests, comfychest)
else
global.comfychests[i] = comfychest
end
end
rendering.draw_light({
sprite = "utility/light_medium", scale = 5.5, intensity = 1, minimum_darkness = 0,
oriented = true, color = {255,255,255}, target = global.locomotive,
surface = surface, visible = true, only_in_alt_mode = false,
})
rendering.draw_light({
sprite = "utility/light_medium", scale = 5.5, intensity = 1, minimum_darkness = 0,
oriented = true, color = {255,255,255}, target = global.locomotive_cargo,
surface = surface, visible = true, only_in_alt_mode = false,
})
global.locomotive.color = {0, 255, 0}
global.locomotive.minable = false
global.locomotive_cargo.minable = false
global.locomotive_cargo.operable = false
global.locomotive_cargo2.minable = false
--global.locomotive_cargo2.operable = false
global.locomotive_cargo3.minable = false
--global.locomotive_cargo3.operable = false
end
function Public.fish_tag()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
if not global.locomotive_cargo.surface then return end
if not global.locomotive_cargo.surface.valid then return end
if global.locomotive_tag then
if global.locomotive_tag.valid then
if global.locomotive_tag.position.x == global.locomotive_cargo.position.x and global.locomotive_tag.position.y == global.locomotive_cargo.position.y then return end
global.locomotive_tag.destroy()
end
end
global.locomotive_tag = global.locomotive_cargo.force.add_chart_tag(
global.locomotive_cargo.surface,
{icon = {type = 'item', name = 'raw-fish'},
position = global.locomotive_cargo.position,
text = " "
})
end
local market_offers = {
{price = {{'coin', 10}}, offer = {type = 'give-item', item = "raw-fish"}},
{price = {{"coin", 20}}, offer = {type = 'give-item', item = 'wood', count = 50}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'stone', count = 50}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'coal', count = 50}},
{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
{price = {{"coin", 25}, {"empty-barrel", 1}}, offer = {type = 'give-item', item = 'crude-oil-barrel', count = 1}},
{price = {{"coin", 200}, {"steel-plate", 20}, {"electronic-circuit", 20}}, offer = {type = 'give-item', item = 'loader', count = 1}},
{price = {{"coin", 400}, {"steel-plate", 40}, {"advanced-circuit", 10}, {"loader", 1}}, offer = {type = 'give-item', item = 'fast-loader', count = 1}},
{price = {{"coin", 600}, {"express-transport-belt", 10}, {"fast-loader", 1}}, offer = {type = 'give-item', item = 'express-loader', count = 1}},
--{price = {{"coin", 5}, {"stone", 100}}, offer = {type = 'give-item', item = 'landfill', count = 1}},
{price = {{"coin", 1}, {"steel-plate", 1}, {"explosives", 10}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}
}
local function create_wagon_room()
local width = 64
local height = 384
global.comfychests2 = {}
if not global.acumulators then global.acumulators = {} end
local map_gen_settings = {
["width"] = width,
["height"] = height + 128,
["water"] = 0,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["default_enable_all_autoplace_controls"] = true,
["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
["tile"] = {treat_missing_as_default = true},
["decorative"] = {treat_missing_as_default = false},
},
}
local surface = game.create_surface("cargo_wagon", map_gen_settings)
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({0,0}, 12)
surface.force_generate_chunk_requests()
local carfpos = {
[1]={x=-33,y=-127},[2]={x=-33,y=-128},[3]={x=-33,y=-129},[4]={x=-33,y=-130},[5]={x=32,y=-127},[6]={x=32,y=-128},[7]={x=32,y=-129},[8]={x=32,y=-130},
[9]={x=-33,y=-2},[10]={x=-33,y=-1},[11]={x=-33,y=0},[12]={x=-33,y=1},[13]={x=32,y=-2},[14]={x=32,y=-1},[15]={x=32,y=0},[16]={x=32,y=1},
[17]={x=-33,y=126},[18]={x=-33,y=127},[19]={x=-33,y=128},[20]={x=-33,y=129},[21]={x=32,y=126},[22]={x=32,y=127},[23]={x=32,y=128},[24]={x=32,y=129}
}
for i = 1, 24, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {carfpos[i].x,carfpos[i].y}}})
end
for x = width * -0.5, width * 0.5 - 1, 1 do
for y = height * 0.5, height * 0.7, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * -0.7, height * -0.5, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * -0.5 + 3, height * 0.5 - 4, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
for y = height * -0.16 - 5, height * -0.16 + 0, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * 0.16 - 0, height * 0.16 + 5, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * -0.5, height * -0.5 + 2, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
for y = height * 0.5 - 3, height * 0.5, 1 do
surface.set_tiles({{name = "out-of-map", position = {x,y}}})
end
end
for x = width * -0.2 + 1, width * 0.2 - 1, 1 do
for y = height * -0.16 - 5, height * -0.16 + 0, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
for y = height * 0.16 -0, height * 0.16 + 5, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
--for y = height * -0.5 -5, height * -0.5 + 3, 1 do
-- surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
--end
end
for x = width * -0.5 + 5, width * 0.5 - 6, 1 do
for y = height * -0.7 + 18, height * -0.5 - 5, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
end
for x = width * -0.5 - 6, width * -0.5 + 3, 1 do -- combinators
for y = -251, -241, 1 do
surface.set_tiles({{name = "tutorial-grid", position = {x,y}}})
end
end
for x = width * -0.4 + 6, width * 0.4 - 6, 1 do
for y = height * -0.5 + 7, height * -0.5 + 10, 1 do
local p = {x,y}
surface.set_tiles({{name = "water", position = p}})
if math.random(1, 3) == 1 then surface.create_entity({name = "fish", position = p}) end
end
end
local combinators = {}
for x = width * -0.5 - 6, width * -0.5 + 3, 1 do
for y = -250, -244, 2 do
combinators[#combinators + 1] = {name = "arithmetic-combinator", position = {x, y}, force = "player", create_build_effect_smoke = false}
end
end
local combimade = {}
for i = 1, #combinators, 1 do
combimade[i] = surface.create_entity(combinators[i])
combimade[i].minable = false
combimade[i].destructible = false
combimade[i].operable = false
if i > 1 then
combimade[i].connect_neighbour({wire = defines.wire_type.green, target_entity = combimade[i - 1], source_circuit_id = 2, target_circuit_id = 1})
local rule = combimade[i].get_or_create_control_behavior()
rule.parameters = {parameters = {first_signal = {type = "virtual", name = "signal-A"}, second_constant = 0, operation = "+", output_signal = {type = "virtual", name = "signal-A"}}}
else
local rule2 = combimade[i].get_or_create_control_behavior()
rule2.parameters = {parameters = {first_signal = {type = "virtual", name = "signal-A"}, second_constant = 0, operation = "+", output_signal = {type = "virtual", name = "signal-B"}}}
end
end
local checker = surface.create_entity({name = "decider-combinator", position = {x = width * -0.5 - 6, y = -242}, force = "player", create_build_effect_smoke = false })
local rules3 = checker.get_or_create_control_behavior()
rules3.parameters = {parameters = {first_signal = {type = "virtual", name = "signal-A"}, second_signal = {type = "virtual", name = "signal-B"}, comparator = ">",
output_signal = {type = "virtual", name = "signal-C"}, copy_count_from_input = false }}
local combipower = surface.create_entity({name = "substation", position = {x = width * -0.5 - 4, y = -242}, force="player", create_build_effect_smoke = false})
combipower.connect_neighbour({wire = defines.wire_type.green, target_entity = checker, target_circuit_id = 1})
combipower.connect_neighbour({wire = defines.wire_type.green, target_entity = combimade[#combimade], target_circuit_id = 1})
combimade[1].connect_neighbour({wire = defines.wire_type.green, target_entity = checker, source_circuit_id = 2, target_circuit_id = 1})
local speaker = surface.create_entity({name = "programmable-speaker", position = {x = width * -0.5 - 6, y = -241}, force = "player", create_build_effect_smoke = false,
parameters = {playback_volume = 0.6, playback_globally = true, allow_polyphony = false},
alert_parameters = {show_alert = true, show_on_map = true, icon_signal_id = {type = "item", name = "accumulator"}, alert_message = "Train Is Charging!" }})
speaker.connect_neighbour({wire = defines.wire_type.green, target_entity = checker, target_circuit_id = 2})
local rules4 = speaker.get_or_create_control_behavior()
rules4.circuit_condition = {condition = {first_signal = {type = "virtual", name = "signal-C"}, second_constant = 0, comparator = ">"}}
local solar1 = surface.create_entity({name = "solar-panel", position = {x = width * -0.5 - 2, y = -242}, force="player", create_build_effect_smoke = false})
local solar2 = surface.create_entity({name = "solar-panel", position = {x = width * -0.5 + 1, y = -242}, force="player", create_build_effect_smoke = false})
solar1.destructible = false
solar1.minable = false
solar2.destructible = false
solar2.minable = false
combipower.destructible = false
combipower.minable = false
combipower.operable = false
speaker.destructible = false
speaker.minable = false
speaker.operable = false
checker.destructible = false
checker.minable = false
checker.operable = false
for _, x in pairs({-1, 0}) do
for i = 1, 12, 1 do
local step = math_floor((i-1)/4)
y = -131 + i + step * 128 - step * 4
local e = surface.create_entity({name = "compilatron-chest", position = {x,y}, force = "player", create_build_effect_smoke = false})
e.destructible = false
e.minable = false
table.insert(global.comfychests2, e)
end
end
for i = 1, 9, 1 do
local y = -0.7 * height + 18 + 9 + 18 * ( math_floor((i - 1) / 3))
local x = -0.5 * width + 5 + 9 + 18 * ( i%3 )
local substation = surface.create_entity({name = "substation", position = {x,y}, force="player", create_build_effect_smoke = false})
if i == 3 then
substation.disconnect_neighbour(combipower)
substation.connect_neighbour({wire = defines.wire_type.green, target_entity = combipower})
end
substation.minable = false
substation.destructible = false
for j = 1, 4, 1 do
local xx = x - 2 * j
local acumulator = surface.create_entity({name = "accumulator", position = {xx,y}, force="player", create_build_effect_smoke = false})
if i == 3 and j == 1 then
acumulator.connect_neighbour({wire = defines.wire_type.green, target_entity = substation})
end
acumulator.minable = false
acumulator.destructible = false
table.insert(global.acumulators, acumulator)
end
for k = 1, 4, 1 do
local xx = x + 2 * k
local acumulator = surface.create_entity({name = "accumulator", position = {xx,y}, force="player", create_build_effect_smoke = false})
acumulator.minable = false
acumulator.destructible = false
table.insert(global.acumulators, acumulator)
end
end
local powerpole = surface.create_entity({name = "big-electric-pole", position = {0, height * -0.5 }, force="player", create_build_effect_smoke = false})
powerpole.minable = false
powerpole.destructible = false
local market = surface.create_entity({name = "market", position = {-5, height * -0.5 + 13}, force="neutral", create_build_effect_smoke = false})
market.minable = false
market.destructible = false
local upgradechests = {
[1] = {name = "repairchest", entity = {name = "compilatron-chest", position = {0, height * -0.5 + 13}, force = "player"}, signal = nil},
[2] = {name = "hpchest", entity = {name = "compilatron-chest", position = {3, height * -0.5 + 12}, force = "player"}, signal = "virtual-signal/signal-1"},
[3] = {name = "filterchest", entity = {name = "compilatron-chest", position = {4, height * -0.5 + 12}, force = "player"}, signal = "virtual-signal/signal-2"},
[4] = {name = "acuchest", entity = {name = "compilatron-chest", position = {5, height * -0.5 + 12}, force = "player"}, signal = "virtual-signal/signal-3"},
[5] = {name = "reachchest", entity = {name = "compilatron-chest", position = {3, height * -0.5 + 13}, force = "player"}, signal = "virtual-signal/signal-4"},
[6] = {name = "invchest", entity = {name = "compilatron-chest", position = {4, height * -0.5 + 13}, force = "player"}, signal = "virtual-signal/signal-5"},
[7] = {name = "toolschest", entity = {name = "compilatron-chest", position = {5, height * -0.5 + 13}, force = "player"}, signal = "virtual-signal/signal-6"},
[8] = {name = "waterchest", entity = {name = "compilatron-chest", position = {3, height * -0.5 + 14}, force = "player"}, signal = "virtual-signal/signal-7"},
[9] = {name = "outchest", entity = {name = "compilatron-chest", position = {4, height * -0.5 + 14}, force = "player"}, signal = "virtual-signal/signal-8"},
[10] = {name = "boxchest", entity = {name = "compilatron-chest", position = {5, height * -0.5 + 14}, force = "player"}, signal = "virtual-signal/signal-9"},
[11] = {name = "poisonchest", entity = {name = "compilatron-chest", position = {6, height * -0.5 + 12}, force = "player"}, signal = "virtual-signal/signal-P"},
[12] = {name = "computerchest", entity = {name = "compilatron-chest", position = {6, height * -0.5 + 13}, force = "player"}, signal = "virtual-signal/signal-C"}
}
for i = 1, #upgradechests, 1 do
local e = surface.create_entity(upgradechests[i].entity)
e.minable = false
e.destructible = false
global.upgradechest[i] = e
if i == 1 then
local repair_text = rendering.draw_text{
text = "Repair chest",
surface = surface,
target = e,
target_offset = {0, -2.5},
color = global.locomotive.color,
scale = 1.00,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
else
local upgrade_text = rendering.draw_sprite{
sprite = upgradechests[i].signal,
surface = surface,
target = e,
target_offset = {0, -0.1},
font = "default-game",
visible = true
}
end
end
local market1_text = rendering.draw_text{
text = "Resources",
surface = surface,
target = market,
target_offset = {0, -3.5},
color = global.locomotive.color,
scale = 1.00,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
local upgrade_text = rendering.draw_text{
text = "Upgrades",
surface = surface,
target = global.upgradechest[3],
target_offset = {0, -3.5},
color = global.locomotive.color,
scale = 1.00,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
local upgrade_sub_text = rendering.draw_text{
text = "Click [Upgrades] on top of screen",
surface = surface,
target = global.upgradechest[3],
target_offset = {0, -2.5},
color = global.locomotive.color,
scale = 0.80,
font = "default-game",
alignment = "center",
scale_with_zoom = false
}
for _, offer in pairs(market_offers) do market.add_market_item(offer) end
--generate cars--
for _, x in pairs({width * -0.5 -1.4, width * 0.5 + 1.4}) do
local e = surface.create_entity({name = "car", position = {x, 0}, force = "player", create_build_effect_smoke = false})
e.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 16})
e.destructible = false
e.minable = false
e.operable = false
end
for _, x in pairs({width * -0.5 - 1.4, width * 0.5 + 1.4}) do
local e = surface.create_entity({name = "car", position = {x, -128}, force = "player", create_build_effect_smoke = false})
e.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 16})
e.destructible = false
e.minable = false
e.operable = false
end
for _, x in pairs({width * -0.5 - 1.4, width * 0.5 + 1.4}) do
local e = surface.create_entity({name = "car", position = {x, 128}, force = "player", create_build_effect_smoke = false})
e.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 16})
e.destructible = false
e.minable = false
e.operable = false
end
--generate chests inside south wagon--
local positions = {}
for x = width * -0.5 + 2, width * 0.5 - 1, 1 do
if x == -1 then x = x - 1 end
if x == 0 then x = x + 1 end
for y = 68, height * 0.5 - 4, 1 do
positions[#positions + 1] = {x = x, y = y}
end
end
table.shuffle_table(positions)
local cargo_boxes = {
{name = "grenade", count = math_random(2, 5)},
{name = "grenade", count = math_random(2, 5)},
{name = "grenade", count = math_random(2, 5)},
{name = "submachine-gun", count = 1},
{name = "submachine-gun", count = 1},
{name = "submachine-gun", count = 1},
{name = "land-mine", count = math_random(8, 12)},
{name = "iron-gear-wheel", count = math_random(7, 15)},
{name = "iron-gear-wheel", count = math_random(7, 15)},
{name = "iron-gear-wheel", count = math_random(7, 15)},
{name = "iron-gear-wheel", count = math_random(7, 15)},
{name = "iron-plate", count = math_random(15, 23)},
{name = "iron-plate", count = math_random(15, 23)},
{name = "iron-plate", count = math_random(15, 23)},
{name = "iron-plate", count = math_random(15, 23)},
{name = "iron-plate", count = math_random(15, 23)},
{name = "copper-plate", count = math_random(15, 23)},
{name = "copper-plate", count = math_random(15, 23)},
{name = "copper-plate", count = math_random(15, 23)},
{name = "copper-plate", count = math_random(15, 23)},
{name = "copper-plate", count = math_random(15, 23)},
{name = "shotgun", count = 1},
{name = "shotgun", count = 1},
{name = "shotgun", count = 1},
{name = "shotgun-shell", count = math_random(5, 7)},
{name = "shotgun-shell", count = math_random(5, 7)},
{name = "shotgun-shell", count = math_random(5, 7)},
{name = "firearm-magazine", count = math_random(7, 15)},
{name = "firearm-magazine", count = math_random(7, 15)},
{name = "firearm-magazine", count = math_random(7, 15)},
{name = "rail", count = math_random(16, 24)},
{name = "rail", count = math_random(16, 24)},
{name = "rail", count = math_random(16, 24)},
}
local i = 1
for _ = 1, 16, 1 do
if not positions[i] then break end
local e = surface.create_entity({name = "wooden-chest", position = positions[i], force="player", create_build_effect_smoke = false})
local inventory = e.get_inventory(defines.inventory.chest)
inventory.insert({name = "raw-fish", count = math_random(2, 5)})
i = i + 1
end
for _ = 1, 24, 1 do
if not positions[i] then break end
local e = surface.create_entity({name = "wooden-chest", position = positions[i], force="player", create_build_effect_smoke = false})
i = i + 1
end
for loot_i = 1, #cargo_boxes, 1 do
if not positions[i] then break end
local e = surface.create_entity({name = "wooden-chest", position = positions[i], force="player", create_build_effect_smoke = false})
local inventory = e.get_inventory(defines.inventory.chest)
inventory.insert(cargo_boxes[loot_i])
i = i + 1
end
end
function Public.set_player_spawn_and_refill_fish()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
global.locomotive_cargo.health = global.locomotive_cargo.health + 6
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = math_random(1, 2)})
local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
if not position then return end
game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
end
function Public.enter_cargo_wagon(player, vehicle)
if not vehicle then log("no vehicle") return end
if not vehicle.valid then log("vehicle invalid") return end
if not global.locomotive_cargo then log("no cargo") return end
if not global.locomotive_cargo.valid then log("cargo invalid") return end
if vehicle == global.locomotive_cargo then
if not game.surfaces["cargo_wagon"] then create_wagon_room() end
local surface = game.surfaces["cargo_wagon"]
local x_vector = vehicle.position.x - player.position.x
local position
if x_vector > 0 then
position = {surface.map_gen_settings.width * -0.5, -128}
else
position = {surface.map_gen_settings.width * 0.5, -128}
end
player.teleport(surface.find_non_colliding_position("character", position, 128, 0.5), surface)
end
if not global.locomotive_cargo2 then return end
if not global.locomotive_cargo2.valid then return end
if vehicle == global.locomotive_cargo2 then
if not game.surfaces["cargo_wagon"] then create_wagon_room() end
local surface = game.surfaces["cargo_wagon"]
local x_vector = vehicle.position.x - player.position.x
local position
if x_vector > 0 then
position = {surface.map_gen_settings.width * -0.5, 0}
else
position = {surface.map_gen_settings.width * 0.5, 0}
end
player.teleport(surface.find_non_colliding_position("character", position, 128, 0.5), surface)
end
if not global.locomotive_cargo3 then return end
if not global.locomotive_cargo3.valid then return end
if vehicle == global.locomotive_cargo3 then
if not game.surfaces["cargo_wagon"] then create_wagon_room() end
local surface = game.surfaces["cargo_wagon"]
local x_vector = vehicle.position.x - player.position.x
local position
if x_vector > 0 then
position = {surface.map_gen_settings.width * -0.5, 128}
else
position = {surface.map_gen_settings.width * 0.5, 128}
end
player.teleport(surface.find_non_colliding_position("character", position, 128, 0.5), surface)
end
if player.surface.name == "cargo_wagon" and vehicle.type == "car" then
if global.flame_boots then
global.flame_boots[player.index] = {fuel = 1, steps = {}}
end
local surface = global.locomotive_cargo.surface
local x_vector = (vehicle.position.x / math.abs(vehicle.position.x)) * 2
local y_vector = vehicle.position.y / 16
local position = {global.locomotive_cargo2.position.x + x_vector, global.locomotive_cargo2.position.y + y_vector}
local position2 = surface.find_non_colliding_position("character", position, 128, 0.5)
if not position2 then return end
player.teleport(position2, surface)
end
end
return Public