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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-24 03:47:58 +02:00
2022-10-04 17:48:39 +02:00

508 lines
15 KiB
Lua

local Public = {}
local math_floor = math.floor
local table_insert = table.insert
local table_size = table.size
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
--[[
local town_radius = 27
local connection_radius = 15
]]
local blacklist_entity_types = {
['tank'] = true,
['car'] = true,
['character'] = true,
['combat-robot'] = true,
['construction-robot'] = true,
['logistic-robot'] = true,
['entity-ghost'] = true,
['character-corpse'] = true,
['corpse'] = true
}
-- these should be allowed to place inside any base by outlanders 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
}
--[[ -- these should be allowed to place outside any base by town players
local team_whitelist = {
['burner-inserter'] = true,
['car'] = true,
['cargo-wagon'] = true,
['coin'] = true,
['curved-rail'] = true,
['electric-pole'] = true,
['express-loader'] = true,
['fast-inserter'] = true,
['fast-loader'] = true,
['filter-inserter'] = true,
['inserter'] = true,
['fluid-wagon'] = true,
['iron-chest'] = true,
['loader'] = true,
['long-handed-inserter'] = true,
['locomotive'] = true,
['rail'] = true,
['rail-chain-signal'] = true,
['rail-signal'] = true,
['raw-fish'] = true,
['stack-filter-inserter'] = true,
['stack-inserter'] = true,
['steel-chest'] = true,
['straight-rail'] = true,
['tank'] = true,
['train-stop'] = 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
} ]]
--[[
-- these need to be prototypes
local team_entities = {
['accumulator'] = true,
['ammo-turret'] = true,
['arithmetic-combinator'] = true,
['artillery-turret'] = true,
['assembling-machine'] = true,
['beacon'] = true,
['boiler'] = true,
['burner-generator'] = true,
['constant-combinator'] = true,
['container'] = true,
['decider-combinator'] = true,
['electric-energy-interface'] = true,
['electric-pole'] = true,
['electric-turret'] = true,
['fluid-turret'] = true,
['furnace'] = true,
['gate'] = true,
['generator'] = true,
['heat-interface'] = true,
['heat-pipe'] = true,
['infinity-container'] = true,
['infinity-pipe'] = true,
['inserter'] = true,
['lab'] = true,
['lamp'] = true,
['land-mine'] = true,
['linked-belt'] = true,
['linked-container'] = true,
['loader'] = true,
['loader-1x1'] = true,
['logistic-container'] = true,
['market'] = true,
['mining-drill'] = true,
['offshore-pump'] = true,
['pipe'] = true,
['pipe-to-ground'] = true,
['player-port'] = true,
['power-switch'] = true,
['programmable-speaker'] = true,
['pump'] = true,
['radar'] = true,
['reactor'] = true,
['roboport'] = true,
['rocket-silo'] = true,
['solar-panel'] = true,
['splitter'] = true,
['storage-tank'] = true,
['transport-belt'] = true,
['underground-belt'] = true,
['wall'] = true
} ]]
--[[
local function isolated(surface, force, position)
local position_x = position.x
local position_y = position.y
local area = {{position_x - connection_radius, position_y - connection_radius}, {position_x + connection_radius, position_y + connection_radius}}
local count = 0
for _, e in pairs(surface.find_entities_filtered({area = area, force = force.name})) do
if team_entities[e.type] then
count = count + 1
if count > 1 then
return false
end -- are there more than one team entities in the area?
end
end
return true
end
]]
local function refund_item(event, item_name)
if item_name == 'blueprint' then
return
end
if event.player_index ~= nil then
game.players[event.player_index].insert({name = item_name, count = 1})
return
end
-- return item to robot, but don't replace ghost (otherwise might loop)
if event.robot ~= nil then
local inventory = event.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
-- 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
table_insert(forces, market_force.name)
if force_name ~= market_force.name then
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
local entities = surface.find_entities_filtered({position = position, radius = radius, force = forces})
for _, e in pairs(entities) do
if e.valid and e.force ~= nil then
local entity_force_name = e.force.name
--if force_name ~= force.name and force_name ~= 'enemy' and force_name ~= 'neutral' and force_name ~= 'player' and force_name ~= 'rogue' then
if entity_force_name ~= nil then
if entity_force_name ~= force_name then
if blacklist_entity_types[e.type] ~= true then
-- find another solution to log, since this fills the logfile.
--log('XDB prevent_entity, e.type:' .. e.type)
fail = true
break
end
end
end
end
end
if fail == true then
return true
end
end
return false
end
--[[
local function in_own_town(force, position)
local this = ScenarioTable.get_table()
local town_center = this.town_centers[force.name]
if town_center ~= nil then
local market = town_center.market
if market ~= nil then
local center = market.position
if position.x >= center.x - town_radius and position.x <= center.x + town_radius then
if position.y >= center.y - town_radius and position.y <= center.y + town_radius then
return true
end
end
end
end
return false
end ]]
function Public.in_restricted_zone(surface, position)
if surface.name ~= 'nauvis' 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.players[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 surface = game.surfaces[event.surface_index]
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)
refund_item(event, tile.name)
end
end
if fail == true then
if player_index ~= nil then
local player = game.players[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 prevent_entities_near_towns(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 force_name
if player_index ~= nil then
local player = game.players[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
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 ~= nil then
local player = game.players[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!")
if name ~= 'entity-ghost' then
refund_item(event, event.stack.name)
end
return
end
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 surface = game.surfaces[event.surface_index]
local force_name
if player_index ~= nil then
local player = game.players[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)
refund_item(event, tile.name)
end
end
if fail == true then
if player_index ~= nil then
local player = game.players[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 prevent_entities_near_towns(event) then
return
end
end
local function on_robot_built_entity(event)
if prevent_entity_in_restricted_zone(event) then
return
end
if prevent_entities_near_towns(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 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
local Event = require 'utils.event'
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