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RedMew/map_gen/maps/space_race/scenario.lua

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local Event = require 'utils.event'
local RS = require 'map_gen.shared.redmew_surface'
local Command = require 'utils.command'
local Color = require 'resources.color_presets'
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local Global = require 'utils.global'
local Retailer = require 'features.retailer'
local Market_Items = require 'map_gen.maps.space_race.market_items'
local Token = require 'utils.token'
local Task = require 'utils.task'
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local floor = math.floor
require 'map_gen.maps.space_race.map_info'
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require 'map_gen.maps.space_race.market_handler'
local config = global.config
config.market.enabled = false
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config.score.enabled = false
config.player_rewards.enabled = false
config.apocalypse.enabled = false
config.turret_active_delay.turret_types = {
['ammo-turret'] = 60 * 3,
['electric-turret'] = 60 * 10,
['fluid-turret'] = 60 * 5,
['artillery-turret'] = 60 * 60
}
config.turret_active_delay.techs = {}
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local players_needed = 1
local player_kill_reward = 25
local entity_kill_reward = 1
local startup_timer = 60 * 60 * 10
local player_ports = {
USA = {{x = -397, y = 0}, {x = -380, y = 0}},
USSR = {{x = 397, y = 0}, {x = 380, y = 0}}
}
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local disabled_research = {
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['military'] = {player = 2, entity = 8},
['military-2'] = {player = 6, entity = 24, unlocks = 'military'},
['military-3'] = {player = 12, entity = 48, unlocks = 'military-2'},
['military-4'] = {player = 24, entity = 96, unlocks = 'military-3'},
['stone-walls'] = {player = 2, entity = 8, invert = true},
['heavy-armor'] = {player = 12, entity = 48, invert = true},
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['artillery-shell-range-1'] = nil
}
local researched_tech = {}
local disabled_recipes = {
'tank',
'rocket-silo'
}
local primitives = {
game_started = false,
force_USA = nil,
force_USSR = nil,
lobby_permissions = nil
}
local unlock_progress = {
force_USA = {
players_killed = 0,
entities_killed = 0
},
force_USSR = {
players_killed = 0,
entities_killed = 0
}
}
Global.register(
{
primitives = primitives,
unlock_progress = unlock_progress
},
function(tbl)
primitives = tbl.primitives
unlock_progress = tbl.unlock_progress
end
)
local function remove_recipes()
local USA_recipe = primitives.force_USA.recipes
local USSR_recipe = primitives.force_USSR.recipes
for _, recipe in pairs(disabled_recipes) do
USA_recipe[recipe].enabled = false
USSR_recipe[recipe].enabled = false
end
end
local remove_permission_group =
Token.register(
function(params)
params.permission_group.remove_player(params.player)
end
)
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local function deepcopy(orig)
local copy
if type(orig) == 'table' then
copy = {}
for orig_key, orig_value in pairs(orig) do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
else
copy = orig
end
return copy
end
Event.on_init(
function()
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game.difficulty_settings.technology_price_multiplier = 0.5
local force_USA = game.create_force('United Factory Workers')
local force_USSR = game.create_force('Union of Factory Employees')
local surface = RS.get_surface()
force_USSR.set_spawn_position({x = 397, y = 0}, surface)
force_USA.set_spawn_position({x = -397, y = 0}, surface)
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force_USSR.laboratory_speed_modifier = 1
force_USA.laboratory_speed_modifier = 1
local lobby_permissions = game.permissions.create_group('lobby')
lobby_permissions.set_allows_action(defines.input_action.start_walking, false)
--game.forces.player.chart(RS.get_surface(), {{x = 380, y = 16}, {x = 400, y = -16}})
--game.forces.player.chart(RS.get_surface(), {{x = -380, y = 16}, {x = -400, y = -16}})
--game.forces.player.chart(RS.get_surface(), {{x = 400, y = 65}, {x = -400, y = -33}})
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local silo
silo = surface.create_entity {name = 'rocket-silo', position = {x = 388.5, y = -0.5}, force = force_USSR}
silo.minable = false
silo = surface.create_entity {name = 'rocket-silo', position = {x = -388.5, y = 0.5}, force = force_USA}
silo.minable = false
local gun_turret
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR}
gun_turret.insert({name = 'firearm-magazine', count = 200})
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = -383, y = 0}, force = force_USA}
gun_turret.insert({name = 'firearm-magazine', count = 200})
local market
market = surface.create_entity {name = 'market', position = {x = 404, y = 0}, force = force_USSR}
market.destructible = false
Retailer.add_market('USSR_market', market)
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market = surface.create_entity {name = 'market', position = {x = -404, y = 0}, force = force_USA}
market.destructible = false
Retailer.add_market('USA_market', market)
if table.size(Retailer.get_items('USSR_market')) == 0 then
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local items = deepcopy(Market_Items)
for _, prototype in pairs(items) do
local name = prototype.name
prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price
local unlock_requires = disabled_research[name]
if prototype.disabled and unlock_requires then
if unlock_requires.invert then
prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n' .. unlock_requires.entity .. ' entities have been destroyed'}
else
prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\ndestroy ' .. unlock_requires.entity .. ' entities'}
end
end
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Retailer.set_item('USSR_market', prototype)
end
end
if table.size(Retailer.get_items('USA_market')) == 0 then
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local items = deepcopy(Market_Items)
for _, prototype in pairs(items) do
local name = prototype.name
prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price
local unlock_requires = disabled_research[name]
if prototype.disabled and unlock_requires then
if unlock_requires.invert then
prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n ' .. unlock_requires.entity .. ' entities have been destroyed'}
else
prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\n destroy ' .. unlock_requires.entity .. ' entities'}
end
end
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Retailer.set_item('USA_market', prototype)
end
end
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--[[
Items support the following structure:
{
name: the (raw) item inserted in inventory, does nothing when type is not item
name_label: the name shown in the GUI. If omitted and a prototype exists for 'name', it will use that LocalisedString, can be a LocalisedString
sprite: a custom sprite, will use 'item/<name>' if omitted
price: the price of an item, supports floats (0.95 for example)
description: an additional description displayed in the tooltip, can be a LocalisedString
disabled: whether or not the item should be disabled by default
disabled_reason: the reason the item is disabled, can be a LocalisedString
}
]]
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--ensures that the spawn points are not water
surface.set_tiles(
{
{name = 'stone-path', position = {x = 397.5, y = 0.5}},
{name = 'stone-path', position = {x = 397.5, y = -0.5}},
{name = 'stone-path', position = {x = 396.5, y = -0.5}},
{name = 'stone-path', position = {x = 396.5, y = 0.5}},
{name = 'stone-path', position = {x = -397.5, y = 0.5}},
{name = 'stone-path', position = {x = -397.5, y = -0.5}},
{name = 'stone-path', position = {x = -396.5, y = -0.5}},
{name = 'stone-path', position = {x = -396.5, y = 0.5}}
}
)
for force_side, ports in pairs(player_ports) do
local force
if force_side == 'USA' then
force = force_USA
elseif force_side == 'USSR' then
force = force_USSR
end
for _, port in pairs(ports) do
rendering.draw_text {text = {'', 'Use the /warp command to teleport across'}, surface = surface, target = port, color = Color.red, forces = {force}, alignment = 'center', scale = 0.5}
end
end
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local USA_tech = force_USA.technologies
local USSR_tech = force_USSR.technologies
for research, _ in pairs(disabled_research) do
USA_tech[research].enabled = false
USSR_tech[research].enabled = false
end
for research, _ in pairs(researched_tech) do
USA_tech[research].researched = true
USSR_tech[research].researched = true
end
primitives.force_USA = force_USA
primitives.force_USSR = force_USSR
primitives.lobby_permissions = lobby_permissions
remove_recipes()
end
)
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local function invert_force(force)
local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
if force == force_USA then
return force_USSR
elseif force == force_USSR then
return force_USA
end
end
local unlock_reasons = {
player_killed = 1,
entity_killed = 2
}
local function unlock_market_item(force, item_name)
local group_name
if force == primitives.force_USA then
group_name = 'USA_market'
elseif force == primitives.force_USSR then
group_name = 'USSR_market'
end
if group_name then
Retailer.enable_item(group_name, item_name)
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if not (item_name == 'tank') then
Debug.print('Unlocked: ' .. item_name .. ' | For: ' .. group_name)
end
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end
end
local function check_for_market_unlocks(force)
local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
for research, conditions in pairs(disabled_research) do
local _force = force
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local inverted = conditions.invert
local unlocks = conditions.unlocks
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if inverted then
_force = invert_force(_force)
end
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if force == force_USA then
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if conditions.player <= unlock_progress.force_USA.players_killed or conditions.entity <= unlock_progress.force_USA.entities_killed then
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unlock_market_item(_force, research)
if unlocks then
unlock_market_item(invert_force(_force), unlocks)
end
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end
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elseif force == force_USSR then
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if conditions.player <= unlock_progress.force_USSR.players_killed or conditions.entity <= unlock_progress.force_USSR.entities_killed then
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unlock_market_item(_force, research)
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if unlocks then
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unlock_market_item(invert_force(_force), unlocks)
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end
end
end
end
if force_USA.technologies.tanks.researched then
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unlock_market_item(force_USA, 'tank')
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end
if force_USSR.technologies.tanks.researched then
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unlock_market_item(force_USSR, 'tank')
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end
end
local function update_unlock_progress(force, unlock_reason)
local players_killed
local entities_killed
local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
if force == force_USA then
players_killed = unlock_progress.force_USA.players_killed
entities_killed = unlock_progress.force_USA.entities_killed
if unlock_reason == unlock_reasons.player_killed then
unlock_progress.force_USA.players_killed = players_killed + 1
elseif unlock_reason == unlock_reasons.entity_killed then
unlock_progress.force_USA.entities_killed = entities_killed + 1
end
elseif force == force_USSR then
players_killed = unlock_progress.force_USSR.players_killed
entities_killed = unlock_progress.force_USSR.entities_killed
if unlock_reason == unlock_reasons.player_killed then
unlock_progress.force_USSR.players_killed = players_killed + 1
elseif unlock_reason == unlock_reasons.entity_killed then
unlock_progress.force_USSR.entities_killed = entities_killed + 1
end
else
return
end
check_for_market_unlocks(force)
end
local function restore_character(player)
if primitives.game_started then
player.set_controller {type = defines.controllers.god}
player.create_character()
Task.set_timeout_in_ticks(1, remove_permission_group, {permission_group = primitives.lobby_permissions, player = player})
game.permissions.get_group('Default').add_player(player)
for _, item in pairs(config.player_create.starting_items) do
player.insert(item)
end
end
end
local function start_game()
primitives.game_started = true
for _, player in pairs(primitives.force_USA.players) do
restore_character(player)
end
for _, player in pairs(primitives.force_USSR.players) do
restore_character(player)
end
end
local function victory(force)
game.print('Congratulations to ' .. force.name .. '. You have gained factory dominance!')
end
local function lost(force)
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local force_USA = primitives.force_USA
if force == force_USA then
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victory(primitives.force_USSR)
else
victory(force_USA)
end
end
local function on_entity_died(event)
local entity = event.entity
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if entity.type == 'character' then
return
end
local force = entity.force
if entity.name == 'rocket-silo' then
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lost(force)
end
local cause = event.cause
local cause_force = event.force
if cause_force then
if not (cause and cause.valid) then
local force_USA = primitives.force_USA
cause_force = (force == force_USA) and primitives.force_USSR or force_USA
cause = entity.surface.find_entities_filtered {position = entity.position, radius = 50, type = 'character', force = cause_force, limit = 1}[1]
end
end
if cause and cause.valid then
if cause.prototype.name == 'character' then
cause_force = cause.force
if not (force == cause_force) then
cause.insert({name = 'coin', count = entity_kill_reward})
update_unlock_progress(cause_force, unlock_reasons.entity_killed)
end
end
end
end
local function on_rocket_launched(event)
victory(event.entity.force)
end
local function to_lobby(player_index)
local player = game.get_player(player_index)
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primitives.lobby_permissions.add_player(player)
player.character.destroy()
player.set_controller {type = defines.controllers.ghost}
player.print('Waiting for lobby!')
end
local function on_player_created(event)
to_lobby(event.player_index)
end
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local function on_research_finished(event)
check_for_market_unlocks(event.research.force)
remove_recipes()
end
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
Event.add(defines.events.on_player_created, on_player_created)
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Event.add(defines.events.on_research_finished, on_research_finished)
local function on_player_died(event)
local cause = event.cause
if cause and cause.valid and cause.type == 'character' then
local cause_force = cause.force
if not (game.get_player(event.player_index).force == cause_force) then
cause.insert({name = 'coin', count = player_kill_reward})
update_unlock_progress(cause_force, unlock_reasons.player_killed)
end
end
end
local function on_built_entity(event)
local entity = event.created_entity
if not entity or not entity.valid then
return
end
local name = entity.name
if name == 'artillery-turret' or name == 'artillery-wagon' or name == 'tank' then
local position = entity.position
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game.print({'', '[gps=' .. floor(position.x) .. ', ' .. floor(position.y) .. '] [color=yellow]Warning! ', {'entity-name.' .. name}, ' has been deployed![/color]'})
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end
end
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_built_entity, on_built_entity)
local function allow_teleport(force, position)
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if force == primitives.force_USA and position.x > 0 then
return false
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elseif force == primitives.force_USSR and position.x < 0 then
return false
end
return math.abs(position.x) > 377 and math.abs(position.x) < 400 and position.y > -10 and position.y < 10
end
local function get_teleport_location(force, to_safe_zone)
local port_number = to_safe_zone and 1 or 2
local position
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if force == primitives.force_USA then
position = player_ports.USA[port_number]
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elseif force == primitives.force_USSR then
position = player_ports.USSR[port_number]
else
position = {0, 0}
end
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local non_colliding_pos = RS.get_surface().find_non_colliding_position('character', position, 6, 1)
position = non_colliding_pos and non_colliding_pos or position
return position
end
local function teleport(_, player)
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local character = player.character
if not character or not character.valid then
player.print('[color=yellow]Could not warp, you are not part of a team yet![/color]')
return
end
local tick = game.tick
if tick < startup_timer then
local time_left = startup_timer - tick
if time_left > 60 then
local minutes = (time_left / 3600)
minutes = minutes - minutes % 1
time_left = time_left - (minutes * 3600)
local seconds = (time_left / 60)
seconds = seconds - seconds % 1
time_left = minutes .. ' minutes and ' .. seconds .. ' seconds left'
else
local seconds = time_left % 60
time_left = seconds .. ' seconds left'
end
player.print('[color=yellow]Could not warp, in setup fase![/color] [color=red]' .. time_left .. '[/color]')
return
end
local position = character.position
local force = player.force
if allow_teleport(force, position) then
if math.abs(position.x) < 388.5 then
player.teleport(get_teleport_location(force, true))
else
player.teleport(get_teleport_location(force, false))
end
else
player.print('[color=yellow]Could not warp, you are too far from rocket silo![/color]')
end
end
Command.add('warp', {description = 'Use to switch between PVP and Safe-zone in Space Race', capture_excess_arguments = false, allowed_by_server = false}, teleport)
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local function check_ready_to_start()
local num_usa_players = #primitives.force_USA.players
local num_ussr_players = #primitives.force_USSR.players
local num_players = num_usa_players + num_ussr_players
if not primitives.game_started and num_players >= players_needed then
start_game()
else
game.print(
'[color=yellow]' ..
primitives.force_USA.name ..
' has [/color][color=red]' ..
num_usa_players ..
'[/color][color=yellow] players | ' .. primitives.force_USSR.name .. ' has [/color][color=red]' .. num_ussr_players .. '[/color][color=yellow] players | [/color][color=red]' .. players_needed - num_players .. '[/color][color=yellow] more players needed to start! [/color]'
)
end
end
local function check_player_balance(force)
local force_USSR = primitives.force_USSR
local force_USA = primitives.force_USA
if force == force_USSR then
return #force_USSR.players <= #force_USA.players
elseif force == force_USA then
return #force_USSR.players >= #force_USA.players
end
end
local function join_usa(_, player)
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local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
local force = player.force
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if not check_player_balance(force_USA) then
player.print('[color=red]Failed to join [/color][color=yellow]United Factory Workers,[/color][color=red] teams would become unbalanced![/color]')
return
end
if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then
player.force = force_USA
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player.print('[color=green]You have joined United Factory Workers![/color]')
restore_character(player)
player.teleport(get_teleport_location(force_USA, true))
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check_ready_to_start()
return
end
player.print('Failed to join new team, do not be a spy!')
end
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Command.add('join-UFW', {description = 'Use to join United Factory Workers in Space Race', capture_excess_arguments = false, allowed_by_server = false}, join_usa)
local function join_ussr(_, player)
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local force_USA = primitives.force_USA
local force_USSR = primitives.force_USSR
local force = player.force
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if not check_player_balance(force_USSR) then
player.print('[color=red]Failed to join [/color][color=yellow]Union of Factory Employees[/color][color=red], teams would become unbalanced![/color]')
return
end
if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then
player.force = force_USSR
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player.print('[color=green]You have joined Union of Factory Employees![/color]')
restore_character(player)
player.teleport(get_teleport_location(force_USSR, true))
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check_ready_to_start()
return
end
player.print('Failed to join new team, do not be a spy!')
end
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Command.add('join-UFE', {description = 'Use to join Union of Factory Employees in Space Race', capture_excess_arguments = false, allowed_by_server = false}, join_ussr)
--[[TODO
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Introduction / Map information
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Starting trees!
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NOTES:
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Mapgen is slow (a loading screen would be nice)
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Beach sine wave to break the hard line between shallow water and land
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Tiny islands in shallow water, space for a couple of turrets but not much
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Weapon damage balance -> Testing, testing, testing
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Worms and biters can kill turrets at the spawns
]]