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RedMew/locale/gen_combined/dimentions.lua

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--Author: Valansch
local resource_types = {"copper-ore", "iron-ore", "coal", "stone", "uranium-ore", "crude-oil"}
global.current_portal_index = 1
global.portals = {}
--Sample Portal:
--{position : LuaPosition, source: LuaSurface, target : LuaPosition, target_surface : LuaSurface}
global.current_magic_chest_index = 1
global.magic_chests = {}
--{entity : LuaEntity, target : LuaEntity}
global.last_tp = {}
global.teleport_cooldown = 3
global.portal_radius = 2.5
local function get_nice_surface_name(surface)
local name = surface.name:gsub("-ore", ""):gsub("-oil", " Oil")
return name:sub(1,1):upper() .. name:sub(2)
end
--Creates autoplace_controls with only one resource type enabled
local function create_resource_setting(resource)
local settings = game.surfaces[1].map_gen_settings
for _,type in pairs(resource_types) do
settings.autoplace_controls[type] = {frequency = "none", size = "none", richness = "none"}
end
settings.autoplace_controls[resource] = {frequency = "normal", size = "big", richness = "good"}
return settings
end
local function init()
if not game.surfaces[2] then
for _,type in pairs(resource_types) do
game.create_surface(type, create_resource_setting(type))
end
end
end
function run_combined_module(event)
init()
end
local function teleport_nearby_players(portal)
for _,player in pairs(game.players) do
if player.connected and player.surface == portal.source then
if distance(portal.position, player.position) < global.portal_radius then
if not global.last_tp[player.name] or global.last_tp[player.name] + global.teleport_cooldown * 60 < game.tick then
player.teleport(portal.target, portal.target_surface)
global.last_tp[player.name] = game.tick
player.print("Wooosh! You are now in the " .. get_nice_surface_name(portal.target_surface) .. " dimention.")
end
end
end
end
end
local function teleport_players()
local num_portals = #global.portals
if num_portals > 0 then
local portal = global.portals[global.current_portal_index]
if portal.target then
teleport_nearby_players(portal)
end
global.current_portal_index = (global.current_portal_index) % num_portals + 1 --Next portal
end
end
local function teleport_stuff()
local num_chests = #global.magic_chests
if num_chests > 0 then
local chest = global.magic_chests[global.current_magic_chest_index]
if chest.entity and chest.target and chest.entity.valid and chest.target.valid then
local inv = chest.entity.get_inventory(defines.inventory.chest)
local target_inv = chest.target.get_inventory(defines.inventory.chest)
if inv and target_inv then
for item, count in pairs(inv.get_contents()) do
local n_inserted = target_inv.insert{name = item, count = count}
if n_inserted > 0 then
inv.remove{name = item, count = n_inserted}
end
end
end
end
global.current_magic_chest_index = (global.current_magic_chest_index) % num_chests + 1 --Next portal
end
end
local function dim_on_tick(event)
if game.tick % 2 == 0 then
teleport_stuff()
else
teleport_players()
end
end
global.chest_selected = false
local function linkchests()
if game.player and game.player.admin and game.player.selected and (game.player.selected.type == "logistic-container" or game.player.selected.type == "container") then
game.player.selected.destructible = false
game.player.selected.minable = false
if global.chest_selected then
global.magic_chests[#global.magic_chests].target = game.player.selected
game.print("Link established.")
else
table.insert(global.magic_chests, {entity = game.player.selected})
game.print("Selected first chest.")
end
global.chest_selected = not global.chest_selected
else
game.print("failed.")
end
end
global.portal_selected = false
local function linkportals()
if game.player and game.player.admin then
if global.portal_selected then
global.portals[#global.portals].target = game.player.position
global.portals[#global.portals].target_surface = game.player.surface
--Way back home:
table.insert(global.portals, {position = game.player.position, target = global.portals[#global.portals].position, source = game.player.surface, target_surface = global.portals[#global.portals].source})
game.print("Portal link established.")
else
table.insert(global.portals, {position = game.player.position, source = game.player.surface})
game.print("Selected first portal.")
end
global.portal_selected = not global.portal_selected
else
game.print("failed.")
end
end
commands.add_command("linkchests", "Select a chest to link to another. Run this command again to select the other one.", linkchests)
commands.add_command("linkportals", "Select a portal to link to another. Run this command again to select the other one.", linkportals)
Event.register(defines.events.on_tick, dim_on_tick)