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RedMew/map_gen/misc/rusky_pvp.lua

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local Event = require "utils.event"
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local Game = require 'utils.game'
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Event.on_init(function()
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global.players = {}
game.forces.enemy.set_cease_fire(game.forces.player ,true);
game.forces.player.disable_research();
game.forces.player.disable_all_prototypes();
game.forces.player.set_ammo_damage_modifier("rocket", -3);
end)
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Event.add(defines.events.on_player_created, function(event)
local player = Game.get_player_by_index(event.player_index)
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--player.print("Info: PVP server mod 'Bearded Snails' (c) byte");
guiNewPlayer(player.gui.left);
printNewPlayer(player);
player.insert{name="heavy-armor", count=1}
player.insert{name="iron-plate", count=8}
player.insert{name="pistol", count=1}
player.insert{name="firearm-magazine", count=10}
player.insert{name="burner-mining-drill", count = 1}
player.insert{name="stone-furnace", count = 1}
player.insert{name="shotgun", count = 1}
player.insert{name="shotgun-shell", count = 10}
player.character.character_running_speed_modifier = 0.5
player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}})
end)
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Event.add(defines.events.on_player_respawned, function(event)
local player = Game.get_player_by_index(event.player_index)
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player.insert{name="heavy-armor", count=1}
player.insert{name="pistol", count=1}
player.insert{name="firearm-magazine", count=10}
player.insert{name="shotgun", count = 1}
player.insert{name="shotgun-shell", count = 10}
player.character.character_running_speed_modifier = 0.5
end)
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Event.add(defines.events.on_rocket_launched, function(event)
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local force = event.rocket.force
if event.rocket.get_item_count("satellite") > 0 then
if global.satellite_sent == nil then
global.satellite_sent = {}
end
if global.satellite_sent[force.name] == nil then
game.set_game_state{game_finished=true, player_won=true, can_continue=true}
global.satellite_sent[force.name] = 1
else
global.satellite_sent[force.name] = global.satellite_sent[force.name] + 1
end
for index, player in pairs(force.players) do
if player.gui.left.rocket_score == nil then
local frame = player.gui.left.add{name = "rocket_score", type = "frame", direction = "horizontal", caption={"gui.score"}}
frame.add{name="rocket_count_label", type = "label", caption={"", {"gui.rockets-sent"}, ":"}}
frame.add{name="rocket_count", type = "label", caption=tostring(global.satellite_sent[force.name])}
else
player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name])
end
end
else
for index, player in pairs(force.players) do
player.print({"msg.gui-rocket-silo.rocket-launched-without-satellite"})
end
end
end)
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Event.add(defines.events.on_gui_click, function(event)
local player = Game.get_player_by_index(event.player_index)
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local gui = player.gui.left;
if player.force == game.forces.player and event.element.name == "new_button" then
if neForceNear(player.position) then
local force = game.create_force(player.name);
force.set_spawn_position(player.position, game.surfaces[1]);
player.force = force;
killBitters(player.position);
player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}})
player.force.set_ammo_damage_modifier("rocket", -3);
player.force.research_all_technologies();
gui.new_force.destroy();
guiForcePlayer(gui);
player.print{"msg.force-created"}
printForcePlayer(player)
else
player.print{"msg.close-position"}
end
elseif event.element.name == "inv_button" then
local name = gui.own_force.inv_name.text;
if name ~= nil and validPlayer(name) then
local iplayer = Game.get_player_by_index(name);
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local igui = iplayer.gui.left;
iplayer.force = player.force;
iplayer.teleport(player.force.get_spawn_position(game.surfaces[1]));
igui.new_force.destroy();
guiForcePlayer(igui);
player.print{"msg.player-invated", name}
iplayer.print{"msg.you-invated", player.name}
else
player.print{"msg.invalid-name"}
end
elseif event.element.name == "leave_button" and gui.own_force.inv_name.text == "leave" then
if #player.force.players == 1 then
game.merge_forces(player.force.name, game.forces.player.name);
gui.own_force.destroy();
guiNewPlayer(gui);
player.print{"msg.force-destroyed"}
elseif #player.force.players > 1 then
player.force = game.forces.player;
player.character.die();
gui.own_force.destroy();
guiNewPlayer(gui);
player.print{"msg.force-leave"}
end
elseif event.element.name == "leave_button" and gui.own_force.inv_name.text ~= "leave" then
player.print{"msg.force-leave-confim"}
end
end)
function neForceNear(pos)
for k, v in pairs(game.forces) do
if dist(pos, v.get_spawn_position(game.surfaces[1])) <= 50 then
return false;
end
end
return true;
end
function killBitters(pos)
for k, v in pairs(game.surfaces[1].find_entities_filtered({area={{pos.x - 250, pos.y - 250}, {pos.x + 250, pos.y + 250}}, force= "enemy"})) do
v.destroy();
end
end
function dist(position1, position2)
return ((position1.x - position2.x)^2 + (position1.y - position2.y)^2)^0.5
end
function validPlayer(name)
if name ~= nil and Game.get_player_by_index(name) ~= nil and Game.get_player_by_index(name).force == game.forces.player then
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return true;
end
return false;
end
function guiNewPlayer(gui)
local frame = gui.add{type="frame", name="new_force", caption={"gui.create-force"}, direction="vertical"}
frame.add{type="button", name="new_button", caption={"gui.new-force"}}
end
function guiForcePlayer(gui)
local frame = gui.add{type="frame", name="own_force", caption={"gui.force"}, direction="vertical"}
frame.add{type="textfield", name="inv_name"}
frame.add{type="button", name="inv_button", caption={"gui.invite"}}
frame.add{type="button", name="leave_button", caption={"gui.leave"}}
end
function printNewPlayer(player)
--player.print{"msg.info13"}
--player.print{"msg.info14"}
player.print{"msg.info1"}
player.print{"msg.info2"}
player.print{"msg.info3"}
player.print{"msg.info4"}
player.print{"msg.info5"}
--player.print{"msg.info6"}
--player.print{"msg.info7"}
--player.print{"msg.info8"}
end
function printForcePlayer(player)
player.print{"msg.info11"}
player.print{"msg.info12"}
end