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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00

implemented portals and magic chests and added link commands

This commit is contained in:
Valansch 2017-10-25 22:24:10 +02:00
parent 2745b80ce8
commit cbdae2e08f

View File

@ -2,9 +2,18 @@
local resource_types = {"copper-ore", "iron-ore", "coal", "stone", "uranium-ore", "crude-oil"}
global.current_portal_index = 1
global.portals = {}
--Exmaple Portal:
--{entity : LuaEntity, target_surface : LuaSurfaces}
--Sample Portal:
--{entity : LuaEntity (stone-wall connected to gate), target : LuaEntity}
global.current_magic_chest_index = 1
global.magic_chests = {}
--{entity : LuaEntity, target : LuaEntity}
global.last_tp = {}
--Creates autoplace_controls with only one resource type enabled
local function create_resource_setting(resource)
@ -27,27 +36,98 @@ function run_combined_module(event)
init()
end
local function teleport_nearby_players(position, surface, target)
local function teleport_nearby_players(entity, target)
for _,player in pairs(game.players) do
if player.connected then
if player.surface.name == surface.name and distance(position, player.position) < 2 then
player.teleport(position, target)
end
end
end
end
local function dim_on_tick(event)
if event.tick % 10 == 0 then
for _,portal in pairs(global.portals) do
local network = portal.entity.get_circuit_network(defines.wire_type.green)
if network then
if network.get_signal{type="virtual", name="signal-G"} > 0 then
teleport_nearby_players({x = portal.entity.position.x + 2.5, y = portal.entity.position.y + 2.5}, portal.entity.surface, portal.target_surface)
if player.surface.name == entity.surface.name and distance({x = entity.position.x + 2, y = entity.position.y + 2}, player.position) < 2.5 then
if not global.last_tp[player.name] or global.last_tp[player.name] + global.teleport_cooldown * 60 < game.tick then
player.teleport({target.position.x + 2, target.position.y + 2}, target.surface)
global.last_tp[player.name] = game.tick
player.print("Wooosh! You are now in the " .. target.surface.name .. " 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]
local network = portal.entity.get_circuit_network(defines.wire_type.green)
if network and portal.target then
if network.get_signal{type="virtual", name="signal-G"} > 0 then
teleport_nearby_players(portal.entity, portal.target)
end
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}
inv.remove{name = item, count = n_inserted}
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 == "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 and game.player.selected and game.player.selected.name == "stone-wall" and game.player.selected.get_circuit_network(defines.wire_type.green) then
game.player.selected.destructible = false
game.player.selected.minable = false
if global.portal_selected then
global.portals[#global.portals].target = game.player.selected
--Way back home:
table.insert(global.portals, {entity = game.player.selected, target = global.portals[#global.portals].entity})
game.print("Portal link established.")
else
table.insert(global.portals, {entity = game.player.selected})
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)