mirror of
https://github.com/Refactorio/RedMew.git
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3f8be3151a
* Add redmew_surface * Change map_layout to have all maps use redmew_surface * Maps: switch hardcoded nauvis refs to redmew_surface * Features: switch hardcoded nauvis refs to redmew_surface * Per discussion, removal of RSO * Changes to files based on linting warnings/errors * ent_functions: remove functions from global scope, ignore remaining linting warnings (~100 remaining) * borg_planet: ignore linting warnings (88 remaining) * mazes refactored * Changed global.lua so events are run in the order they are registered
163 lines
6.5 KiB
Lua
163 lines
6.5 KiB
Lua
--Author: Valansch
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local Event = require 'utils.event'
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local RS = require 'map_gen.shared.redmew_surface'
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local wrech_items_module = require 'map_gen.misc.wreck_items'
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local resource_types = {'copper-ore', 'iron-ore', 'coal', 'stone', 'uranium-ore', 'crude-oil'}
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global.current_portal_index = 1
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global.portals = {}
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--Sample Portal:
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--{position : LuaPosition, source: LuaSurface, target : LuaPosition, target_surface : LuaSurface}
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global.current_magic_chest_index = 1
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global.magic_chests = {}
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--{entity : LuaEntity, target : LuaEntity}
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global.last_tp = {}
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global.teleport_cooldown = 3
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global.portal_radius = 2
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local function get_nice_surface_name(name)
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name = name:gsub('-ore', ''):gsub('-oil', ' Oil')
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return name:sub(1, 1):upper() .. name:sub(2)
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end
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--Creates autoplace_controls with only one resource type enabled
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local function create_resource_setting(resource)
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local settings = RS.get_surface().map_gen_settings
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for _, type in pairs(resource_types) do
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settings.autoplace_controls[type] = {frequency = 'none', size = 'none', richness = 'none'}
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end
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settings.autoplace_controls[resource] = {frequency = 'normal', size = 'big', richness = 'good'}
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return settings
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end
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local function init()
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local rs_index = RS.get_surface().index + 1
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if not game.surfaces[rs_index] then
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for _, type in pairs(resource_types) do
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game.create_surface(get_nice_surface_name(type), create_resource_setting(type))
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end
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local enemy_settings = create_resource_setting('enemy-base')
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enemy_settings.autoplace_controls['enemy-base'] = {frequency = 'very-high', size = 'very-big', richness = 'very-good'}
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game.create_surface('Zerus', enemy_settings)
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game.create_surface('Nihil', create_resource_setting('copper-ore'))
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end
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end
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local function generate_nihil(event)
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for _, e in pairs(event.surface.find_entities_filtered {}) do
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if e.type ~= 'player' then
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e.destroy()
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end
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end
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local tiles = {}
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for x = event.area.left_top.x, event.area.right_bottom.x - 1 do
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for y = event.area.left_top.y, event.area.right_bottom.y - 1 do
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table.insert(tiles, {name = 'lab-dark-1', position = {x, y}})
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end
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end
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event.surface.set_tiles(tiles)
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end
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function run_combined_module(event)
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init()
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if event.surface.name == 'Zerus' then
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wrech_items_module.on_chunk_generated(event)
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elseif event.surface.name == 'Nihil' then
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generate_nihil(event)
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end
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end
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local function teleport_nearby_players(portal)
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for _, player_character in pairs(portal.source.find_entities_filtered {area = {{portal.position.x - global.portal_radius, portal.position.y - global.portal_radius}, {portal.position.x + global.portal_radius, portal.position.y + global.portal_radius}}, name = 'player', type = 'player'}) do
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local player = player_character.player
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if not global.last_tp[player.name] or global.last_tp[player.name] + global.teleport_cooldown * 60 < game.tick then
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player.teleport(portal.target, portal.target_surface)
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global.last_tp[player.name] = game.tick
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player.print('Wooosh! You are now in the ' .. portal.target_surface.name .. ' dimension.')
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end
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end
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end
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local function teleport_players()
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local num_portals = #global.portals
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if num_portals > 0 then
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local portal = global.portals[global.current_portal_index]
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if portal.target then
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teleport_nearby_players(portal)
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end
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global.current_portal_index = (global.current_portal_index) % num_portals + 1 --Next portal
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end
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end
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local function teleport_stuff()
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local num_chests = #global.magic_chests
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if num_chests > 0 then
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local chest = global.magic_chests[global.current_magic_chest_index]
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if chest.entity and chest.target and chest.entity.valid and chest.target.valid then
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local inv = chest.entity.get_inventory(defines.inventory.chest)
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local target_inv = chest.target.get_inventory(defines.inventory.chest)
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if inv and target_inv then
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for item, count in pairs(inv.get_contents()) do
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local n_inserted = target_inv.insert {name = item, count = count}
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if n_inserted > 0 then
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inv.remove {name = item, count = n_inserted}
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end
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end
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end
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end
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global.current_magic_chest_index = (global.current_magic_chest_index) % num_chests + 1 --Next magic chest
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end
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end
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local function dim_on_tick()
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if game.tick % 2 == 0 then
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teleport_stuff()
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else
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teleport_players()
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end
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end
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global.chest_selected = false
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local function linkchests()
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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
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game.player.selected.destructible = false
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game.player.selected.minable = false
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if global.chest_selected then
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global.magic_chests[#global.magic_chests].target = game.player.selected
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game.print('Link established.')
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else
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table.insert(global.magic_chests, {entity = game.player.selected})
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game.print('Selected first chest.')
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end
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global.chest_selected = not global.chest_selected
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else
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game.print('failed.')
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end
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end
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global.portal_selected = false
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local function linkportals()
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if game.player and game.player.admin then
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if global.portal_selected then
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global.portals[#global.portals].target = game.player.position
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global.portals[#global.portals].target_surface = game.player.surface
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--Way back home:
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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})
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game.print('Portal link established.')
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else
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table.insert(global.portals, {position = game.player.position, source = game.player.surface})
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game.print('Selected first portal.')
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end
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global.portal_selected = not global.portal_selected
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else
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game.print('failed.')
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end
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end
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commands.add_command('linkchests', 'Select a chest to link to another. Run this command again to select the other one.', linkchests)
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commands.add_command('linkportals', 'Select a portal to link to another. Run this command again to select the other one.', linkportals)
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Event.add(defines.events.on_tick, dim_on_tick)
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