1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/combined/dimensions.lua
Matthew 3f8be3151a
Add redmew_surface (#631)
* 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
2019-01-16 13:44:55 -05:00

163 lines
6.5 KiB
Lua

--Author: Valansch
local Event = require 'utils.event'
local RS = require 'map_gen.shared.redmew_surface'
local wrech_items_module = require 'map_gen.misc.wreck_items'
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
local function get_nice_surface_name(name)
name = 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 = RS.get_surface().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()
local rs_index = RS.get_surface().index + 1
if not game.surfaces[rs_index] then
for _, type in pairs(resource_types) do
game.create_surface(get_nice_surface_name(type), create_resource_setting(type))
end
local enemy_settings = create_resource_setting('enemy-base')
enemy_settings.autoplace_controls['enemy-base'] = {frequency = 'very-high', size = 'very-big', richness = 'very-good'}
game.create_surface('Zerus', enemy_settings)
game.create_surface('Nihil', create_resource_setting('copper-ore'))
end
end
local function generate_nihil(event)
for _, e in pairs(event.surface.find_entities_filtered {}) do
if e.type ~= 'player' then
e.destroy()
end
end
local tiles = {}
for x = event.area.left_top.x, event.area.right_bottom.x - 1 do
for y = event.area.left_top.y, event.area.right_bottom.y - 1 do
table.insert(tiles, {name = 'lab-dark-1', position = {x, y}})
end
end
event.surface.set_tiles(tiles)
end
function run_combined_module(event)
init()
if event.surface.name == 'Zerus' then
wrech_items_module.on_chunk_generated(event)
elseif event.surface.name == 'Nihil' then
generate_nihil(event)
end
end
local function teleport_nearby_players(portal)
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
local player = player_character.player
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 ' .. portal.target_surface.name .. ' dimension.')
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 magic chest
end
end
local function dim_on_tick()
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.add(defines.events.on_tick, dim_on_tick)