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acc257b8b6
* Upload pinguin scenario * Fix relative path * Pinguin scenario modularization * Update enemy_turrets.lua Added energy interface controls to limit power available to enemy laser turrets, with laser_shots_per_level constant for balancing. * Update floor_is_lava.lua Now spawns fire under players when level is half of max. * Explosion Scare Module Added explosion_scare module. Chooses players to randomly explode (non-damaging) a number of times before switching to new targets. Explosion intensity increases as module increases. * Update pinguin.lua Removed comment block over modules. * Added New Module: permanent_factory Has a very small chance to make an entity unminable and undestructible when placed. * MeteOres Added new module: MeteOres. Spawns a random meteor that damages entities, creates ore, and spawns biters. * Update meteOres.lua Added explosion to meteor * Added Auto Build Added auto_build module. Selects random players, and automatically builds the item in their cursor nearby for a while, before changing targets. * New module: Unorganized Recipes Added a new module to hide recipe groups and subgroups for random players. This leads to "unorganized" crafting menus. * Update auto_build.lua Fixed typo. I must have changed base targets to 0 instead of the global level when preparing this file for commit. * Add Biter Ores Module Add new module. Spawns ores on death of biters, worms, and spawners, based on difficulty of biter and level. looks for ores on the tile the biter dies on to add to, otherwise looks nearby for an ore type and uses that, otherwise decides on a new ore type to spawn. This should allow players to set up "farms" for their ores, creating reasonable ore patches. Contains a RANDOM_ORES constant that will make the search radius small and ensure random ores are placed instead. * Update biter_ores.lua Found typo. radius should be .1 not 1 for tile directly beneath biter. * Updated Existing Modules Got luacheck setup in my IDE so we don't have to wait for RedMew to run it. Fixed white-space and other linting errors. * Split AF scenarios * Add alien biomes module * Draft april-fools scenarios * Fix draft issues --------- Co-authored-by: R. Nukem <Reoisasa@gmail.com>
96 lines
2.6 KiB
Lua
96 lines
2.6 KiB
Lua
-- hides recipe groups from random players. If a player is targeted again, it will revert back to normal
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-- only works with vanilla item-groups.
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-- in future possible change to on_init to populate item_groups with all detected item groups?
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-- WIP
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local Global = require 'utils.global'
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local BASE_TARGETS = 1 -- how many targets per level
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local CHANGE_TARGET_INTERVAL = _DEBUG and 60 * 10 or 60 * 180 -- 180sec
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local _global = {
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level = 0, -- 1 to enabled by defualt
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max_level = 10,
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rand_targets = {},
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}
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Global.register(_global, function(tbl) _global = tbl end)
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-- ============================================================================
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local function clear_targets()
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for j=1, #_global.rand_targets do
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_global.rand_targets[j] = nil
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end
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end
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local function change_targets()
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if not (_global and _global.level > 0) then
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-- Level not enabled
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return
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end
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local num_targets = math.min(#game.connected_players, _global.level * BASE_TARGETS)
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if #game.connected_players > 0 then
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for j=1, num_targets do
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local player_index = math.random(1, #game.connected_players)
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local duplicate = false
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--check that randomly selected player is not in old list
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for k=1, #_global.rand_targets do
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if game.connected_players[player_index].name == _global.rand_targets[k].name then
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duplicate = true -- target was previously targeted, so enable them and take them off the list
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_global.rand_targets[k].enable_recipe_groups()
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_global.rand_targets[k].enable_recipe_subgroups()
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_global.rand_targets[k] = nil
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end
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end
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if duplicate == false then -- this is a new target
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_global.rand_targets[j] = game.connected_players[player_index]
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_global.rand_targets[j].disable_recipe_groups()
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_global.rand_targets[j].disable_recipe_subgroups()
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end
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end
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end
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end
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-- ============================================================================
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local Public = {}
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Public.name = 'Unorganized Recipes'
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Public.on_nth_tick = {
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[CHANGE_TARGET_INTERVAL] = change_targets,
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}
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Public.level_increase = function()
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_global.level = math.min(_global.level + 1, _global.max_level)
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end
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Public.level_decrease = function()
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_global.rand_targets[_global.level] = nil
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_global.level = math.max(_global.level - 1, 0)
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end
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Public.level_reset = function()
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clear_targets()
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_global.level = 0
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end
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Public.level_set = function(val)
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clear_targets()
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_global.level = val
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end
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Public.level_get = function()
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return _global.level
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end
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Public.max_get = function()
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return _global.max_level
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end
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return Public
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