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9bf6bde27a
Allowing for trains to cross. Handles the player switcing force and more. Reverting pushed config.lua
104 lines
3.6 KiB
Lua
104 lines
3.6 KiB
Lua
local Event = require 'utils.event'
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local Game = require 'utils.game'
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local Item_to_chest = require 'map_gen.maps.quadrants.item_to_chest'
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local RS = require 'map_gen.shared.redmew_surface'
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local pow = math.pow
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local rail_locations = {26, 208}
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player_switched_force = require 'map_gen.maps.quadrants.switch_team'.get_event()
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local function clear_inventory_train(event)
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local player = Game.get_player_by_index(event.player_index)
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if (not player.driving and event.trigger == nil) or (player.driving and event.trigger) then
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return false
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end
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local pos = player.position
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local force = player.force
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local within_range = false
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local rail_location
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if string.find(force.name, 'quadrant') then
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if (force.name == 'quadrant1') then
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within_range = (pos.x >= 0 and pos.y <= 0)
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rail_location = {
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{x = rail_locations[1], y = -rail_locations[2]},
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{x = rail_locations[2], y = -rail_locations[1]}
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}
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elseif (force.name == 'quadrant2') then
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within_range = (pos.x <= 0 and pos.y <= 0)
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rail_location = {
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{x = -rail_locations[1], y = -rail_locations[2]},
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{x = -rail_locations[2], y = -rail_locations[1]}
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}
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elseif (force.name == 'quadrant3') then
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within_range = (pos.x <= 0 and pos.y >= 0)
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rail_location = {
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{x = -rail_locations[1], y = rail_locations[2]},
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{x = -rail_locations[2], y = rail_locations[1]}
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}
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elseif (force.name == 'quadrant4') then
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within_range = (pos.x >= 0 and pos.y >= 0)
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rail_location = {
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{x = rail_locations[1], y = rail_locations[2]},
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{x = rail_locations[2], y = rail_locations[1]}
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}
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end
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end
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if within_range then
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return false
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end
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player.clean_cursor()
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if
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player.get_inventory(defines.inventory.player_main).is_empty() and
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player.get_inventory(defines.inventory.player_trash).is_empty()
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then
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return true
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end
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local distance1 = pow(pow(rail_location[1].x - pos.x, 2) + pow(rail_location[1].y - pos.y, 2), 0.5)
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local distance2 = pow(pow(rail_location[2].x - pos.x, 2) + pow(rail_location[2].y - pos.y, 2), 0.5)
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if distance1 <= distance2 then
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Item_to_chest.transfer_inventory(
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event.player_index,
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{defines.inventory.player_main, defines.inventory.player_trash},
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rail_location[1]
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)
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else
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Item_to_chest.transfer_inventory(
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event.player_index,
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{defines.inventory.player_main, defines.inventory.player_trash},
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rail_location[2]
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)
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end
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return true
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end
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local function clear_inventory(event)
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event.trigger = true
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if not clear_inventory_train(event) then
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return
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end
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local player = Game.get_player_by_index(event.player_index)
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local pos = player.position
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local quadrant
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if (pos.x >= 0 and pos.y <= 0) then
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quadrant = 1
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elseif (pos.x <= 0 and pos.y <= 0) then
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quadrant = 2
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elseif (pos.x <= 0 and pos.y >= 0) then
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quadrant = 3
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elseif (pos.x >= 0 and pos.y >= 0) then
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quadrant = 4
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end
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player.force = game.forces['quadrant' .. quadrant]
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script.raise_event(player_switched_force, {extra = 'data'})
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end
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Event.add(defines.events.on_player_driving_changed_state, clear_inventory)
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Event.add(defines.events.on_player_dropped_item, clear_inventory_train)
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Event.add(defines.events.on_player_fast_transferred, clear_inventory_train)
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Event.add(defines.events.on_gui_opened, clear_inventory_train)
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