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RedMew/map_gen/maps/concrete_jungle.lua
2024-10-26 11:30:22 +02:00

487 lines
15 KiB
Lua

local floor = math.floor
local RestrictEntities = require 'map_gen.shared.entity_placement_restriction'
local Event = require 'utils.event'
local b = require 'map_gen.shared.builders'
local Token = require 'utils.token'
local Retailer = require 'features.retailer'
local Task = require 'utils.task'
local Popup = require 'features.gui.popup'
local Global = require 'utils.global'
local Report = require 'features.report'
local Rank = require 'features.rank_system'
local Ranks = require 'resources.ranks'
local redmew_config = storage.config
-- Needed because refined hazard concrete is needed and must not be changed by this module
redmew_config.paint.enabled = false
local concrete_unlocker = true -- Set to false to disable early unlocking of concrete
local market_remove_concrete =
Token.register(
function()
Retailer.remove_item('fish_market', 'refined-hazard-concrete')
end
)
local function on_init() --Out comment stuff you don't want to enable
game.difficulty_settings.technology_price_multiplier = 4
--game.forces.player.technologies.logistics.researched = true
game.forces.player.technologies.automation.researched = true
Task.set_timeout_in_ticks(100, market_remove_concrete)
end
if concrete_unlocker then
Event.add(
defines.events.on_research_finished,
function(event)
local p_force = game.forces.player
local r = event.research
if r.name == 'advanced-material-processing' then
p_force.recipes['concrete'].enabled = true
end
end
)
end
local times_spilled = {}
Global.register(
{
times_spilled = times_spilled
},
function(tbl)
times_spilled = tbl.times_spilled
end
)
local ScenarioInfo = require 'features.gui.info'
ScenarioInfo.set_map_name('Concrete Jungle')
ScenarioInfo.set_map_description([[
Extensive underground mining has resulted in brittle soil.
New regulations requires that heavy objects are placed
on top of proper materials, to support the ground!
]])
-- Tiers of tiles definition (tier 0 is default)
local tile_tiers = {
['stone-path'] = 1,
['concrete'] = 2,
['refined-concrete'] = 3,
['hazard-concrete-right'] = 2,
['hazard-concrete-left'] = 2,
['refined-hazard-concrete-right'] = 3,
['refined-hazard-concrete-left'] = 3
}
local tier_0 = {
'transport-belt',
'fast-transport-belt',
'express-transport-belt',
'underground-belt',
'fast-underground-belt',
'express-underground-belt',
'small-electric-pole',
'burner-mining-drill',
'pumpjack',
'car',
'tank',
'pipe',
'pipe-to-ground',
'offshore-pump',
'locomotive',
'cargo-wagon',
'fluid-wagon',
'artillery-wagon'
}
--- Items explicitly allowed everywhere (tier 0 and up)
--- The RestrictEntities module auto skips all checks for these entities
--- They do not trigger set_keep_alive_callback or the on_pre_restricted_entity_destroyed event
RestrictEntities.add_allowed(tier_0)
-- Items only allowed on tiles of tier 2 or higher (tier 1 is the default)
local entity_tiers = {
-- Tier 2
['oil-refinery'] = 2,
['chemical-plant'] = 2,
['storage-tank'] = 2,
['rail'] = 2,
['straight-rail'] = 2,
['curved-rail'] = 2,
['train-stop'] = 2,
['solar-panel'] = 2,
['flamethrower-turret'] = 2,
['assembling-machine-2'] = 2,
['steel-furnace'] = 2,
['fast-inserter'] = 2,
['accumulator'] = 2,
['big-electric-pole'] = 2,
-- Tier 3
['rocket-silo'] = 3,
['nuclear-reactor'] = 3,
['centrifuge'] = 3,
['heat-exchanger'] = 3,
['heat-pipe'] = 3,
['steam-turbine'] = 3,
['artillery-turret'] = 3,
['roboport'] = 3,
['beacon'] = 3,
['assembling-machine-3'] = 3,
['electric-furnace'] = 3,
['substation'] = 3,
['laser-turret'] = 3,
['bulk-inserter'] = 3,
['active-provider-chest'] = 3,
['passive-provider-chest'] = 3,
['buffer-chest'] = 3,
['storage-chest'] = 3,
['requester-chest'] = 3
}
--Creates rich text icons of the tiered entities
local tier_0_items = ''
local tier_0_counter = 0
for _, v in pairs(tier_0) do
tier_0_items = tier_0_items .. ' [entity=' .. v .. ']'
tier_0_counter = tier_0_counter + 1
if tier_0_counter > 10 then
tier_0_counter = 0
tier_0_items = tier_0_items .. '\n'
end
end
local tier_2_items = ''
local tier_3_items = ''
local tier_2_counter = 0
local tier_3_counter = 0
for k, v in pairs(entity_tiers) do
if not (k == 'rail') then
if (v == 3) then
tier_3_items = tier_3_items .. ' [entity=' .. k .. ']'
tier_3_counter = tier_3_counter + 1
elseif (v == 2) then
tier_2_items = tier_2_items .. ' [entity=' .. k .. ']'
tier_2_counter = tier_2_counter + 1
end
if tier_3_counter > 14 then
tier_3_counter = 0
tier_3_items = tier_3_items .. '\n'
elseif tier_2_counter > 14 then
tier_2_counter = 0
tier_2_items = tier_2_items .. '\n'
end
end
end
local tile_tiers_entities = '[font=default-bold]You may only build the factory on:[/font]\n'
local tile_tiers_entities_counter = 0
for k, _ in pairs(tile_tiers) do
tile_tiers_entities = tile_tiers_entities .. ' [tile=' .. k .. '] ' .. k
tile_tiers_entities_counter = tile_tiers_entities_counter + 1
if tile_tiers_entities_counter == 3 or tile_tiers_entities_counter == 5 then
--tile_tiers_entities_counter = 0
tile_tiers_entities = tile_tiers_entities .. '\n'
end
end
ScenarioInfo.add_map_extra_info(
tile_tiers_entities ..
[[
[font=default-bold]Exceptions:[/font]
]] ..
tier_0_items ..
[[
Stone bricks provide ground support for most buildings/entities,
but some require better ground support!
[font=default-bold]Ground support minimum concrete:[/font]
]] ..
tier_2_items .. [[
[font=default-bold]Ground support minimum refined concrete:[/font]
]] .. tier_3_items .. [[
Due to security measures you can not remove ground support nor downgrade it!
]]
)
RestrictEntities.set_tile_bp()
RestrictEntities.enable_spill()
--- The logic for checking that there are the correct ground support under the entity's position
RestrictEntities.set_keep_alive_callback(
Token.register(
function(entity)
if not (entity and entity.valid) then
return false
end
local get_tile = entity.surface.get_tile
local area = entity.bounding_box
local left_top = area.left_top
local right_bottom = area.right_bottom
local name = entity.name
if name == 'entity-ghost' then
name = entity.ghost_name
end
local entity_tier = entity_tiers[name] or 1
for x = floor(left_top.x), floor(right_bottom.x) do
for y = floor(left_top.y), floor(right_bottom.y) do
local tile_name = get_tile(x, y).name
local tile_tier = tile_tiers[tile_name] or 0
if entity_tier > tile_tier then
return false
end
end
end
return true
end
)
)
--- Anti griefing
local anti_grief_tries = 3 -- Change this number to change how many 'shots' a player has got
local forgiveness_time = 432000 -- Time before previous offences are forgiven, in ticks (60 ticks/sec)
local anti_grief_kick_tries = math.ceil(anti_grief_tries / 2) -- Tries before kick warning
RestrictEntities.set_anti_grief_callback(
Token.register(
function(_, player)
Popup.player(player, [[
Look out!
You are trying to replace entities which have items inside!
This is causing the items to spill out on the ground.
Please be careful!
]], nil, nil, 'entity_placement_restriction_inventory_warning')
if not (Rank.equal_or_greater_than(player.name, Ranks.auto_trusted)) then
local player_stat = times_spilled[player.index]
local number_of_spilled = player_stat and player_stat.count or 0
local last_offence = player_stat and player_stat.tick or 0
local time_since_last_offence = game.tick - last_offence
if (last_offence > 0 and time_since_last_offence >= forgiveness_time) then
number_of_spilled = 0
end
if number_of_spilled >= anti_grief_tries then
Report.jail(player, '<script>')
player.print({'', '[color=yellow]', {'concrete_jungle.anti_grief_jail_reason'}, '[/color]'})
Report.report(nil, player, 'Spilling too many items on the ground')
times_spilled[player.index] = nil
return
elseif number_of_spilled == anti_grief_kick_tries then
Report.kick_player(player, 'Spilling too many items on the ground')
end
times_spilled[player.index] = {count = number_of_spilled + 1, tick = game.tick}
end
end
)
)
--- Warning for players when their entities are destroyed (needs to be pre because of the stack)
local function on_destroy(event)
local p = game.get_player(event.player_index)
local stack = event.stack
local entity = event.entity
local name
if stack.valid_for_read then
name = stack.name
else
name = entity.name
end
if p and p.valid then
if not (name == 'blueprint' or name == 'blueprint-book') then
if name == 'entity-ghost' then
name = entity.ghost_name
end
local tier = {'item-name.stone-path'}
if (entity_tiers[name] == 2) then
tier = {'item-name.concrete'}
elseif (entity_tiers[name] == 3) then
tier = {'item-name.refined-concrete'}
end
local text = {'concrete_jungle.entity_not_enough_ground_support', '[item=' .. name .. ']', tier}
p.create_local_flying_text({position = entity.position, text = text})
else
p.print({'', '[color=yellow]', {'concrete_jungle.blueprint_not_enough_ground_support', {'', '[/color][color=red]', {'concrete_jungle.blueprint'}, '[/color][color=yellow]'}}, '[/color]'})
end
end
end
local function remove_tile_from_player(name, player)
if name == 'stone-path' then
name = 'stone-brick'
elseif name == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
name = 'hazard-concrete'
elseif name == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
name = 'refined-hazard-concrete'
end
player.remove_item({name = name})
end
local function player_mined_tile(event)
local player_index = event.player_index
local surface = game.surfaces[event.surface_index]
local oldTiles = event.tiles
local tiles = {}
local player = game.get_player(player_index)
player.clear_cursor()
for _, oldTile in pairs(oldTiles) do
local name = oldTile.old_tile.name
table.insert(tiles, {name = name, position = oldTile.position})
remove_tile_from_player(name, player)
end
surface.set_tiles(tiles, true)
end
local function marked_for_deconstruction(event)
local entity = event.entity
if entity.name == 'deconstructible-tile-proxy' then
if entity and entity.valid then
entity.destroy()
end
end
end
local function player_built_tile(event)
local newTile = event.tile
local tier = tile_tiers[newTile.name]
if (tier) then
local tiles = {}
local oldTiles = event.tiles
local index = event.player_index
local robot = event.robot
local player
if index then
player = game.get_player(index)
else
player = robot
end
local surface = game.surfaces[event.surface_index]
for _, oldTile in pairs(oldTiles) do
local name = oldTile.old_tile.name
local tile_tier = tile_tiers[name] or 0
if (tile_tier ~= 0 and tile_tier > tier) then
local newName = newTile.name
local position = oldTile.position
table.insert(tiles, {name = name, position = position})
remove_tile_from_player(name, player)
if newName == 'stone-path' then
newName = 'stone-brick'
elseif newName == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
newName = 'hazard-concrete'
elseif newName == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
newName = 'refined-hazard-concrete'
end
local item = {name = newName}
if player.can_insert(item) then
player.insert(item)
else
player.surface.spill_item_stack{ position = position, stack = item, enable_looted = true, force = player.force, allow_belts = false }
end
end
end
surface.set_tiles(tiles, true)
end
end
local first_time =
Token.register(
function(params)
local p = game.get_player(params.event.player_index)
Popup.player(
p,
{
'',
'[color=yellow]',
{'concrete_jungle.welcome_popup_player_name', p.name},
'[/color]\n\n',
{'concrete_jungle.welcome_popup_line_1'},
'\n\n',
{'concrete_jungle.welcome_popup_line_2'},
'\n\n',
{'concrete_jungle.welcome_popup_line_3', '[color=red]Map Info[/color]', '[color=red]Redmew Info[/color]', '[virtual-signal=signal-info]'}
},
{'concrete_jungle.welcome_popup_title'},
nil,
'concrete_jungle_intro'
)
end
)
Event.add(RestrictEntities.events.on_pre_restricted_entity_destroyed, on_destroy)
Event.add(defines.events.on_player_mined_tile, player_mined_tile)
Event.add(defines.events.on_marked_for_deconstruction, marked_for_deconstruction)
Event.add(defines.events.on_player_built_tile, player_built_tile)
Event.add(defines.events.on_robot_built_tile, player_built_tile)
Event.add(
defines.events.on_player_created,
function(event)
Task.set_timeout_in_ticks(900, first_time, {event = event})
end
)
Event.on_init(on_init)
--- Creating the starting circle (Map_gen)
local circle = b.circle(6)
local square = b.rectangle(3, 3)
local concrete_square = b.change_tile(square, true, 'hazard-concrete-left')
local stone_circle = b.change_tile(circle, true, 'stone-path')
stone_circle = b.if_else(concrete_square, stone_circle)
local water_circle = b.circle(250)
local land_circle = b.circle(200)
water_circle = b.subtract(water_circle, land_circle)
local cross = b.add(b.line_x(4), b.line_y(4))
cross = b.change_tile(cross, true, 'landfill')
cross = b.subtract(cross, b.invert(water_circle))
water_circle = b.change_tile(water_circle, true, 'water')
water_circle = b.fish(water_circle, 0.0025)
local map = b.if_else(water_circle, b.full_shape)
map = b.if_else(cross, map)
map = b.if_else(stone_circle, map)
return map