mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
487 lines
15 KiB
Lua
487 lines
15 KiB
Lua
local floor = math.floor
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local RestrictEntities = require 'map_gen.shared.entity_placement_restriction'
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local Event = require 'utils.event'
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local b = require 'map_gen.shared.builders'
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local Token = require 'utils.token'
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local Retailer = require 'features.retailer'
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local Task = require 'utils.task'
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local Popup = require 'features.gui.popup'
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local Global = require 'utils.global'
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local Report = require 'features.report'
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local Rank = require 'features.rank_system'
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local Ranks = require 'resources.ranks'
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local redmew_config = storage.config
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-- Needed because refined hazard concrete is needed and must not be changed by this module
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redmew_config.paint.enabled = false
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local concrete_unlocker = true -- Set to false to disable early unlocking of concrete
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local market_remove_concrete =
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Token.register(
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function()
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Retailer.remove_item('fish_market', 'refined-hazard-concrete')
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end
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)
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local function on_init() --Out comment stuff you don't want to enable
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game.difficulty_settings.technology_price_multiplier = 4
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--game.forces.player.technologies.logistics.researched = true
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game.forces.player.technologies.automation.researched = true
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Task.set_timeout_in_ticks(100, market_remove_concrete)
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end
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if concrete_unlocker then
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Event.add(
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defines.events.on_research_finished,
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function(event)
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local p_force = game.forces.player
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local r = event.research
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if r.name == 'advanced-material-processing' then
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p_force.recipes['concrete'].enabled = true
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end
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end
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)
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end
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local times_spilled = {}
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Global.register(
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{
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times_spilled = times_spilled
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},
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function(tbl)
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times_spilled = tbl.times_spilled
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end
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)
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local ScenarioInfo = require 'features.gui.info'
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ScenarioInfo.set_map_name('Concrete Jungle')
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ScenarioInfo.set_map_description([[
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Extensive underground mining has resulted in brittle soil.
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New regulations requires that heavy objects are placed
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on top of proper materials, to support the ground!
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]])
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-- Tiers of tiles definition (tier 0 is default)
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local tile_tiers = {
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['stone-path'] = 1,
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['concrete'] = 2,
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['refined-concrete'] = 3,
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['hazard-concrete-right'] = 2,
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['hazard-concrete-left'] = 2,
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['refined-hazard-concrete-right'] = 3,
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['refined-hazard-concrete-left'] = 3
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}
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local tier_0 = {
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'transport-belt',
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'fast-transport-belt',
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'express-transport-belt',
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'underground-belt',
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'fast-underground-belt',
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'express-underground-belt',
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'small-electric-pole',
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'burner-mining-drill',
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'pumpjack',
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'car',
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'tank',
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'pipe',
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'pipe-to-ground',
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'offshore-pump',
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'locomotive',
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'cargo-wagon',
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'fluid-wagon',
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'artillery-wagon'
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}
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--- Items explicitly allowed everywhere (tier 0 and up)
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--- The RestrictEntities module auto skips all checks for these entities
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--- They do not trigger set_keep_alive_callback or the on_pre_restricted_entity_destroyed event
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RestrictEntities.add_allowed(tier_0)
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-- Items only allowed on tiles of tier 2 or higher (tier 1 is the default)
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local entity_tiers = {
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-- Tier 2
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['oil-refinery'] = 2,
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['chemical-plant'] = 2,
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['storage-tank'] = 2,
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['rail'] = 2,
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['straight-rail'] = 2,
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['curved-rail'] = 2,
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['train-stop'] = 2,
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['solar-panel'] = 2,
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['flamethrower-turret'] = 2,
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['assembling-machine-2'] = 2,
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['steel-furnace'] = 2,
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['fast-inserter'] = 2,
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['accumulator'] = 2,
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['big-electric-pole'] = 2,
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-- Tier 3
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['rocket-silo'] = 3,
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['nuclear-reactor'] = 3,
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['centrifuge'] = 3,
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['heat-exchanger'] = 3,
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['heat-pipe'] = 3,
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['steam-turbine'] = 3,
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['artillery-turret'] = 3,
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['roboport'] = 3,
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['beacon'] = 3,
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['assembling-machine-3'] = 3,
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['electric-furnace'] = 3,
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['substation'] = 3,
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['laser-turret'] = 3,
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['bulk-inserter'] = 3,
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['active-provider-chest'] = 3,
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['passive-provider-chest'] = 3,
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['buffer-chest'] = 3,
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['storage-chest'] = 3,
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['requester-chest'] = 3
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}
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--Creates rich text icons of the tiered entities
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local tier_0_items = ''
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local tier_0_counter = 0
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for _, v in pairs(tier_0) do
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tier_0_items = tier_0_items .. ' [entity=' .. v .. ']'
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tier_0_counter = tier_0_counter + 1
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if tier_0_counter > 10 then
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tier_0_counter = 0
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tier_0_items = tier_0_items .. '\n'
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end
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end
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local tier_2_items = ''
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local tier_3_items = ''
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local tier_2_counter = 0
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local tier_3_counter = 0
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for k, v in pairs(entity_tiers) do
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if not (k == 'rail') then
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if (v == 3) then
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tier_3_items = tier_3_items .. ' [entity=' .. k .. ']'
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tier_3_counter = tier_3_counter + 1
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elseif (v == 2) then
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tier_2_items = tier_2_items .. ' [entity=' .. k .. ']'
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tier_2_counter = tier_2_counter + 1
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end
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if tier_3_counter > 14 then
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tier_3_counter = 0
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tier_3_items = tier_3_items .. '\n'
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elseif tier_2_counter > 14 then
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tier_2_counter = 0
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tier_2_items = tier_2_items .. '\n'
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end
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end
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end
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local tile_tiers_entities = '[font=default-bold]You may only build the factory on:[/font]\n'
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local tile_tiers_entities_counter = 0
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for k, _ in pairs(tile_tiers) do
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tile_tiers_entities = tile_tiers_entities .. ' [tile=' .. k .. '] ' .. k
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tile_tiers_entities_counter = tile_tiers_entities_counter + 1
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if tile_tiers_entities_counter == 3 or tile_tiers_entities_counter == 5 then
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--tile_tiers_entities_counter = 0
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tile_tiers_entities = tile_tiers_entities .. '\n'
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end
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end
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ScenarioInfo.add_map_extra_info(
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tile_tiers_entities ..
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[[
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[font=default-bold]Exceptions:[/font]
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]] ..
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tier_0_items ..
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[[
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Stone bricks provide ground support for most buildings/entities,
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but some require better ground support!
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[font=default-bold]Ground support minimum concrete:[/font]
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]] ..
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tier_2_items .. [[
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[font=default-bold]Ground support minimum refined concrete:[/font]
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]] .. tier_3_items .. [[
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Due to security measures you can not remove ground support nor downgrade it!
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]]
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)
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RestrictEntities.set_tile_bp()
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RestrictEntities.enable_spill()
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--- The logic for checking that there are the correct ground support under the entity's position
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RestrictEntities.set_keep_alive_callback(
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Token.register(
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function(entity)
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if not (entity and entity.valid) then
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return false
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end
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local get_tile = entity.surface.get_tile
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local area = entity.bounding_box
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local left_top = area.left_top
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local right_bottom = area.right_bottom
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local name = entity.name
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if name == 'entity-ghost' then
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name = entity.ghost_name
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end
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local entity_tier = entity_tiers[name] or 1
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for x = floor(left_top.x), floor(right_bottom.x) do
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for y = floor(left_top.y), floor(right_bottom.y) do
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local tile_name = get_tile(x, y).name
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local tile_tier = tile_tiers[tile_name] or 0
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if entity_tier > tile_tier then
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return false
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end
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end
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end
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return true
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end
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)
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)
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--- Anti griefing
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local anti_grief_tries = 3 -- Change this number to change how many 'shots' a player has got
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local forgiveness_time = 432000 -- Time before previous offences are forgiven, in ticks (60 ticks/sec)
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local anti_grief_kick_tries = math.ceil(anti_grief_tries / 2) -- Tries before kick warning
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RestrictEntities.set_anti_grief_callback(
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Token.register(
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function(_, player)
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Popup.player(player, [[
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Look out!
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You are trying to replace entities which have items inside!
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This is causing the items to spill out on the ground.
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Please be careful!
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]], nil, nil, 'entity_placement_restriction_inventory_warning')
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if not (Rank.equal_or_greater_than(player.name, Ranks.auto_trusted)) then
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local player_stat = times_spilled[player.index]
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local number_of_spilled = player_stat and player_stat.count or 0
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local last_offence = player_stat and player_stat.tick or 0
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local time_since_last_offence = game.tick - last_offence
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if (last_offence > 0 and time_since_last_offence >= forgiveness_time) then
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number_of_spilled = 0
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end
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if number_of_spilled >= anti_grief_tries then
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Report.jail(player, '<script>')
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player.print({'', '[color=yellow]', {'concrete_jungle.anti_grief_jail_reason'}, '[/color]'})
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Report.report(nil, player, 'Spilling too many items on the ground')
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times_spilled[player.index] = nil
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return
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elseif number_of_spilled == anti_grief_kick_tries then
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Report.kick_player(player, 'Spilling too many items on the ground')
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end
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times_spilled[player.index] = {count = number_of_spilled + 1, tick = game.tick}
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end
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end
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)
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)
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--- Warning for players when their entities are destroyed (needs to be pre because of the stack)
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local function on_destroy(event)
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local p = game.get_player(event.player_index)
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local stack = event.stack
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local entity = event.entity
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local name
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if stack.valid_for_read then
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name = stack.name
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else
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name = entity.name
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end
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if p and p.valid then
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if not (name == 'blueprint' or name == 'blueprint-book') then
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if name == 'entity-ghost' then
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name = entity.ghost_name
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end
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local tier = {'item-name.stone-path'}
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if (entity_tiers[name] == 2) then
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tier = {'item-name.concrete'}
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elseif (entity_tiers[name] == 3) then
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tier = {'item-name.refined-concrete'}
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end
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local text = {'concrete_jungle.entity_not_enough_ground_support', '[item=' .. name .. ']', tier}
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p.create_local_flying_text({position = entity.position, text = text})
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else
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p.print({'', '[color=yellow]', {'concrete_jungle.blueprint_not_enough_ground_support', {'', '[/color][color=red]', {'concrete_jungle.blueprint'}, '[/color][color=yellow]'}}, '[/color]'})
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end
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end
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end
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local function remove_tile_from_player(name, player)
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if name == 'stone-path' then
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name = 'stone-brick'
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elseif name == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
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name = 'hazard-concrete'
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elseif name == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
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name = 'refined-hazard-concrete'
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end
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player.remove_item({name = name})
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end
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local function player_mined_tile(event)
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local player_index = event.player_index
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local surface = game.surfaces[event.surface_index]
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local oldTiles = event.tiles
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local tiles = {}
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local player = game.get_player(player_index)
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player.clear_cursor()
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for _, oldTile in pairs(oldTiles) do
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local name = oldTile.old_tile.name
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table.insert(tiles, {name = name, position = oldTile.position})
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remove_tile_from_player(name, player)
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end
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surface.set_tiles(tiles, true)
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end
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local function marked_for_deconstruction(event)
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local entity = event.entity
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if entity.name == 'deconstructible-tile-proxy' then
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if entity and entity.valid then
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entity.destroy()
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end
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end
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end
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local function player_built_tile(event)
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local newTile = event.tile
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local tier = tile_tiers[newTile.name]
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if (tier) then
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local tiles = {}
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local oldTiles = event.tiles
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local index = event.player_index
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local robot = event.robot
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local player
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if index then
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player = game.get_player(index)
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else
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player = robot
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end
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local surface = game.surfaces[event.surface_index]
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for _, oldTile in pairs(oldTiles) do
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local name = oldTile.old_tile.name
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local tile_tier = tile_tiers[name] or 0
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if (tile_tier ~= 0 and tile_tier > tier) then
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local newName = newTile.name
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local position = oldTile.position
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table.insert(tiles, {name = name, position = position})
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remove_tile_from_player(name, player)
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if newName == 'stone-path' then
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newName = 'stone-brick'
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elseif newName == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
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newName = 'hazard-concrete'
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elseif newName == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
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newName = 'refined-hazard-concrete'
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end
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local item = {name = newName}
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if player.can_insert(item) then
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player.insert(item)
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else
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player.surface.spill_item_stack{ position = position, stack = item, enable_looted = true, force = player.force, allow_belts = false }
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end
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end
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end
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surface.set_tiles(tiles, true)
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end
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end
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local first_time =
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Token.register(
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function(params)
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local p = game.get_player(params.event.player_index)
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Popup.player(
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p,
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{
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'',
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'[color=yellow]',
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{'concrete_jungle.welcome_popup_player_name', p.name},
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'[/color]\n\n',
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{'concrete_jungle.welcome_popup_line_1'},
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'\n\n',
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{'concrete_jungle.welcome_popup_line_2'},
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'\n\n',
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{'concrete_jungle.welcome_popup_line_3', '[color=red]Map Info[/color]', '[color=red]Redmew Info[/color]', '[virtual-signal=signal-info]'}
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},
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{'concrete_jungle.welcome_popup_title'},
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nil,
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'concrete_jungle_intro'
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)
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end
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)
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Event.add(RestrictEntities.events.on_pre_restricted_entity_destroyed, on_destroy)
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Event.add(defines.events.on_player_mined_tile, player_mined_tile)
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Event.add(defines.events.on_marked_for_deconstruction, marked_for_deconstruction)
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Event.add(defines.events.on_player_built_tile, player_built_tile)
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Event.add(defines.events.on_robot_built_tile, player_built_tile)
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Event.add(
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defines.events.on_player_created,
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function(event)
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Task.set_timeout_in_ticks(900, first_time, {event = event})
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end
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)
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Event.on_init(on_init)
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--- Creating the starting circle (Map_gen)
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local circle = b.circle(6)
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local square = b.rectangle(3, 3)
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local concrete_square = b.change_tile(square, true, 'hazard-concrete-left')
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local stone_circle = b.change_tile(circle, true, 'stone-path')
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stone_circle = b.if_else(concrete_square, stone_circle)
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local water_circle = b.circle(250)
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local land_circle = b.circle(200)
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water_circle = b.subtract(water_circle, land_circle)
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local cross = b.add(b.line_x(4), b.line_y(4))
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cross = b.change_tile(cross, true, 'landfill')
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cross = b.subtract(cross, b.invert(water_circle))
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water_circle = b.change_tile(water_circle, true, 'water')
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water_circle = b.fish(water_circle, 0.0025)
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local map = b.if_else(water_circle, b.full_shape)
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map = b.if_else(cross, map)
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map = b.if_else(stone_circle, map)
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return map
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