mirror of
https://github.com/Refactorio/RedMew.git
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3f8be3151a
* 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
194 lines
7.6 KiB
Lua
194 lines
7.6 KiB
Lua
local Event = require 'utils.event'
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local Game = require 'utils.game'
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local RS = require 'map_gen.shared.redmew_surface'
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local function killBitters(pos)
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for k, v in pairs(RS.get_surface().find_entities_filtered({area = {{pos.x - 250, pos.y - 250}, {pos.x + 250, pos.y + 250}}, force = 'enemy'})) do
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v.destroy()
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end
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end
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local function dist(position1, position2)
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return ((position1.x - position2.x) ^ 2 + (position1.y - position2.y) ^ 2) ^ 0.5
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end
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local function neForceNear(pos)
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for k, v in pairs(game.forces) do
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if dist(pos, v.get_spawn_position(RS.get_surface())) <= 50 then
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return false
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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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local function validPlayer(name)
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if name ~= nil and Game.get_player_by_index(name) ~= nil and Game.get_player_by_index(name).force == game.forces.player then
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return true
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end
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return false
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end
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local function guiNewPlayer(gui)
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local frame = gui.add {type = 'frame', name = 'new_force', caption = {'gui.create-force'}, direction = 'vertical'}
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frame.add {type = 'button', name = 'new_button', caption = {'gui.new-force'}}
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end
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local function guiForcePlayer(gui)
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local frame = gui.add {type = 'frame', name = 'own_force', caption = {'gui.force'}, direction = 'vertical'}
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frame.add {type = 'textfield', name = 'inv_name'}
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frame.add {type = 'button', name = 'inv_button', caption = {'gui.invite'}}
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frame.add {type = 'button', name = 'leave_button', caption = {'gui.leave'}}
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end
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local function printNewPlayer(player)
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--player.print{"msg.info13"}
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--player.print{"msg.info14"}
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player.print {'msg.info1'}
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player.print {'msg.info2'}
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player.print {'msg.info3'}
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player.print {'msg.info4'}
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player.print {'msg.info5'}
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--player.print{"msg.info6"}
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--player.print{"msg.info7"}
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--player.print{"msg.info8"}
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end
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local function printForcePlayer(player)
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player.print {'msg.info11'}
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player.print {'msg.info12'}
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end
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Event.on_init(
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function()
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global.players = {}
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game.forces.enemy.set_cease_fire(game.forces.player, true)
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game.forces.player.disable_research()
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game.forces.player.disable_all_prototypes()
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game.forces.player.set_ammo_damage_modifier('rocket', -3)
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end
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)
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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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local player = Game.get_player_by_index(event.player_index)
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--player.print("Info: PVP server mod 'Bearded Snails' (c) byte");
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guiNewPlayer(player.gui.left)
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printNewPlayer(player)
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player.insert {name = 'heavy-armor', count = 1}
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player.insert {name = 'iron-plate', count = 8}
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player.insert {name = 'pistol', count = 1}
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player.insert {name = 'firearm-magazine', count = 10}
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player.insert {name = 'burner-mining-drill', count = 1}
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player.insert {name = 'stone-furnace', count = 1}
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player.insert {name = 'shotgun', count = 1}
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player.insert {name = 'shotgun-shell', count = 10}
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player.character.character_running_speed_modifier = 0.5
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player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}})
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end
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)
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Event.add(
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defines.events.on_player_respawned,
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function(event)
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local player = Game.get_player_by_index(event.player_index)
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player.insert {name = 'heavy-armor', count = 1}
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player.insert {name = 'pistol', count = 1}
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player.insert {name = 'firearm-magazine', count = 10}
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player.insert {name = 'shotgun', count = 1}
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player.insert {name = 'shotgun-shell', count = 10}
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player.character.character_running_speed_modifier = 0.5
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end
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)
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Event.add(
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defines.events.on_rocket_launched,
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function(event)
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local force = event.rocket.force
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if event.rocket.get_item_count('satellite') > 0 then
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if global.satellite_sent == nil then
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global.satellite_sent = {}
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end
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if global.satellite_sent[force.name] == nil then
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game.set_game_state {game_finished = true, player_won = true, can_continue = true}
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global.satellite_sent[force.name] = 1
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else
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global.satellite_sent[force.name] = global.satellite_sent[force.name] + 1
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end
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for index, player in pairs(force.players) do
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if player.gui.left.rocket_score == nil then
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local frame = player.gui.left.add {name = 'rocket_score', type = 'frame', direction = 'horizontal', caption = {'gui.score'}}
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frame.add {name = 'rocket_count_label', type = 'label', caption = {'', {'gui.rockets-sent'}, ':'}}
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frame.add {name = 'rocket_count', type = 'label', caption = tostring(global.satellite_sent[force.name])}
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else
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player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name])
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end
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end
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else
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for index, player in pairs(force.players) do
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player.print({'msg.gui-rocket-silo.rocket-launched-without-satellite'})
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end
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end
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end
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)
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Event.add(
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defines.events.on_gui_click,
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function(event)
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local player = Game.get_player_by_index(event.player_index)
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local gui = player.gui.left
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if player.force == game.forces.player and event.element.name == 'new_button' then
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if neForceNear(player.position) then
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local force = game.create_force(player.name)
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force.set_spawn_position(player.position, RS.get_surface())
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player.force = force
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killBitters(player.position)
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player.force.chart(player.surface, {{player.position.x - 200, player.position.y - 200}, {player.position.x + 200, player.position.y + 200}})
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player.force.set_ammo_damage_modifier('rocket', -3)
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player.force.research_all_technologies()
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gui.new_force.destroy()
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guiForcePlayer(gui)
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player.print {'msg.force-created'}
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printForcePlayer(player)
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else
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player.print {'msg.close-position'}
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end
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elseif event.element.name == 'inv_button' then
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local name = gui.own_force.inv_name.text
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if name ~= nil and validPlayer(name) then
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local iplayer = Game.get_player_by_index(name)
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local igui = iplayer.gui.left
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iplayer.force = player.force
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iplayer.teleport(player.force.get_spawn_position(RS.get_surface()))
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igui.new_force.destroy()
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guiForcePlayer(igui)
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player.print {'msg.player-invated', name}
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iplayer.print {'msg.you-invated', player.name}
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else
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player.print {'msg.invalid-name'}
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end
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elseif event.element.name == 'leave_button' and gui.own_force.inv_name.text == 'leave' then
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if #player.force.players == 1 then
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game.merge_forces(player.force.name, game.forces.player.name)
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gui.own_force.destroy()
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guiNewPlayer(gui)
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player.print {'msg.force-destroyed'}
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elseif #player.force.players > 1 then
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player.force = game.forces.player
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player.character.die()
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gui.own_force.destroy()
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guiNewPlayer(gui)
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player.print {'msg.force-leave'}
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end
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elseif event.element.name == 'leave_button' and gui.own_force.inv_name.text ~= 'leave' then
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player.print {'msg.force-leave-confim'}
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end
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end
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)
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