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@@ -2,12 +2,12 @@
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-- @module SpawnArea@4.0.0
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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-- @alais ThisModule
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-- @alias ThisModule
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-- Module Require
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local Game = require('FactorioStdLib.Game')
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-- Local Varibles
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-- Local Variables
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local turret_enabled = true
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local turret_ammo = 'uranium-rounds-magazine'
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@@ -17,8 +17,8 @@ local entity_positions = require(module_path..'/src/spawn_entities')
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local global_offset = {x=0,y=-2}
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local decon_radius = 20
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local decon_tile = 'concrete'
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local partern_radius = 50
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local partern_tile = 'stone-path'
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local pattern_radius = 50
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local pattern_tile = 'stone-path'
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-- Module Define
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local module_verbose = false
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@@ -45,10 +45,10 @@ end
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function ThisModule.auto_turret(surface,pos)
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if not turret_enabled then error('Auto Turrets are disabled.') end
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-- adds a new turrent to the global list, returns index
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-- adds a new turret to the global list, returns index
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local _return
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if surface then
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local surface = Game.get_surface(surface)
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surface = Game.get_surface(surface)
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if not surface then error('Surface is not valid.') end
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local posx = pos.x or pos[1] or error('Position is not valid.')
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local posy = pos.y or pos[2] or error('Position is not valid.')
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@@ -57,7 +57,7 @@ function ThisModule.auto_turret(surface,pos)
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-- spawns turrets and refills them
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if not game.forces['spawn'] then game.create_force('spawn').set_cease_fire('player',true) game.forces['player'].set_cease_fire('spawn',true) end
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for _,pos in pairs(global) do
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local surface = game.surfaces[pos[1]]
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surface = game.surfaces[pos[1]]
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local turret = surface.find_entity('gun-turret',{pos[2],pos[3]})
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if not turret then
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turret = surface.create_entity{name='gun-turret',position={pos[2],pos[3]},force='spawn'}
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@@ -83,34 +83,34 @@ script.on_event(defines.events.on_player_created, function(event)
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local player = Game.get_player(event)
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local surface = player.surface
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local offset = {x=0,y=0}
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local partern_base_tile = surface.get_tile(player.position).name
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if partern_base_tile == 'deepwater' or partern_base_tile == 'water' then partern_base_tile = 'grass-1' end
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local pattern_base_tile = surface.get_tile(player.position).name
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if pattern_base_tile == 'deepwater' or pattern_base_tile == 'water' then pattern_base_tile = 'grass-1' end
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local base_tiles = {}
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local tiles = {}
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-- generates a safe area of land and removes all entites
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for x = -partern_radius, partern_radius do
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for y = -partern_radius, partern_radius do
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-- generates a safe area of land and removes all entities
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for x = -pattern_radius, pattern_radius do
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for y = -pattern_radius, pattern_radius do
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if x^2+y^2 < decon_radius^2 then
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table.insert(base_tiles,{name=decon_tile,position={x+offset.x,y+offset.y}})
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local entities = surface.find_entities_filtered{area={{x+offset.x-1,y+offset.y-1},{x+offset.x,y+offset.y}}}
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for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
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elseif x^2+y^2 < partern_radius^2 then
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table.insert(base_tiles,{name=partern_base_tile,position={x+offset.x,y+offset.y}})
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elseif x^2+y^2 < pattern_radius^2 then
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table.insert(base_tiles,{name=pattern_base_tile,position={x+offset.x,y+offset.y}})
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end
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end
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end
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surface.set_tiles(base_tiles)
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-- creates the partern in the spawn
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-- creates the pattern in the spawn
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for _,position in pairs(tile_positions) do
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table.insert(tiles,{name=partern_tile,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}})
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table.insert(tiles,{name=pattern_tile,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}})
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end
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surface.set_tiles(tiles)
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-- spawns all the entites in spawn
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-- spawns all the entities in spawn
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for _,entity in pairs(entity_positions) do
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local entity = surface.create_entity{name=entity[1],position={entity[2]+offset.x+global_offset.x,entity[3]+offset.y+global_offset.y},force='neutral'}
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entity = surface.create_entity{name=entity[1],position={entity[2]+offset.x+global_offset.x,entity[3]+offset.y+global_offset.y},force='neutral'}
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entity.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false
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end
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-- generates spawn turrents and afk belts
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-- generates spawn turrets and afk belts
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if turret_enabled then ThisModule.auto_turret() end
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ThisModule.afk_belt(surface,{offset.x-5,offset.y-5})
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ThisModule.afk_belt(surface,{offset.x+5,offset.y-5})
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@@ -123,4 +123,4 @@ script.on_event(defines.events.on_player_created, function(event)
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end)
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-- Module Return
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return ThisModule
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return ThisModule
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