Update all code styles

This commit is contained in:
Cooldude2606
2024-09-28 01:56:54 +01:00
parent 5e2a62ab27
commit 292c1a1b68
194 changed files with 9817 additions and 9703 deletions

View File

@@ -12,7 +12,7 @@ end)
-- Apply an offset to a LuaPosition
local function apply_offset(position, offset)
return {x=position.x + (offset.x or offset[1]), y=position.y + (offset.y or offset[2])}
return { x = position.x + (offset.x or offset[1]), y = position.y + (offset.y or offset[2]) }
end
-- Apply the offset to the turrets default position
@@ -22,16 +22,16 @@ end
-- Get or create the force used for entities in spawn
local function get_spawn_force()
local force = game.forces['spawn']
local force = game.forces["spawn"]
if force and force.valid then
return force
end
force = game.create_force('spawn')
force.set_cease_fire('player', true)
force = game.create_force("spawn")
force.set_cease_fire("player", true)
-- force.set_friend('player', true)
game.forces['player'].set_cease_fire('spawn', true)
game.forces["player"].set_cease_fire("spawn", true)
-- game.forces['player'].set_friend('spawn', true)
return force
@@ -57,18 +57,18 @@ local function spawn_turrets()
for _, turret_pos in pairs(turrets) do
local surface = game.surfaces[turret_pos.surface]
local pos = turret_pos.position
local turret = surface.find_entity('gun-turret', pos)
local turret = surface.find_entity("gun-turret", pos)
-- Makes a new turret if it is not found
if not turret or not turret.valid then
turret = surface.create_entity{name='gun-turret', position=pos, force='spawn'}
turret = surface.create_entity{ name = "gun-turret", position = pos, force = "spawn" }
protect_entity(turret)
end
-- Adds ammo to the turret
local inv = turret.get_inventory(defines.inventory.turret_ammo)
if inv.can_insert{name=config.turrets.ammo_type, count=10} then
inv.insert{name=config.turrets.ammo_type, count=10}
if inv.can_insert{ name = config.turrets.ammo_type, count = 10 } then
inv.insert{ name = config.turrets.ammo_type, count = 10 }
end
end
end
@@ -77,13 +77,13 @@ end
local function spawn_belts(surface, position)
position = apply_offset(position, config.afk_belts.offset)
local belt_type = config.afk_belts.belt_type
local belt_details = {{-0.5, -0.5, 2}, {0.5, -0.5, 4}, {-0.5, 0.5, 0}, {0.5, 0.5, 6}} -- x, y,dir
local belt_details = { { -0.5, -0.5, 2 }, { 0.5, -0.5, 4 }, { -0.5, 0.5, 0 }, { 0.5, 0.5, 6 } } -- x, y,dir
for _, belt_set in pairs(config.afk_belts.locations) do
local set_position = apply_offset(position, belt_set)
for _, belt in pairs(belt_details) do
local pos = apply_offset(set_position, belt)
local belt_entity = surface.create_entity{name=belt_type, position=pos, force='neutral', direction=belt[3]}
local belt_entity = surface.create_entity{ name = belt_type, position = pos, force = "neutral", direction = belt[3] }
if config.afk_belts.protected then
protect_entity(belt_entity)
@@ -99,7 +99,7 @@ local function spawn_pattern(surface, position)
local pattern_tile = config.pattern.pattern_tile
for _, tile in pairs(config.pattern.locations) do
table.insert(tiles_to_make, {name=pattern_tile, position=apply_offset(position, tile)})
table.insert(tiles_to_make, { name = pattern_tile, position = apply_offset(position, tile) })
end
surface.set_tiles(tiles_to_make)
@@ -111,8 +111,9 @@ local function spawn_water(surface, position)
local tiles_to_make = {}
local water_tile = config.water.water_tile
for _, tile in pairs(config.water.locations) do
table.insert(tiles_to_make, {name=water_tile, position=apply_offset(position, tile)})
table.insert(tiles_to_make, { name = water_tile, position = apply_offset(position, tile) })
end
surface.set_tiles(tiles_to_make)
end
@@ -120,8 +121,8 @@ end
local function spawn_entities(surface, position)
position = apply_offset(position, config.entities.offset)
for _, entity in pairs(config.entities.locations) do
local pos = apply_offset(position, {x=entity[2], y=entity[3]})
entity = surface.create_entity{name=entity[1], position=pos, force='neutral'}
local pos = apply_offset(position, { x = entity[2], y = entity[3] })
entity = surface.create_entity{ name = entity[1], position = pos, force = "neutral" }
if config.entities.protected then
protect_entity(entity)
@@ -135,48 +136,49 @@ end
local function spawn_area(surface, position)
local dr = config.spawn_area.deconstruction_radius
local tr = config.spawn_area.tile_radius
local tr2 = tr^2
local tr2 = tr ^ 2
local decon_tile = config.spawn_area.deconstruction_tile
local fr = config.spawn_area.landfill_radius
local fr2 = fr^2
local fr2 = fr ^ 2
local fill_tile = surface.get_tile(position).name
-- Make sure a non water tile is used for each tile
if surface.get_tile(position).collides_with('player') then fill_tile = 'landfill' end
if surface.get_tile(position).collides_with("player") then fill_tile = "landfill" end
if decon_tile == nil then decon_tile = fill_tile end
local tiles_to_make = {}
for x = -fr, fr do -- loop over x
local x2 = (x+0.5)^2
local x2 = (x + 0.5) ^ 2
for y = -fr, fr do -- loop over y
local y2 = (y+0.5)^2
local dst = x2+y2
local pos = {x=position.x+x, y=position.y+y}
local y2 = (y + 0.5) ^ 2
local dst = x2 + y2
local pos = { x = position.x + x, y = position.y + y }
if dst < tr2 then
-- If it is inside the decon radius always set the tile
table.insert(tiles_to_make, {name=decon_tile, position=pos})
elseif dst < fr2 and surface.get_tile(pos).collides_with('player') then
table.insert(tiles_to_make, { name = decon_tile, position = pos })
elseif dst < fr2 and surface.get_tile(pos).collides_with("player") then
-- If it is inside the fill radius only set the tile if it is water
table.insert(tiles_to_make, {name=fill_tile, position=pos})
table.insert(tiles_to_make, { name = fill_tile, position = pos })
end
end
end
-- Remove entities then set the tiles
local entities_to_remove = surface.find_entities_filtered{position=position, radius=dr, name='character', invert=true}
local entities_to_remove = surface.find_entities_filtered{ position = position, radius = dr, name = "character", invert = true }
for _, entity in pairs(entities_to_remove) do
entity.destroy()
end
surface.set_tiles(tiles_to_make)
end
local function spawn_resource_tiles(surface)
for _, v in ipairs(config.resource_tiles.resources) do
if v.enabled then
for x=v.offset[1], v.offset[1] + v.size[1] do
for y=v.offset[2], v.offset[2] + v.size[2] do
surface.create_entity({name=v.name, amount=v.amount, position={x, y}})
for x = v.offset[1], v.offset[1] + v.size[1] do
for y = v.offset[2], v.offset[2] + v.size[2] do
surface.create_entity{ name = v.name, amount = v.amount, position = { x, y } }
end
end
end
@@ -186,8 +188,8 @@ end
local function spawn_resource_patches(surface)
for _, v in ipairs(config.resource_patches.resources) do
if v.enabled then
for i=1, v.num_patches do
surface.create_entity({name=v.name, amount=v.amount, position={v.offset[1] + v.offset_next[1] * (i - 1), v.offset[2] + v.offset_next[2] * (i - 1)}})
for i = 1, v.num_patches do
surface.create_entity{ name = v.name, amount = v.amount, position = { v.offset[1] + v.offset_next[1] * (i - 1), v.offset[2] + v.offset_next[2] * (i - 1) } }
end
end
end
@@ -208,7 +210,7 @@ if config.resource_refill_nearby.enabled then
return
end
for _, ore in pairs(game.players[1].surface.find_entities_filtered{position=game.players[1].force.get_spawn_position(game.players[1].surface), radius=config.resource_refill_nearby.range, name=config.resource_refill_nearby.resources_name}) do
for _, ore in pairs(game.players[1].surface.find_entities_filtered{ position = game.players[1].force.get_spawn_position(game.players[1].surface), radius = config.resource_refill_nearby.range, name = config.resource_refill_nearby.resources_name }) do
ore.amount = ore.amount + math.random(config.resource_refill_nearby.amount[1], config.resource_refill_nearby.amount[2])
end
end)
@@ -218,7 +220,7 @@ end
Event.add(defines.events.on_player_created, function(event)
if event.player_index ~= 1 then return end
local player = game.players[event.player_index]
local p = {x=0, y=0}
local p = { x = 0, y = 0 }
local s = player.surface
get_spawn_force()
spawn_area(s, p)