Added remaing modules

This commit is contained in:
Cooldude2606
2018-10-12 18:11:30 +01:00
parent 67deda9564
commit 481f1ee660
23 changed files with 675 additions and 406 deletions

View File

@@ -30,9 +30,9 @@ function left.add(obj)
if not is_type(obj,'table') then return end if not is_type(obj,'table') then return end
if not is_type(obj.name,'string') then return end if not is_type(obj.name,'string') then return end
verbose('Created Left Gui: '..obj.name) verbose('Created Left Gui: '..obj.name)
setmetatable(obj,{__index=left._prototype,__call=function(self,player) if player then self:toggle{player=player,element={name=self.name}} else left.update(self.name) end end}) setmetatable(obj,{__index=left._prototype,__call=function(self,player) if player then self:toggle(player) else left.update(self.name) end end})
Gui.data('left',obj.name,obj) Gui.data('left',obj.name,obj)
Gui.toolbar(obj.name,obj.caption,obj.tooltip,obj.toggle) Gui.toolbar(obj.name,obj.caption,obj.tooltip,function(event) obj:toggle(event) end)
return obj return obj
end end
@@ -47,10 +47,7 @@ function left.update(frame,players)
local frames = Gui.data.left or {} local frames = Gui.data.left or {}
if frame then frames = {[frame]=frames[frame]} or {} end if frame then frames = {[frame]=frames[frame]} or {} end
for name,left in pairs(frames) do for name,left in pairs(frames) do
if _left then if _left then left:first_open(player) end
local fake_event = {player_index=player.index,element={name=name}}
left.open(fake_event)
end
end end
end end
else else
@@ -67,8 +64,7 @@ function left.update(frame,players)
}:on_event('resolve',function(thread) }:on_event('resolve',function(thread)
for name,left in pairs(thread.data.frames) do for name,left in pairs(thread.data.frames) do
if left then if left then
local fake_event = {player_index=thread.data.player.index,element={name=name}} left:first_open(thread.data.player)
left.open(fake_event)
end end
end end
end):queue() end):queue()
@@ -79,22 +75,20 @@ end
--- Used to open the left gui of every player --- Used to open the left gui of every player
-- @usage Gui.left.open('foo') -- @usage Gui.left.open('foo')
-- @tparam string left_name this is the gui that you want to open -- @tparam string left_name this is the gui that you want to open
function left.open(left_name) -- @tparam[opt] LuaPlayer the player to open the gui for
function left.open(left_name,player)
local players = player and {player} or game.connected_players
local _left = Gui.data.left[left_name] local _left = Gui.data.left[left_name]
if not _left then return end if not _left then return end
if not Server or not Server._thread then if not Server or not Server._thread then
for _,player in pairs(game.connected_players) do for _,player in pairs(players) do _left:open(player) end
local left_flow = mod_gui.get_frame_flow(player)
if left_flow[_left.name] then left_flow[_left.name].style.visible = true end
end
else else
Server.new_thread{ Server.new_thread{
data={players=game.connected_players} data={players=players}
}:on_event('tick',function(thread) }:on_event('tick',function(thread)
if #thread.data.players == 0 then thread:close() return end if #thread.data.players == 0 then thread:close() return end
local player = table.remove(thread.data.players,1) local player = table.remove(thread.data.players,1)
local left_flow = mod_gui.get_frame_flow(player) _left:open(player)
if left_flow[_left.name] then left_flow[_left.name].style.visible = true end
end):open() end):open()
end end
end end
@@ -102,49 +96,73 @@ end
--- Used to close the left gui of every player --- Used to close the left gui of every player
-- @usage Gui.left.close('foo') -- @usage Gui.left.close('foo')
-- @tparam string left_name this is the gui that you want to close -- @tparam string left_name this is the gui that you want to close
function left.close(left_name) -- @tparam[opt] LuaPlayer the player to close the gui for
function left.close(left_name,player)
local players = player and {player} or game.connected_players
local _left = Gui.data.left[left_name] local _left = Gui.data.left[left_name]
if not _left then return end if not _left then return end
if not Server or not Server._thread then if not Server or not Server._thread or player then
for _,player in pairs(game.connected_players) do for _,player in pairs(players) do _left:close(player) end
local left_flow = mod_gui.get_frame_flow(player)
if left_flow[_left.name] then left_flow[_left.name].style.visible = false end
end
else else
Server.new_thread{ Server.new_thread{
data={players=game.connected_players} data={players=players}
}:on_event('tick',function(thread) }:on_event('tick',function(thread)
if #thread.data.players == 0 then thread:close() return end if #thread.data.players == 0 then thread:close() return end
local player = table.remove(thread.data.players,1) local player = table.remove(thread.data.players,1)
local left_flow = mod_gui.get_frame_flow(player) _left:close(player)
if left_flow[_left.name] then left_flow[_left.name].style.visible = false end
end):open() end):open()
end end
end end
-- this is used to draw the gui for the first time (these guis are never destoryed), used by the script
function left._prototype.open(event) --- Used to force the gui open for the player
-- @usage left:open(player)
-- @tparam luaPlayer player the player to open the gui for
function left._prototype:open(player)
local player = Game.get_player(event) local player = Game.get_player(event)
local _left = Gui.data.left[event.element.name]
local left_flow = mod_gui.get_frame_flow(player) local left_flow = mod_gui.get_frame_flow(player)
local frame = nil if not left_flow[_left.name] then self:first_open(player) end
if left_flow[_left.name] then left_flow[_left.name].style.visible = true
frame = left_flow[_left.name]
frame.clear()
else
frame = left_flow.add{type='frame',name=_left.name,style=mod_gui.frame_style,caption=_left.caption,direction='vertical'}
frame.style.visible = false
if is_type(_left.open_on_join,'boolean') then frame.style.visible = _left.open_on_join end
end
if is_type(_left.draw,'function') then _left.draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end
end end
-- this is called when the toolbar button is pressed --- Used to force the gui closed for the player
function left._prototype.toggle(event) -- @usage left:open(player)
-- @tparam luaPlayer player the player to close the gui for
function left._prototype:close(player)
local player = Game.get_player(event) local player = Game.get_player(event)
local _left = Gui.data.left[event.element.name]
local left_flow = mod_gui.get_frame_flow(player) local left_flow = mod_gui.get_frame_flow(player)
if not left_flow[_left.name] then _left.open(event) end if not left_flow[_left.name] then self:first_open(player) end
left_flow[_left.name].style.visible = false
end
--- When the gui is first made or is updated this function is called, used by the script
-- @usage left:first_open(player) -- returns the frame
-- @tparam LuaPlayer player the player to draw the gui for
-- @treturn LuaFrame the frame made/updated
function left._prototype:first_open(player)
local player = Game.get_player(player)
local left_flow = mod_gui.get_frame_flow(player)
local frame = nil
if left_flow[self.name] then
frame = left_flow[self.name]
frame.clear()
else
frame = left_flow.add{type='frame',name=self.name,style=mod_gui.frame_style,caption=self.caption,direction='vertical'}
frame.style.visible = false
if is_type(self.open_on_join,'boolean') then frame.style.visible = self.open_on_join end
end
if is_type(self.draw,'function') then self.draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end
return frame
end
--- Toggles the visiblity of the gui based on some conditions
-- @usage left:toggle(player) -- returns new state
-- @tparam LuaPlayer player the player to toggle the gui for, remember there are condition which need to be met
-- @treturn boolean the new state that the gui is in
function left._prototype:toggle(player)
local player = Game.get_player(player)
local left_flow = mod_gui.get_frame_flow(player)
if not left_flow[_left.name] then _left:first_open(player) end
local left = left_flow[_left.name] local left = left_flow[_left.name]
local open = false local open = false
if is_type(_left.can_open,'function') then if is_type(_left.can_open,'function') then
@@ -170,6 +188,7 @@ function left._prototype.toggle(event)
end end
if open == false then player_return({'ExpGamingCore_Gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} if open == false then player_return({'ExpGamingCore_Gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'}
elseif open ~= true then player_return({'ExpGamingCore_Gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end elseif open ~= true then player_return({'ExpGamingCore_Gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end
return left.style.visible
end end
left.on_player_joined_game = function(event) left.on_player_joined_game = function(event)
@@ -177,8 +196,7 @@ left.on_player_joined_game = function(event)
local player = Game.get_player(event) local player = Game.get_player(event)
local frames = Gui.data.left or {} local frames = Gui.data.left or {}
for name,left in pairs(frames) do for name,left in pairs(frames) do
local fake_event = {player_index=player.index,element={name=name}} left:first_open(player)
left.open(fake_event)
end end
end end

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@@ -2,6 +2,7 @@
-- @module GuiAnnouncements@4.0.0 -- @module GuiAnnouncements@4.0.0
-- @author Cooldude2606 -- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE -- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
-- maybe make this not require Role and have it optinal -- maybe make this not require Role and have it optinal

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@@ -0,0 +1,47 @@
--- In game text float to desplay health to other players.
-- @module HealthIndicator@1.0.1
-- @author Ps7cho (converted by Cooldude2606)
-- @license https://opensource.org/licenses/MIT
-- @alais ThisModule
-- Module Require
local Game = require('FactorioStdLib.Game@^0.8.0')
-- Local Varibles
local green = 200 -- above this makes text green
local yellow = 100 -- above this makes text yellow
-- Module Define
local module_verbose = false
local ThisModule = {}
-- Global Define
local global = global()
-- Event Handlers Define
script.on_event(defines.events.on_entity_damaged, function(event)
if event.entity.name ~= 'player' then return end
local player = Game.get_player(event.entity.player)
if player.character then
if player.character.health == nil then return end
local index = player.index
local health = math.ceil(player.character.health)
if global[index] == nil then global[index] = health end
if global[index] ~= health then
if health < global[index] then
local text = health..' (-'..math.floor(event.final_damage_amount)..')'
if health > green then
player.surface.create_entity{name="flying-text", color={b = 0.2, r= 0.1, g = 1, a = 0.8}, text=text, position= {player.position.x, player.position.y-2}}
elseif health > yellow then
player.surface.create_entity{name="flying-text", color={r = 1, g = 1, b = 0}, text=text, position= {player.position.x, player.position.y-2}}
else
player.surface.create_entity{name="flying-text", color={b = 0.1, r= 1, g = 0, a = 0.8}, text=text, position= {player.position.x, player.position.y-2}}
end
end
global[index] = health
end
end
end)
-- Module Return
return ThisModule

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@@ -1,29 +0,0 @@
-- not made by cooldude :O - still i just copyed from a mod and made a few editing
-- https://mods.factorio.com/mods/chocolateTthunder/Show_Health
-- edits include: tick limit to avoid lag, only shows health when it is lost
Event.register(defines.events.on_entity_damaged, function(event)
if event.entity.name ~= 'player' then return end
local player = Game.get_player(event.entity.player)
if player.character then
if player.character.health == nil then return end
local index = player.index
local health = math.ceil(player.character.health)
if global.player_health == nil then global.player_health = {} end
if global.player_health[index] == nil then global.player_health[index] = health end
if global.player_health[index] ~= health then
if health < global.player_health[index] then
local text = health..' (-'..math.floor(event.final_damage_amount)..')'
if health > 200 then
player.surface.create_entity{name="flying-text", color={b = 0.2, r= 0.1, g = 1, a = 0.8}, text=text, position= {player.position.x, player.position.y-2}}
elseif health > 100 then
player.surface.create_entity{name="flying-text", color={r = 1, g = 1, b = 0}, text=text, position= {player.position.x, player.position.y-2}}
else
player.surface.create_entity{name="flying-text", color={b = 0.1, r= 1, g = 0, a = 0.8}, text=text, position= {player.position.x, player.position.y-2}}
end
end
global.player_health[index] = health
end
end
end)

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@@ -0,0 +1,17 @@
{
"name": "HealthIndicator",
"version": "1.0.1",
"type": "Module",
"description": "In game text float to desplay health to other players.",
"location": "<blank>",
"keywords": [
"Health",
"Overlay",
"Text",
"Damage"
],
"author": " Ps7cho (converted by Cooldude2606)",
"contact": "Discord: Cooldude2606#5241",
"license": "https://opensource.org/licenses/MIT",
"dependencies": {}
}

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@@ -1,7 +1,18 @@
--- Assigns random colours to players (larger range than default) and allows predefined colours for users.
-- @module PlayerAutoColor@4.0.0
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
-- made by cooldude - we are lazy and we want to always have the same colour, also uses std lib to auto assign random colours -- Module Require
local Color = require('FactorioStdLib@Color@^0.8.0')
local default_colours = { -- Module Define
local module_verbose = false
local ThisModule = {}
-- Global Define
local global = global{
BADgamerNL={r=255,g=20,b=147}, BADgamerNL={r=255,g=20,b=147},
arty714={r=150,g=68,b=161}, arty714={r=150,g=68,b=161},
Cooldude2606={r=57,g=192,b=207}, Cooldude2606={r=57,g=192,b=207},
@@ -16,6 +27,7 @@ local default_colours = {
UUBlueFire={r=0,g=204,b=255} UUBlueFire={r=0,g=204,b=255}
} }
-- Event Handlers Define
Event.register(defines.events.on_player_created, function(event) Event.register(defines.events.on_player_created, function(event)
local player = game.players[event.player_index] local player = game.players[event.player_index]
local colours = table.keys(defines.color) local colours = table.keys(defines.color)
@@ -30,3 +42,6 @@ Event.register(defines.events.on_player_created, function(event)
end end
player.chat_color = player.color player.chat_color = player.color
end) end)
-- Module Return
return ThisModule

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@@ -0,0 +1,17 @@
{
"name": "PlayerAutoColor",
"version": "4.0.0",
"type": "Module",
"description": "Assigns random colours to players (larger range than default) and allows predefined colours for users.",
"location": "<blank>",
"keywords": [
"Colour",
"Color",
"Player",
"Vibrant"
],
"author": "Cooldude2606",
"contact": "Discord: Cooldude2606#5241",
"license": "https://github.com/explosivegaming/scenario/blob/master/LICENSE",
"dependencies": {}
}

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@@ -0,0 +1,37 @@
--- Desction <get from json>
-- @module ThisModule@X.Y.Z
-- @author <get from json>
-- @license <get from json>
-- @alais ThisModule
-- Module Require
local Module = require('Module@>X.Y.Z')
local SubModule = require('Collection.Submodule@^X.Y.Z')
local OptModule -- OptModule@^X.Y.Z
-- Local Varibles
-- Module Define
local module_verbose = false
local ThisModule = {
on_init=function(self)
if loaded_modules['OptModule@^X.Y.Z'] then OptModule = require('OptModule@^X.Y.Z') end
if loaded_modules['OptModule2@^X.Y.Z'] then require(module_path..'/src/module2',{self=self}) end
--code
end,
on_post=function()
--code
end
}
-- Global Define
local global = global{
key='value'
}
-- Function Define
-- Event Handlers Define
-- Module Return
return ThisModule

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@@ -0,0 +1,126 @@
--- Creates a safe spawn area with chests and auto refilling turrets.
-- @module SpawnArea@4.0.0
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
-- Module Require
local Game = require('FactorioStdLib.Game@^0.8.0')
-- Local Varibles
local turret_enabled = true
local turret_ammo = 'uranium-rounds-magazine'
local tile_positions = require(module_path..'/src/spawn_tiles')
local entity_positions = require(module_path..'/src/spawn_entities')
local global_offset = {x=0,y=-2}
local decon_radius = 20
local decon_tile = 'concrete'
local partern_radius = 50
local partern_tile = 'stone-path'
-- Module Define
local module_verbose = false
local ThisModule = {}
-- Global Define
-- location of auto refill turrets
local global = global{
{1,-3,-3},
{1,-3,3},
{1,3,-3},
{1,3,3}
}
-- Function Define
function ThisModule.afk_belt(surface,offset)
local belts = {{-0.5,-0.5,2},{0.5,-0.5,4},{-0.5,0.5,0},{0.5,0.5,6}}
for _,pos in pairs(belts) do
local position = {pos[1]+offset[1],pos[2]+offset[2]}
local belt = surface.create_entity{name='transport-belt',position=position,force='neutral',direction=pos[3]}
belt.destructible = false; belt.health = 0; belt.minable = false; belt.rotatable = false
end
end
function ThisModule.auto_turret(surface,pos)
if not turret_enabled then error('Auto Turrets are disabled.') end
-- adds a new turrent to the global list, returns index
local _return
if surface then
local surface = Game.get_surface(surface)
if not surface then error('Surface is not valid.') end
local posx = pos.x or pos[1] or error('Position is not valid.')
local posy = pos.y or pos[2] or error('Position is not valid.')
_return = table.insert(global,{surface.index,posx,posy})
end
-- spawns turrets and refills them
if not game.forces['spawn'] then game.create_force('spawn').set_cease_fire('player',true) game.forces['player'].set_cease_fire('spawn',true) end
for _,pos in pairs(global) do
local surface = game.surfaces[pos[1]]
local turret = surface.find_entity('gun-turret',{pos[2],pos[3]})
if not turret then
turret = surface.create_entity{name='gun-turret',position={pos[2],pos[3]},force='spawn'}
turret.destructible = false; turret.health = 0; turret.minable = false; turret.rotatable = false; turret.operable = false; turret.health = 0
end
if turret.get_inventory(defines.inventory.turret_ammo).can_insert{name=turret_ammo,count=10} then
turret.get_inventory(defines.inventory.turret_ammo).insert{name=turret_ammo,count=10}
end
end
end
-- Event Handlers Define
if turret_enabled then
script.on_event(defines.events.on_tick,function(event)
if event.tick % 3600 then
ThisModule.auto_turret()
end
end)
end
script.on_event(defines.events.on_player_created, function(event)
if event.player_index == 1 then
local player = Game.get_player(event)
local surface = player.surface
local offset = {x=0,y=0}
local partern_base_tile = surface.get_tile(player.position).name
if partern_base_tile == 'deepwater' or partern_base_tile == 'water' then partern_base_tile = 'grass-1' end
local base_tiles = {}
local tiles = {}
-- generates a safe area of land and removes all entites
for x = -partern_radius, partern_radius do
for y = -partern_radius, partern_radius do
if x^2+y^2 < decon_radius^2 then
table.insert(base_tiles,{name=decon_tile,position={x+offset.x,y+offset.y}})
local entities = surface.find_entities_filtered{area={{x+offset.x-1,y+offset.y-1},{x+offset.x,y+offset.y}}}
for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
elseif x^2+y^2 < partern_radius^2 then
table.insert(base_tiles,{name=partern_base_tile,position={x+offset.x,y+offset.y}})
end
end
end
surface.set_tiles(base_tiles)
-- creates the partern in the spawn
for _,position in pairs(tile_positions) do
table.insert(tiles,{name=partern_tile,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}})
end
surface.set_tiles(tiles)
-- spawns all the entites in spawn
for _,entity in pairs(entity_positions) do
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'}
entity.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false
end
-- generates spawn turrents and afk belts
if turret_enabled then ThisModule.auto_turret() end
ThisModule.afk_belt(surface,{offset.x-5,offset.y-5})
ThisModule.afk_belt(surface,{offset.x+5,offset.y-5})
ThisModule.afk_belt(surface,{offset.x-5,offset.y+5})
ThisModule.afk_belt(surface,{offset.x+5,offset.y+5})
-- sets the spawn and moves the first player there
player.force.set_spawn_position(offset,surface)
player.teleport(offset,surface)
end
end)
-- Module Return
return ThisModule

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@@ -0,0 +1,17 @@
{
"name": "SpawnArea",
"version": "4.0.0",
"type": "Module",
"description": "Creates a safe spawn area with chests and auto refilling turrets.",
"location": "<blank>",
"keywords": [
"Spawn",
"Safe",
"Turrets",
"Auto Refill"
],
"author": "Cooldude2606",
"contact": "Discord: Cooldude2606#5241",
"license": "https://github.com/explosivegaming/scenario/blob/master/LICENSE",
"dependencies": {}
}

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@@ -0,0 +1,16 @@
return {
{"stone-wall",-10,-6},{"stone-wall",-10,-5},{"stone-wall",-10,-4},{"stone-wall",-10,-3},{"stone-wall",-10,-2},{"stone-wall",-10,-1},{"stone-wall",-10,0},{"stone-wall",-10,3},{"stone-wall",-10,4},{"stone-wall",-10,5},
{"stone-wall",-10,6},{"stone-wall",-10,7},{"stone-wall",-10,8},{"stone-wall",-10,9},{"stone-wall",-8,-8},{"small-lamp",-8,-4},{"small-lamp",-8,-1},{"iron-chest",-8,0},{"iron-chest",-8,3},{"small-lamp",-8,4},
{"small-lamp",-8,7},{"stone-wall",-8,11},{"stone-wall",-7,-8},{"small-electric-pole",-7,-2},{"iron-chest",-7,0},{"iron-chest",-7,3},{"small-electric-pole",-7,5},{"stone-wall",-7,11},{"stone-wall",-6,-8},{"small-lamp",-6,-6},
{"iron-chest",-6,0},{"iron-chest",-6,3},{"small-lamp",-6,9},{"stone-wall",-6,11},{"stone-wall",-5,-8},{"small-lamp",-5,-1},{"iron-chest",-5,0},{"iron-chest",-5,3},{"small-lamp",-5,4},{"stone-wall",-5,11},
{"stone-wall",-4,-8},{"small-electric-pole",-4,-5},{"iron-chest",-4,0},{"iron-chest",-4,3},{"small-electric-pole",-4,8},{"stone-wall",-4,11},{"stone-wall",-3,-8},{"small-lamp",-3,-6},{"small-lamp",-3,-3},{"small-lamp",-3,6},
{"small-lamp",-3,9},{"stone-wall",-3,11},{"stone-wall",-2,-8},{"iron-chest",-2,-6},{"iron-chest",-2,-5},{"iron-chest",-2,-4},{"iron-chest",-2,-3},{"iron-chest",-2,-2},{"iron-chest",-2,5},{"iron-chest",-2,6},
{"iron-chest",-2,7},{"iron-chest",-2,8},{"iron-chest",-2,9},{"stone-wall",-2,11},{"stone-wall",1,-8},{"iron-chest",1,-6},
{"iron-chest",1,-5},{"iron-chest",1,-4},{"iron-chest",1,-3},{"iron-chest",1,-2},{"iron-chest",1,5},{"iron-chest",1,6},{"iron-chest",1,7},{"iron-chest",1,8},{"iron-chest",1,9},{"stone-wall",1,11},
{"stone-wall",2,-8},{"small-lamp",2,-6},{"small-lamp",2,-3},{"small-lamp",2,6},{"small-lamp",2,9},{"stone-wall",2,11},{"stone-wall",3,-8},{"small-electric-pole",3,-5},{"iron-chest",3,0},{"iron-chest",3,3},
{"small-electric-pole",3,8},{"stone-wall",3,11},{"stone-wall",4,-8},{"small-lamp",4,-1},{"iron-chest",4,0},{"iron-chest",4,3},{"small-lamp",4,4},{"stone-wall",4,11},{"stone-wall",5,-8},{"small-lamp",5,-6},
{"iron-chest",5,0},{"iron-chest",5,3},{"small-lamp",5,9},{"stone-wall",5,11},{"stone-wall",6,-8},{"small-electric-pole",6,-2},{"iron-chest",6,0},{"iron-chest",6,3},{"small-electric-pole",6,5},{"stone-wall",6,11},
{"stone-wall",7,-8},{"small-lamp",7,-4},{"small-lamp",7,-1},{"iron-chest",7,0},{"iron-chest",7,3},{"small-lamp",7,4},{"small-lamp",7,7},{"stone-wall",7,11},{"stone-wall",9,-6},{"stone-wall",9,-5},
{"stone-wall",9,-4},{"stone-wall",9,-3},{"stone-wall",9,-2},{"stone-wall",9,-1},{"stone-wall",9,0},{"stone-wall",9,3},{"stone-wall",9,4},{"stone-wall",9,5},{"stone-wall",9,6},{"stone-wall",9,7},
{"stone-wall",9,8},{"stone-wall",9,9}
}

View File

@@ -1,13 +1,4 @@
return {
-- made by cooldude - this makes a spawn area and auto refill turents to protect the afk people, idk what it is at this point, but feel ffree to try and make it yours
--[[
note for positions
{-1,-1} {0,-1} {1,-1}
{-1,0} {0,0} {1,0}
{-1,1} {0,1} {1,1}
--]]
local tile_positions = {
{-49,-3},{-49,-2},{-49,1},{-49,2},{-49,5},{-49,6},{-48,-4},{-48,-3},{-48,-2},{-48,1},{-48,2},{-48,5},{-48,6},{-48,7},{-47,-7},{-47,-6},{-47,-5},{-47,-4},{-47,-3},{-47,-2},{-47,5},{-47,6},{-47,7},{-47,8},{-47,9},{-47,10},{-46,-8},{-46,-7},{-46,-6},{-46,-5}, {-49,-3},{-49,-2},{-49,1},{-49,2},{-49,5},{-49,6},{-48,-4},{-48,-3},{-48,-2},{-48,1},{-48,2},{-48,5},{-48,6},{-48,7},{-47,-7},{-47,-6},{-47,-5},{-47,-4},{-47,-3},{-47,-2},{-47,5},{-47,6},{-47,7},{-47,8},{-47,9},{-47,10},{-46,-8},{-46,-7},{-46,-6},{-46,-5},
{-46,-4},{-46,-3},{-46,-2},{-46,-1},{-46,4},{-46,5},{-46,6},{-46,7},{-46,8},{-46,9},{-46,10},{-46,11},{-45,-17},{-45,-16},{-45,-15},{-45,-14},{-45,-13},{-45,-12},{-45,-9},{-45,-8},{-45,-7},{-45,-2},{-45,-1},{-45,0},{-45,1},{-45,2},{-45,3},{-45,4},{-45,5},{-45,10}, {-46,-4},{-46,-3},{-46,-2},{-46,-1},{-46,4},{-46,5},{-46,6},{-46,7},{-46,8},{-46,9},{-46,10},{-46,11},{-45,-17},{-45,-16},{-45,-15},{-45,-14},{-45,-13},{-45,-12},{-45,-9},{-45,-8},{-45,-7},{-45,-2},{-45,-1},{-45,0},{-45,1},{-45,2},{-45,3},{-45,4},{-45,5},{-45,10},
{-45,11},{-45,12},{-45,15},{-45,16},{-45,17},{-45,18},{-45,19},{-45,20},{-44,-18},{-44,-17},{-44,-16},{-44,-15},{-44,-14},{-44,-13},{-44,-12},{-44,-9},{-44,-8},{-44,-1},{-44,0},{-44,1},{-44,2},{-44,3},{-44,4},{-44,11},{-44,12},{-44,15},{-44,16},{-44,17},{-44,18},{-44,19}, {-45,11},{-45,12},{-45,15},{-45,16},{-45,17},{-45,18},{-45,19},{-45,20},{-44,-18},{-44,-17},{-44,-16},{-44,-15},{-44,-14},{-44,-13},{-44,-12},{-44,-9},{-44,-8},{-44,-1},{-44,0},{-44,1},{-44,2},{-44,3},{-44,4},{-44,11},{-44,12},{-44,15},{-44,16},{-44,17},{-44,18},{-44,19},
@@ -115,99 +106,4 @@ local tile_positions = {
{43,12},{43,15},{43,16},{43,17},{43,18},{43,19},{43,20},{43,21},{44,-17},{44,-16},{44,-15},{44,-14},{44,-13},{44,-12},{44,-9},{44,-8},{44,-7},{44,-2},{44,-1},{44,0},{44,1},{44,2},{44,3},{44,4},{44,5},{44,10},{44,11},{44,12},{44,15},{44,16}, {43,12},{43,15},{43,16},{43,17},{43,18},{43,19},{43,20},{43,21},{44,-17},{44,-16},{44,-15},{44,-14},{44,-13},{44,-12},{44,-9},{44,-8},{44,-7},{44,-2},{44,-1},{44,0},{44,1},{44,2},{44,3},{44,4},{44,5},{44,10},{44,11},{44,12},{44,15},{44,16},
{44,17},{44,18},{44,19},{44,20},{45,-8},{45,-7},{45,-6},{45,-5},{45,-4},{45,-3},{45,-2},{45,-1},{45,4},{45,5},{45,6},{45,7},{45,8},{45,9},{45,10},{45,11},{46,-7},{46,-6},{46,-5},{46,-4},{46,-3},{46,-2},{46,5},{46,6},{46,7},{46,8}, {44,17},{44,18},{44,19},{44,20},{45,-8},{45,-7},{45,-6},{45,-5},{45,-4},{45,-3},{45,-2},{45,-1},{45,4},{45,5},{45,6},{45,7},{45,8},{45,9},{45,10},{45,11},{46,-7},{46,-6},{46,-5},{46,-4},{46,-3},{46,-2},{46,5},{46,6},{46,7},{46,8},
{46,9},{46,10},{47,-4},{47,-3},{47,-2},{47,1},{47,2},{47,5},{47,6},{47,7},{48,-3},{48,-2},{48,1},{48,2},{48,5},{48,6} {46,9},{46,10},{47,-4},{47,-3},{47,-2},{47,1},{47,2},{47,5},{47,6},{47,7},{48,-3},{48,-2},{48,1},{48,2},{48,5},{48,6}
} }
local entitys = {
{"stone-wall",-10,-6},{"stone-wall",-10,-5},{"stone-wall",-10,-4},{"stone-wall",-10,-3},{"stone-wall",-10,-2},{"stone-wall",-10,-1},{"stone-wall",-10,0},{"stone-wall",-10,3},{"stone-wall",-10,4},{"stone-wall",-10,5},
{"stone-wall",-10,6},{"stone-wall",-10,7},{"stone-wall",-10,8},{"stone-wall",-10,9},{"stone-wall",-8,-8},{"small-lamp",-8,-4},{"small-lamp",-8,-1},{"iron-chest",-8,0},{"iron-chest",-8,3},{"small-lamp",-8,4},
{"small-lamp",-8,7},{"stone-wall",-8,11},{"stone-wall",-7,-8},{"small-electric-pole",-7,-2},{"iron-chest",-7,0},{"iron-chest",-7,3},{"small-electric-pole",-7,5},{"stone-wall",-7,11},{"stone-wall",-6,-8},{"small-lamp",-6,-6},
{"iron-chest",-6,0},{"iron-chest",-6,3},{"small-lamp",-6,9},{"stone-wall",-6,11},{"stone-wall",-5,-8},{"small-lamp",-5,-1},{"iron-chest",-5,0},{"iron-chest",-5,3},{"small-lamp",-5,4},{"stone-wall",-5,11},
{"stone-wall",-4,-8},{"small-electric-pole",-4,-5},{"iron-chest",-4,0},{"iron-chest",-4,3},{"small-electric-pole",-4,8},{"stone-wall",-4,11},{"stone-wall",-3,-8},{"small-lamp",-3,-6},{"small-lamp",-3,-3},{"small-lamp",-3,6},
{"small-lamp",-3,9},{"stone-wall",-3,11},{"stone-wall",-2,-8},{"iron-chest",-2,-6},{"iron-chest",-2,-5},{"iron-chest",-2,-4},{"iron-chest",-2,-3},{"iron-chest",-2,-2},{"iron-chest",-2,5},{"iron-chest",-2,6},
{"iron-chest",-2,7},{"iron-chest",-2,8},{"iron-chest",-2,9},{"stone-wall",-2,11},{"stone-wall",1,-8},{"iron-chest",1,-6},
{"iron-chest",1,-5},{"iron-chest",1,-4},{"iron-chest",1,-3},{"iron-chest",1,-2},{"iron-chest",1,5},{"iron-chest",1,6},{"iron-chest",1,7},{"iron-chest",1,8},{"iron-chest",1,9},{"stone-wall",1,11},
{"stone-wall",2,-8},{"small-lamp",2,-6},{"small-lamp",2,-3},{"small-lamp",2,6},{"small-lamp",2,9},{"stone-wall",2,11},{"stone-wall",3,-8},{"small-electric-pole",3,-5},{"iron-chest",3,0},{"iron-chest",3,3},
{"small-electric-pole",3,8},{"stone-wall",3,11},{"stone-wall",4,-8},{"small-lamp",4,-1},{"iron-chest",4,0},{"iron-chest",4,3},{"small-lamp",4,4},{"stone-wall",4,11},{"stone-wall",5,-8},{"small-lamp",5,-6},
{"iron-chest",5,0},{"iron-chest",5,3},{"small-lamp",5,9},{"stone-wall",5,11},{"stone-wall",6,-8},{"small-electric-pole",6,-2},{"iron-chest",6,0},{"iron-chest",6,3},{"small-electric-pole",6,5},{"stone-wall",6,11},
{"stone-wall",7,-8},{"small-lamp",7,-4},{"small-lamp",7,-1},{"iron-chest",7,0},{"iron-chest",7,3},{"small-lamp",7,4},{"small-lamp",7,7},{"stone-wall",7,11},{"stone-wall",9,-6},{"stone-wall",9,-5},
{"stone-wall",9,-4},{"stone-wall",9,-3},{"stone-wall",9,-2},{"stone-wall",9,-1},{"stone-wall",9,0},{"stone-wall",9,3},{"stone-wall",9,4},{"stone-wall",9,5},{"stone-wall",9,6},{"stone-wall",9,7},
{"stone-wall",9,8},{"stone-wall",9,9}
}
local turrets = {{-3,-3},{-3,3},{3,-3},{3,3}}
local turret_ammo = 'uranium-rounds-magazine'
local global_offset = {x=0,y=-2}
local decon_radius = 20
local decon_tile = 'concrete'
local partern_radius = 50
local partern_tile = 'stone-path'
local function afk_belt(surface,offset)
local belts = {{-0.5,-0.5,2},{0.5,-0.5,4},{-0.5,0.5,0},{0.5,0.5,6}}
for _,pos in pairs(belts) do
local position = {pos[1]+offset[1],pos[2]+offset[2]}
local belt = surface.create_entity{name='transport-belt',position=position,force='neutral',direction=pos[3]}
belt.destructible = false; belt.health = 0; belt.minable = false; belt.rotatable = false
end
end
local function spawn_turrets()
local surface = game.surfaces[1]
if not game.forces['spawn'] then game.create_force('spawn').set_cease_fire('player',true) game.forces['player'].set_cease_fire('spawn',true) end
for _,pos in pairs(turrets) do
local turret = surface.find_entity('gun-turret',pos)
if not turret then
turret = surface.create_entity{name='gun-turret',position=pos,force='spawn'}
turret.destructible = false; turret.health = 0; turret.minable = false; turret.rotatable = false; turret.operable = false; turret.health = 0
end
if turret.get_inventory(defines.inventory.turret_ammo).can_insert{name=turret_ammo,count=10} then
turret.get_inventory(defines.inventory.turret_ammo).insert{name=turret_ammo,count=10}
end
end
end
Event.register(defines.events.on_tick,function(event)
if event.tick % 3600 then
spawn_turrets()
end
end)
Event.register(defines.events.on_player_created, function(event)
if event.player_index == 1 then
local player = Game.get_player(event)
local surface = player.surface
local offset = {x=0,y=0}
local partern_base_tile = surface.get_tile(player.position).name
if partern_base_tile == 'deepwater' or partern_base_tile == 'water' then partern_base_tile = 'grass-1' end
local base_tiles = {}
local tiles = {}
for x = -partern_radius-5, partern_radius+5 do
for y = -partern_radius-5, partern_radius+5 do
if x^2+y^2 < decon_radius^2 then
table.insert(base_tiles,{name=decon_tile,position={x+offset.x,y+offset.y}})
local entities = surface.find_entities_filtered{area={{x+offset.x-1,y+offset.y-1},{x+offset.x,y+offset.y}}}
for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
elseif x^2+y^2 < partern_radius^2 then
table.insert(base_tiles,{name=partern_base_tile,position={x+offset.x,y+offset.y}})
end
end
end
surface.set_tiles(base_tiles)
for _,position in pairs(tile_positions) do
table.insert(tiles,{name=partern_tile,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}})
end
surface.set_tiles(tiles)
for _,entity in pairs(entitys) do
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'}
entity.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false
end
spawn_turrets()
afk_belt(surface,{offset.x-5,offset.y-5})
afk_belt(surface,{offset.x+5,offset.y-5})
afk_belt(surface,{offset.x-5,offset.y+5})
afk_belt(surface,{offset.x+5,offset.y+5})
player.force.set_spawn_position(offset,surface)
player.teleport(offset,surface)
end
end)

View File

@@ -1,25 +1,17 @@
--[[ --- Creates a warp point system which makes moving around large maps easier.
Explosive Gaming -- @module WarpPoints@4.0.0
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
This file can be used with permission but this and the credit below must remain in the file. -- Module Require
Contact a member of management on our discord to seek permission to use our code. local Gui = require('ExpGamingCore.Gui@^4.0.0')
Any changes that you may make to the code are yours but that does not make the script yours. local Game = require('FactorioStdLib.Game@^0.8.0')
Discord: https://discord.gg/r6dC2uK local Role -- ExpGamingCore.Role@^4.0.0
]]
--Please Only Edit Below This Line-----------------------------------------------------------
-- Needs updating to new gui core -- Local Varibles
local warp_tiles = require(module_path..'/src/warp_tiles')
local warp_tiles = { local warp_entities = require(module_path..'/src/warp_entities')
{-3,-2},{-3,-1},{-3,0},{-3,1},{-3,2},{3,-2},{3,-1},{3,0},{3,1},{3,2},
{-2,-3},{-1,-3},{0,-3},{1,-3},{2,-3},{-2,3},{-1,3},{0,3},{1,3},{2,3}
}
local warp_entities = {
{'small-lamp',-3,-2},{'small-lamp',-3,2},{'small-lamp',3,-2},{'small-lamp',3,2},
{'small-lamp',-2,-3},{'small-lamp',2,-3},{'small-lamp',-2,3},{'small-lamp',2,3},
{'small-electric-pole',-3,-3},{'small-electric-pole',3,3},{'small-electric-pole',-3,3},{'small-electric-pole',3,-3}
}
local warp_radius = 4 local warp_radius = 4
local spawn_warp_scale = 5 local spawn_warp_scale = 5
@@ -28,21 +20,37 @@ local warp_limit = 60
local warp_item = 'discharge-defense-equipment' local warp_item = 'discharge-defense-equipment'
local global_offset = {x=0,y=0} local global_offset = {x=0,y=0}
local function _warps(reset) -- Module Define
global.addons = not reset and global.addons or {} local global
global.addons.warps = not reset and global.addons.warps or {warps={},cooldowns={}} local module_verbose = false
return global.addons.warps local ThisModule = {
end on_init=function(self)
if loaded_modules['ExpGamingCore.Role@^4.0.0'] then Role = require('ExpGamingCore.Role@^4.0.0') end
if loaded_modules['ExpGamingCore.Command@^4.0.0'] then require(module_path..'/src/commands',{self=self,warps=global}) end
end
}
local function remove_warp_point(name) -- Global Define
local warp = _warps().warps[name] global = global{
warps={}, -- 0,0 is always a warp
cooldowns={}
}
-- Function Define
--- Removes a warp point from the list, and then updates the gui
-- @usage ThisModule.remove_warp_point(name) -- name cant be spawn
-- @tparam string name the name of the warp point
function ThisModule.remove_warp_point(name)
local warp = global.warps[name]
if not warp then return end if not warp then return end
local surface = warp.surface local surface = warp.surface
local offset = warp.position local offset = warp.position
local tiles = {} local tiles = {}
local tiles = {} local tiles = {}
for x = -warp_radius-2, warp_radius+2 do -- clears the area where the warp was
for y = -warp_radius-2, warp_radius+2 do for x = -warp_radius, warp_radius do
for y = -warp_radius, warp_radius do
if x^2+y^2 < (warp_radius+1)^2 then if x^2+y^2 < (warp_radius+1)^2 then
table.insert(tiles,{name=warp.old_tile,position={x+offset.x,y+offset.y}}) table.insert(tiles,{name=warp.old_tile,position={x+offset.x,y+offset.y}})
local entities = surface.find_entities_filtered{area={{x+offset.x-1,y+offset.y-1},{x+offset.x,y+offset.y}}} local entities = surface.find_entities_filtered{area={{x+offset.x-1,y+offset.y-1},{x+offset.x,y+offset.y}}}
@@ -52,20 +60,26 @@ local function remove_warp_point(name)
end end
surface.set_tiles(tiles) surface.set_tiles(tiles)
if warp.tag.valid then warp.tag.destroy() end if warp.tag.valid then warp.tag.destroy() end
_warps().warps[name] = nil global.warps[name] = nil
Gui.left.update('warp-list') ThisModule.Gui()
end end
local function make_warp_point(position,surface,force,name) --- Adds a warp point from the list, and then updates the gui
local warp = _warps().warps[name] -- @usage ThisModule.make_warp_point({x=10,y=10},surface,force,name)
-- @tparam table position the position of the new warp point
-- @tparam surface surface the surface that the warp point is on
-- @tparam force force the force that the warp point will belong to
-- @tparam string name the name of the warp point to be made
function ThisModule.make_warp_point(position,surface,force,name)
local warp = global.warps[name]
if warp then return end; warp = nil if warp then return end; warp = nil
local offset = {x=math.floor(position.x),y=math.floor(position.y)} local offset = {x=math.floor(position.x),y=math.floor(position.y)}
local old_tile = surface.get_tile(offset).name local old_tile = surface.get_tile(offset).name
local base_tiles = {} local base_tiles = {}
local tiles = {} local tiles = {}
-- this makes a base plate to make the warp point -- this makes a base plate to make the warp point
for x = -warp_radius-2, warp_radius+2 do for x = -warp_radius, warp_radius do
for y = -warp_radius-2, warp_radius+2 do for y = -warp_radius, warp_radius do
if x^2+y^2 < warp_radius^2 then if x^2+y^2 < warp_radius^2 then
table.insert(base_tiles,{name=warp_tile,position={x+offset.x,y+offset.y}}) table.insert(base_tiles,{name=warp_tile,position={x+offset.x,y+offset.y}})
end end
@@ -81,61 +95,51 @@ local function make_warp_point(position,surface,force,name)
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'} 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'}
entity.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false entity.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false
end end
-- creates a tag on the map for the wap point
local tag = force.add_chart_tag(surface,{ local tag = force.add_chart_tag(surface,{
position={offset.x+0.5,offset.y+0.5}, position={offset.x+0.5,offset.y+0.5},
text='Warp: '..name, text='Warp: '..name,
icon={type='item',name=warp_item} icon={type='item',name=warp_item}
}) })
_warps().warps[name] = {tag=tag,surface=surface,position=tag.position,old_tile=old_tile} global.warps[name] = {tag=tag,surface=surface,position=tag.position,old_tile=old_tile}
local _temp = {Spawn=_warps().warps.Spawn} local _temp = {Spawn=global.warps.Spawn}
_warps().warps.Spawn = nil global.warps.Spawn = nil
for name,data in pairs(table.keysort(_warps().warps)) do _temp[name] = data end for name,data in pairs(table.keysort(global.warps)) do _temp[name] = data end
_warps().warps = _temp global.warps = _temp
Gui.left.update('warp-list') ThisModule.Gui()
end end
commands.add_command('make-warp', 'Make a warp point at your location', {'name',true}, function(event,args) local remove_warp = Gui.inputs{
if not game.player then return end
local position = game.player.position
local name = args.name
if game.player.gui.top[name] then player_return({'warp-system.name-used'},defines.textcolor.med) return commands.error end
if _warps().warps[name] then player_return({'warp-system.name-used'},defines.textcolor.med) return commands.error end
if position.x^2 + position.y^2 < 100 then player_return({'warp-system.too-close'},defines.textcolor.med) return commands.error end
-- to do add a test for all warps
make_warp_point(position,game.player.surface,game.player.force,name)
end)
local remove_warp = Gui.inputs.add{
type='button', type='button',
name='remove-warp-point', name='remove-warp-point',
caption='utility/remove', caption='utility/remove',
tooltip={'warp-system.remove-tooltip'} tooltip={'warp-system.remove-tooltip'}
}:on_event('click',function(event) }:on_event('click',function(event)
local name = event.element.parent.name local name = event.element.parent.name
remove_warp_point(name) ThisModule.remove_warp_point(name)
end) end)
local go_to_warp = Gui.inputs.add{ local go_to_warp = Gui.inputs{
type='button', type='button',
name='go-to-warp-point', name='go-to-warp-point',
caption='utility/export_slot', caption='utility/export_slot',
tooltip={'warp-system.go-to-tooltip'} tooltip={'warp-system.go-to-tooltip'}
}:on_event('click',function(event) }:on_event('click',function(event)
local player = Game.get_player(event) local player = Game.get_player(event)
local cooldown = _warps().cooldowns[event.player_index] or 0 local cooldown = global.cooldowns[event.player_index] or 0
local warp = _warps().warps[event.element.parent.name] local warp = global.warps[event.element.parent.name]
if cooldown > 0 then player_return({'warp-system.cooldown',cooldown},nil,event) return end if cooldown > 0 then player_return({'warp-system.cooldown',cooldown},nil,event) return end
if player.vehicle then player.vehicle.set_driver(nil) end if player.vehicle then player.vehicle.set_driver(nil) end
if player.vehicle then player.vehicle.set_passenger(nil) end if player.vehicle then player.vehicle.set_passenger(nil) end
if player.vehicle then return end if player.vehicle then return end
player.teleport(warp.surface.find_non_colliding_position('player',warp.position,32,1),warp.surface) player.teleport(warp.surface.find_non_colliding_position('player',warp.position,32,1),warp.surface)
if not Role.allowed(player,'always-warp') then if not Role and not player.admin or Role and not Role.allowed(player,'always-warp') then
event.element.parent.parent.parent.parent.style.visible = false event.element.parent.parent.parent.parent.style.visible = false
_warps().cooldowns[event.player_index] = warp_limit global.cooldowns[event.player_index] = warp_limit
end end
end) end)
Gui.left.add{ ThisModule.Gui = Gui.left{
name='warp-list', name='warp-list',
caption='item/'..warp_item, caption='item/'..warp_item,
tooltip={'warp-system.tooltip'}, tooltip={'warp-system.tooltip'},
@@ -154,7 +158,7 @@ Gui.left.add{
type='table', type='table',
column_count=2 column_count=2
} }
for name,warp in pairs(_warps().warps) do for name,warp in pairs(global.warps) do
if not warp.tag or not warp.tag.valid then if not warp.tag or not warp.tag.valid then
player.force.add_chart_tag(warp.surface,{ player.force.add_chart_tag(warp.surface,{
position=warp.position, position=warp.position,
@@ -171,18 +175,18 @@ Gui.left.add{
type='flow', type='flow',
name=name name=name
} }
local btn = go_to_warp:draw(_flow) local btn = go_to_warp(_flow)
btn.style.height = 20 btn.style.height = 20
btn.style.width = 20 btn.style.width = 20
if Role.allowed(player,'make-warp') and name ~= 'Spawn' then if not Role and player.admin and name ~= 'Spawn' or Role and Role.allowed(player,'make-warp') and name ~= 'Spawn' then
local btn = remove_warp:draw(_flow) local btn = remove_warp(_flow)
btn.style.height = 20 btn.style.height = 20
btn.style.width = 20 btn.style.width = 20
end end
end end
local cooldown = _warps().cooldowns[player.index] or 0 local cooldown = global.cooldowns[player.index] or 0
if cooldown > 0 then frame.style.visible = false return if cooldown > 0 then frame.style.visible = false return
elseif Role.allowed(player,'always-warp') then return elseif not Role and player.admin or Role and Role.allowed(player,'always-warp') then return
elseif player.surface.get_tile(player.position).name == warp_tile elseif player.surface.get_tile(player.position).name == warp_tile
and player.surface.name == 'nauvis' and player.surface.name == 'nauvis'
then return then return
@@ -190,8 +194,8 @@ Gui.left.add{
else frame.style.visible = false end else frame.style.visible = false end
end, end,
can_open=function(player) can_open=function(player)
local cooldown = _warps().cooldowns[player.index] or 0 local cooldown = global.cooldowns[player.index] or 0
if Role.allowed(player,'always-warp') then return true if not Role and player.admin or Role and Role.allowed(player,'always-warp') then return true
elseif player.surface.get_tile(player.position).name == warp_tile elseif player.surface.get_tile(player.position).name == warp_tile
and player.surface.name == 'nauvis' and player.surface.name == 'nauvis'
then return true then return true
@@ -202,30 +206,31 @@ Gui.left.add{
open_on_join=true open_on_join=true
} }
Event.register(defines.events.on_tick,function(event) -- Event Handlers Define
script.on_event(defines.events.on_tick,function(event)
if not (event.tick % 60 == 0) then return end if not (event.tick % 60 == 0) then return end
for index,time in pairs(_warps().cooldowns) do for index,time in pairs(_warps().cooldowns) do
if time > 0 then if time > 0 then
_warps().cooldowns[index] = time-1 global.cooldowns[index] = time-1
if _warps().cooldowns[index] == 0 then player_return({'warp-system.cooldown-zero'},defines.textcolor.low,index) end if global.cooldowns[index] == 0 then player_return({'warp-system.cooldown-zero'},defines.textcolor.low,index) end
end end
end end
end) end)
Event.register(defines.events.on_player_changed_position, function(event) script.on_event(defines.events.on_player_changed_position, function(event)
local player = Game.get_player(event) local player = Game.get_player(event)
local cooldown = _warps().cooldowns[player.index] or 0 local cooldown = global.cooldowns[player.index] or 0
local tile = player.surface.get_tile(player.position).name local tile = player.surface.get_tile(player.position).name
if not Role.allowed(player,'always-warp') and cooldown == 0 then if not Role and player.admin or Role and not Role.allowed(player,'always-warp') and cooldown == 0 then
if tile == warp_tile and player.surface.name == 'nauvis' then if tile == warp_tile and player.surface.name == 'nauvis' then
mod_gui.get_frame_flow(player)['warp-list'].style.visible = true ThisModule.Gui:open(player)
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then
mod_gui.get_frame_flow(player)['warp-list'].style.visible = true ThisModule.Gui:open(player)
else mod_gui.get_frame_flow(player)['warp-list'].style.visible = false end else ThisModule.Gui:close(player) end
end end
end) end)
Event.register(defines.events.on_player_created, function(event) script.on_event(defines.events.on_player_created, function(event)
if event.player_index == 1 then if event.player_index == 1 then
local player = Game.get_player(event) local player = Game.get_player(event)
player.force.chart(player.surface, {{player.position.x - 20, player.position.y - 20}, {player.position.x + 20, player.position.y + 20}}) player.force.chart(player.surface, {{player.position.x - 20, player.position.y - 20}, {player.position.x + 20, player.position.y + 20}})
@@ -234,6 +239,9 @@ Event.register(defines.events.on_player_created, function(event)
text='Warp: Spawn', text='Warp: Spawn',
icon={type='item',name=warp_item} icon={type='item',name=warp_item}
}) })
_warps().warps['Spawn'] = {tag=tag,surface=player.surface,position={0,0}} global.warps['Spawn'] = {tag=tag,surface=player.surface,position={0,0}}
end end
end) end)
-- Module Return
return ThisModule

View File

@@ -0,0 +1,17 @@
{
"name": "WarpPoints",
"version": "4.0.0",
"type": "Module",
"description": "Creates a warp point system which makes moving around large maps easier.",
"location": "<blank>",
"keywords": [
"Warps",
"System",
"Teleport",
"PAX"
],
"author": "Cooldude2606",
"contact": "Discord: Cooldude2606#5241",
"license": "https://github.com/explosivegaming/scenario/blob/master/LICENSE",
"dependencies": {}
}

View File

@@ -0,0 +1,15 @@
local warps = warps
local self = self
commands.add_command('make-warp', 'Make a warp point at your location', {
['name']={true,'string-inf'}
}, function(event,args)
if not game.player then return end
local position = game.player.position
local name = args.name
if game.player.gui.top[name] then player_return({'warp-system.name-used'},defines.textcolor.med) return commands.error end
if warps.warps[name] then player_return({'warp-system.name-used'},defines.textcolor.med) return commands.error end
if position.x^2 + position.y^2 < 100 then player_return({'warp-system.too-close'},defines.textcolor.med) return commands.error end
-- to do add a test for all warps
self.make_warp_point(position,game.player.surface,game.player.force,name)
end)

View File

@@ -0,0 +1,5 @@
return {
{'small-lamp',-3,-2},{'small-lamp',-3,2},{'small-lamp',3,-2},{'small-lamp',3,2},
{'small-lamp',-2,-3},{'small-lamp',2,-3},{'small-lamp',-2,3},{'small-lamp',2,3},
{'small-electric-pole',-3,-3},{'small-electric-pole',3,3},{'small-electric-pole',-3,3},{'small-electric-pole',3,-3}
}

View File

@@ -0,0 +1,4 @@
return {
{-3,-2},{-3,-1},{-3,0},{-3,1},{-3,2},{3,-2},{3,-1},{3,0},{3,1},{3,2},
{-2,-3},{-1,-3},{0,-3},{1,-3},{2,-3},{-2,3},{-1,3},{0,3},{1,3},{2,3}
}

View File

@@ -0,0 +1,107 @@
--- Makes paths which wear down and paths where entites are placed.
-- @module WornPaths@^4.0.0
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
-- Module Require
local Game = require('FactorioStdLib@^0.8.0')
-- Local Varibles
local entites = require(module_path..'/src/entites')
local paths = require(module_path..'/src/paths')
for tile,value in pairs(paths) do value[1]=-1/value[1] end
local placed_paths = require(module_path..'/src/placed')
local adjacency_boost = 2 -- makes paths more lickly to be next to each other; must be greater than 0
adjacency_boost = 10/adjacency_boost -- dont change this line
-- Module Define
local module_verbose = false
local ThisModule = {}
-- Global Define
local global = global()
-- Function Define
local function global_key(surface,pos)
return 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
end
--- Downgrads a tile in this position
-- @usage ThisModule.down_grade(surface,{x=10,y=10})
-- @tparam surface surface the surface the tile is on
-- @tparam table pos the position of the tile to change
function ThisModule.down_grade(surface,pos)
local tile = surface.get_tile(pos).name
local new_tile = paths[tile][2]
if new_tile == 'world-gen' then
new_tile = global[global_key(surface,pos)] or 'grass-1'
end
surface.set_tiles{{name=new_tile,position=pos}}
end
-- Event Handlers Define
script.on_event({defines.events.on_player_built_tile,defines.events.on_robot_built_tile}, function(event)
local surface = event.surface_index and game.surfaces[event.surface_index] or event.robot and event.robot.surface
local old_tiles = event.tiles
for _,old_tile in pairs(old_tiles) do
if placed_paths[old_tile.old_tile.name] or old_tile.old_tile.name == 'water' or old_tile.old_tile.name == 'deepwater' then else
global[global_key(surface,old_tile.position)]=old_tile.old_tile.name -- not a mistake, this makes it have dimising returns
end
end
end)
script.on_event(defines.events.on_player_changed_position, function(event)
local player = Game.get_player(event)
if player and player.valid and game.tick > 10 then else return end
if player.afk_time > 300 then return end
local surface = player.surface
local pos = player.position
local tile_name = surface.get_tile(pos).name
if not paths[tile_name] then return end
local count = -9 -- this value is important
for x = -1,1 do for y = -1,1 do
local _pos = {pos.x+x,pos.y+y}
if placed_paths[tile_name] and not placed_paths[surface.get_tile(_pos).name]
or surface.get_tile(_pos).name == paths[tile_name][2]
then count=count+1 end
end end
local chance = paths[tile_name][1]/(count-adjacency_boost)
if math.random() < chance then
down_grade(surface,pos)
end
end)
script.on_event({defines.events.on_built_entity,on_robot_built_entity}, function(event)
local entity = event.created_entity
local surface = entity.surface
if entites[entity.name] then
local box = entity.prototype.collision_box
local size = math.abs(box.left_top.x-box.right_bottom.x)*math.abs(box.left_top.y-box.right_bottom.y)
for x = box.left_top.x,box.right_bottom.x do for y = box.left_top.y,box.right_bottom.y do
local pos = {x=x,y=y}
local tile = surface.get_tile(pos).name
if paths[tile] and math.random() < paths[tile][1]*size/(-10) then
ThisModule.down_grade(surface,pos)
end
end end
end
end)
-- Module Return
-- when called it will downgrade a tile
return setmetatable(ThisModule,{__call=function(self,...) self.down_grade(...) end})
--[[
/interface
local tile_name = surface.get_tile(position).name
if not paths[tile_name] then return end
local count = -9 -- this value is important
for x = -1,1 do for y = -1,1 do
local _pos = {position.x+x,position.y+y}
if placed_paths[tile_name] and not placed_paths[surface.get_tile(_pos).name]
or surface.get_tile(_pos).name == paths[tile_name][2]
then count=count+1 end
end end
return paths[tile_name][1]/(count-adjacency_boost)
]]

View File

@@ -1,145 +0,0 @@
-- made by cooldude
-- idea from Mylon - Dirt Path
local adjacency_boost = 2 -- makes paths more lickly to be next to each other; must be greater than 0
local entities = {
['stone-furnace']=2,
['steel-furnace']=2,
['electric-furnace']=3,
['assembling-machine-1']=3,
['assembling-machine-2']=3,
['assembling-machine-3']=3,
['beacon']=3,
['centrifuge']=3,
['chemical-plant']=3,
['oil-refinery']=7,
['storage-tank']=3,
['nuclear-reactor']=5,
['steam-engine']=4,
['steam-turbine']=4,
['boiler']=3,
['heat-exchanger']=3,
['stone-wall']=1,
['gate']=1,
['gun-turret']=2,
['laser-turret']=2,
['radar']=3,
['lab']=3,
['big-electric-pole']=2,
['substation']=2,
['rocket-silo']=7
}
local placed_paths = {
['refined-concrete']=true,
['refined-hazard-concrete-right']=true,
['refined-hazard-concrete-left']=true,
['concrete']=true,
['hazard-concrete-right']=true,
['hazard-concrete-left']=true,
['stone-path']=true
}
local paths = {
-- ['tile name'] = {health,convert to}
-- health is the average number of steps in hundards before it changes
['refined-concrete']={70,'concrete'},
['refined-hazard-concrete-right']={70,'hazard-concrete-right'},
['refined-hazard-concrete-left']={70,'hazard-concrete-left'},
['concrete']={50,'stone-path'},
['hazard-concrete-right']={50,'stone-path'},
['hazard-concrete-left']={50,'stone-path'},
['stone-path']={40,'world-gen'}, -- world-gen just makes it pick the last tile not placed by a player
['sand-1']={1,'sand-2'},
['sand-2']={3,'sand-3'},
['sand-3']={1,'red-desert-3'},
['red-desert-3']={1,'red-desert-2'},
['red-desert-2']={3,'dirt-1'},
['grass-2']={1,'grass-1'},
['grass-1']={1,'grass-3'},
['grass-3']={3,'red-desert-0'},
['red-desert-0']={1,'red-desert-1'},
['red-desert-1']={3,'dirt-1'},
['dirt-1']={1,'dirt-2'},
['dirt-2']={1,'dirt-3'},
['dirt-3']={3,'dirt-4'},
['dirt-4']={1,'dirt-5'},
['dirt-5']={1,'dirt-6'},
['grass-4']={3,'dirt-4'}
}
for tile,value in pairs(paths) do
value[1]=1/(value[1]*125)
end
local function global_key(surface,pos)
return 'S'..surface.name..'X'..math.floor(pos.x)..'Y'..math.floor(pos.y)
end
local function down_grade(surface,pos)
local tile = surface.get_tile(pos).name
local new_tile = paths[tile][2]
if new_tile == 'world-gen' then
if global.paths == nil then global.paths = {} end -- nil as you can set to false to disable
new_tile = global.paths[global_key(surface,pos)] or 'grass-1'
end
surface.set_tiles{{name=new_tile,position=pos}}
end
Event.register(defines.events.on_player_built_tile, function(event)
local surface = game.surfaces[event.surface_index]
local old_tiles = event.tiles
for _,old_tile in pairs(old_tiles) do
if placed_paths[old_tile.old_tile.name] or old_tile.old_tile.name == 'water' or old_tile.old_tile.name == 'deep-water' then else
if global.paths == nil then global.paths = {} end -- nil as you can set to false to disable
global.paths[global_key(surface,old_tile.position)]=old_tile.old_tile.name -- not a mistake, this makes it have dimising returns
end
end
end)
Event.register(defines.events.on_player_changed_position, function(event)
local player = Game.get_player(event)
if player and player.valid and game.tick > 10 then else return end
if player.afk_time > 300 then return end
local surface = player.surface
local pos = player.position
local tile_name = surface.get_tile(pos).name
if not paths[tile_name] then return end
local chance = paths[tile_name][1]
local count = 1
for x = -1,1 do for y = -1,1 do
local _pos = {pos.x+x,pos.y+y}
if placed_paths[tile_name] and not placed_paths[surface.get_tile(_pos).name]
or surface.get_tile(_pos).name == paths[tile_name][2]
then chance=chance*((adjacency_boost+8)/count) count=count+1 end
end end
if math.random() < chance then
down_grade(surface,pos)
end
end)
Event.register(defines.events.on_built_entity, function(event)
local entity = event.entity
local surface = player.surface
if entities[entity.name] then
local size = entities[entity.name]
for (x in 0,size) do for (y in 0,size) do
local pos = [entity.position.x+x,entity.position.y+y]
local tile = surface.get_tile(pos).name
if math.random() < paths[tile]*size then
down_grade(surface,pos)
end
end end
end
end)
--[[
/interface
local tile_name = tile.name
local chance = paths[tile_name][1]
local count = 1
for x = -1,1 do for y = -1,1 do
local _pos = {position.x+x,position.y+y}
if paths[tile_name][2] == 'world-gen' and not placed_paths[surface.get_tile(_pos).name]
or surface.get_tile(_pos).name == paths[tile_name][2]
then game.print('boost '..tostring(count)) chance=chance=chance*(adjacency_boost/count) count=count+1 end end
end
return chance
]]

View File

@@ -0,0 +1,17 @@
{
"name": "WornPaths",
"version": "4.0.0",
"type": "Module",
"description": "Makes paths which wear down and paths where entites are placed.",
"location": "<blank>",
"keywords": [
"Paths",
"Worn",
"Decay",
"Degrade"
],
"author": "Cooldude2606",
"contact": "Discord: Cooldude2606#5241",
"license": "https://github.com/explosivegaming/scenario/blob/master/LICENSE",
"dependencies": {}
}

View File

@@ -0,0 +1,27 @@
return {
['stone-furnace']=true,
['steel-furnace']=true,
['electric-furnace']=true,
['assembling-machine-1']=true,
['assembling-machine-2']=true,
['assembling-machine-3']=true,
['beacon']=true,
['centrifuge']=true,
['chemical-plant']=true,
['oil-refinery']=true,
['storage-tank']=true,
['nuclear-reactor']=true,
['steam-engine']=true,
['steam-turbine']=true,
['boiler']=true,
['heat-exchanger']=true,
['stone-wall']=true,
['gate']=true,
['gun-turret']=true,
['laser-turret']=true,
['radar']=true,
['lab']=true,
['big-electric-pole']=true,
['substation']=true,
['rocket-silo']=true
}

View File

@@ -0,0 +1,27 @@
local paths = {
-- ['tile name'] = {health,convert to}
-- the greater health is the lower the chance it will be down graded, must be grater than 0
['refined-concrete']={70,'concrete'},
['refined-hazard-concrete-right']={70,'hazard-concrete-right'},
['refined-hazard-concrete-left']={70,'hazard-concrete-left'},
['concrete']={50,'stone-path'},
['hazard-concrete-right']={50,'stone-path'},
['hazard-concrete-left']={50,'stone-path'},
['stone-path']={40,'world-gen'}, -- world-gen just makes it pick the last tile not placed by a player
['sand-1']={5,'sand-2'},
['sand-2']={10,'sand-3'},
['sand-3']={5,'red-desert-3'},
['red-desert-3']={5,'red-desert-2'},
['red-desert-2']={10,'dirt-1'},
['grass-2']={5,'grass-1'},
['grass-1']={5,'grass-3'},
['grass-3']={10,'red-desert-0'},
['red-desert-0']={5,'red-desert-1'},
['red-desert-1']={10,'dirt-1'},
['dirt-1']={5,'dirt-2'},
['dirt-2']={5,'dirt-3'},
['dirt-3']={10,'dirt-4'},
['dirt-4']={5,'dirt-5'},
['dirt-5']={5,'dirt-6'},
['grass-4']={10,'dirt-4'}
}

View File

@@ -0,0 +1,9 @@
return {
['refined-concrete']=true,
['refined-hazard-concrete-right']=true,
['refined-hazard-concrete-left']=true,
['concrete']=true,
['hazard-concrete-right']=true,
['hazard-concrete-left']=true,
['stone-path']=true
}