Warp tile change to tutorial-grid

changed warp tile to turorial-grid and cleaned up as much as easily possible
This commit is contained in:
badgamernl
2018-03-11 01:23:10 +01:00
parent 132bf9fde2
commit 79b2b66fbb

View File

@@ -21,8 +21,7 @@ local warp_entities = {
local warp_radius = 4 local warp_radius = 4
local spawn_warp_scale = 5 local spawn_warp_scale = 5
local warp_tile = 'lab-dark-1' local warp_tile = 'tutorial-grid'
local warp_partern = 'lab-dark-2'
local warp_limit = 60 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}
@@ -73,7 +72,7 @@ local function make_warp_point(position,surface,force,name)
surface.set_tiles(base_tiles) surface.set_tiles(base_tiles)
-- this adds the patern and entities -- this adds the patern and entities
for _,position in pairs(warp_tiles) do for _,position in pairs(warp_tiles) do
table.insert(tiles,{name=warp_partern,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}}) table.insert(tiles,{name=warp_tile,position={position[1]+offset.x+global_offset.x,position[2]+offset.y+global_offset.y}})
end end
surface.set_tiles(tiles) surface.set_tiles(tiles)
for _,entity in pairs(warp_entities) do for _,entity in pairs(warp_entities) do
@@ -176,7 +175,6 @@ Gui.left.add{
if cooldown > 0 then frame.style.visible = false return if cooldown > 0 then frame.style.visible = false return
elseif Ranking.get_rank(player):allowed('always-warp') then return elseif Ranking.get_rank(player):allowed('always-warp') then return
elseif player.surface.get_tile(player.position).name == warp_tile elseif player.surface.get_tile(player.position).name == warp_tile
or player.surface.get_tile(player.position).name == warp_partern
and player.surface.name == 'nauvis' and player.surface.name == 'nauvis'
then return then return
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return
@@ -186,7 +184,6 @@ Gui.left.add{
local cooldown = _warps().cooldowns[player.index] or 0 local cooldown = _warps().cooldowns[player.index] or 0
if Ranking.get_rank(player):allowed('always-warp') then return true if Ranking.get_rank(player):allowed('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
or player.surface.get_tile(player.position).name == warp_partern
and player.surface.name == 'nauvis' and player.surface.name == 'nauvis'
then return true then return true
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return true elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return true
@@ -211,7 +208,7 @@ Event.register(defines.events.on_player_changed_position, function(event)
local cooldown = _warps().cooldowns[player.index] or 0 local cooldown = _warps().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 Ranking.get_rank(player):allowed('always-warp') and cooldown == 0 then if not Ranking.get_rank(player):allowed('always-warp') and cooldown == 0 then
if tile == warp_tile or tile == warp_partern 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 mod_gui.get_frame_flow(player)['warp-list'].style.visible = true
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 mod_gui.get_frame_flow(player)['warp-list'].style.visible = true