mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 19:45:22 +09:00
230 lines
9.6 KiB
Lua
230 lines
9.6 KiB
Lua
--[[
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Explosive Gaming
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This file can be used with permission but this and the credit below must remain in the file.
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Contact a member of management on our discord to seek permission to use our code.
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Any changes that you may make to the code are yours but that does not make the script yours.
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Discord: https://discord.gg/r6dC2uK
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]]
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--Please Only Edit Below This Line-----------------------------------------------------------
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local warp_tiles = {
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{-3,-2},{-3,-1},{-3,0},{-3,1},{-3,2},{3,-2},{3,-1},{3,0},{3,1},{3,2},
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{-2,-3},{-1,-3},{0,-3},{1,-3},{2,-3},{-2,3},{-1,3},{0,3},{1,3},{2,3}
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}
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local warp_entities = {
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{'small-lamp',-3,-2},{'small-lamp',-3,2},{'small-lamp',3,-2},{'small-lamp',3,2},
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{'small-lamp',-2,-3},{'small-lamp',2,-3},{'small-lamp',-2,3},{'small-lamp',2,3},
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{'small-electric-pole',-3,-3},{'small-electric-pole',3,3},{'small-electric-pole',-3,3},{'small-electric-pole',3,-3}
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}
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local warp_radius = 4
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local spawn_warp_scale = 5
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local warp_tile = 'lab-dark-1'
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local warp_partern = 'lab-dark-2'
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local warp_limit = 60
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local warp_item = 'discharge-defense-equipment'
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local global_offset = {x=0,y=0}
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local function _warps(reset)
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global.addons = not reset and global.addons or {}
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global.addons.warps = not reset and global.addons.warps or {warps={},cooldowns={}}
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return global.addons.warps
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end
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local function remove_warp_point(name)
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local warp = _warps().warps[name]
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if not warp then return end
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local surface = warp.surface
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local offset = warp.position
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local tiles = {}
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local tiles = {}
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for x = -warp_radius-2, warp_radius+2 do
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for y = -warp_radius-2, warp_radius+2 do
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if x^2+y^2 < (warp_radius+1)^2 then
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table.insert(tiles,{name=warp.old_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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end
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end
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end
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surface.set_tiles(tiles)
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if warp.tag.valid then warp.tag.destroy() end
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_warps().warps[name] = nil
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Gui.left.update('warp-list')
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end
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local function make_warp_point(position,surface,force,name)
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local warp = _warps().warps[name]
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if warp then return end; warp = nil
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local offset = {x=math.floor(position.x),y=math.floor(position.y)}
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local old_tile = surface.get_tile(offset).name
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local base_tiles = {}
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local tiles = {}
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-- this makes a base plate to make the warp point
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for x = -warp_radius-2, warp_radius+2 do
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for y = -warp_radius-2, warp_radius+2 do
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if x^2+y^2 < warp_radius^2 then
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table.insert(base_tiles,{name=warp_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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-- this adds the patern and entities
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for _,position in pairs(warp_tiles) do
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table.insert(tiles,{name=warp_partern,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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for _,entity in pairs(warp_entities) 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.destructible = false; entity.health = 0; entity.minable = false; entity.rotatable = false
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end
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local tag = force.add_chart_tag(surface,{
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position={offset.x+0.5,offset.y+0.5},
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text='Warp: '..name,
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icon={type='item',name=warp_item}
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})
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_warps().warps[name] = {tag=tag,surface=surface,position=tag.position,old_tile=old_tile}
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Gui.left.update('warp-list')
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end
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commands.add_command('make-warp', 'Make a warp point at your location', {'name',true}, function(event,args)
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if not game.player then return end
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local position = game.player.position
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local name = args.name
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if _warps().warps[name] then player_return({'warp-system.name-used'},defines.text_color.med) return commands.error end
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make_warp_point(position,game.player.surface,game.player.force,name)
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end)
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local remove_warp = Gui.inputs.add{
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type='button',
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name='remove-warp-point',
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caption='utility/remove',
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tooltip={'warp-system.remove-tooltip'}
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}:on_event('click',function(event)
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local name = event.element.parent.name
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remove_warp_point(name)
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end)
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local go_to_warp = Gui.inputs.add{
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type='button',
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name='go-to-warp-point',
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caption='utility/export_slot',
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tooltip={'warp-system.go-to-tooltip'}
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}:on_event('click',function(event)
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local player = Game.get_player(event)
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local cooldown = _warps().cooldowns[event.player_index] or 0
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local warp = _warps().warps[event.element.parent.name]
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if cooldown > 0 then player_return({'warp-system.cooldown',cooldown},nil,event) return end
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if player.vehicle then player.vehicle.set_driver() end
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if player.vehicle then player.vehicle.set_passenger() end
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if player.vehicle then return end
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player.teleport(warp.surface.find_non_colliding_position('player',warp.position,32,1),warp.surface)
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if not Ranking.get_rank(player):allowed('always-warp') then
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event.element.parent.parent.parent.parent.style.visible = false
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_warps().cooldowns[event.player_index] = warp_limit
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end
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end)
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Gui.left.add{
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name='warp-list',
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caption='item/'..warp_item,
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tooltip={'warp-system.tooltip'},
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draw=function(frame)
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local player = Game.get_player(frame.player_index)
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frame.caption={'warp-system.name'}
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local warp_list = frame.add{
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type='scroll-pane',
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direction='vertical',
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vertical_scroll_policy='always',
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horizontal_scroll_policy='never'
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}
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warp_list.style.maximal_height = 150
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local table = warp_list.add{
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type='table',
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column_count=2
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}
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for name,warp in pairs(_warps().warps) do
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if not warp.tag or not warp.tag.valid then
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player.force.add_chart_tag(warp.surface,{
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position=warp.position,
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text='Warp: '..name,
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icon={type='item',name=warp_item}
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})
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end
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table.add{
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type='label',
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caption=name,
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style='caption_label'
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}
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local _flow = table.add{
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type='flow',
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name=name
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}
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local btn = go_to_warp:draw(_flow)
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btn.style.height = 20
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btn.style.width = 20
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if Ranking.get_rank(player):allowed('make-warp') and name ~= 'Spawn' then
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local btn = remove_warp:draw(_flow)
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btn.style.height = 20
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btn.style.width = 20
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end
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end
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local cooldown = _warps().cooldowns[player.index] or 0
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if cooldown > 0 then frame.style.visible = false return
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elseif Ranking.get_rank(player):allowed('always-warp') then return
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elseif player.surface.get_tile(player.position).name == warp_tile
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or player.surface.get_tile(player.position).name == warp_partern
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and player.surface.name == 'nauvis'
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then return
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elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return
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else frame.style.visible = false end
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end,
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can_open=function(player)
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local cooldown = _warps().cooldowns[player.index] or 0
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if Ranking.get_rank(player):allowed('always-warp') then return true
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elseif player.surface.get_tile(player.position).name == warp_tile
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or player.surface.get_tile(player.position).name == warp_partern
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and player.surface.name == 'nauvis'
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then return true
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elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return true
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elseif cooldown > 0 then return {'warp-system.cooldown',cooldown}
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else return {'warp-system.not-on-warp'} end
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end,
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open_on_join=true
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}
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Event.register(defines.events.on_tick,function(event)
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if not (event.tick % 60 == 0) then return end
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for index,time in pairs(_warps().cooldowns) do
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if time > 0 then
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_warps().cooldowns[index] = time-1
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if _warps().cooldowns[index] == 0 then player_return({'warp-system.cooldown-zero'},defines.text_color.low,index) end
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end
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end
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for _,player in pairs(game.connected_players) do
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local cooldown = _warps().cooldowns[player.index] or 0
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if not Ranking.get_rank(player):allowed('always-warp') and cooldown == 0 then
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if player.surface.get_tile(player.position).name == warp_tile
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or player.surface.get_tile(player.position).name == warp_partern
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and player.surface.name == 'nauvis'
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then mod_gui.get_frame_flow(player)['warp-list'].style.visible = true
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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
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else mod_gui.get_frame_flow(player)['warp-list'].style.visible = false end
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end
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end
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end)
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Event.register(defines.events.on_player_created, function(event)
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if event.player_index == 1 then
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local player = Game.get_player(event)
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player.force.chart(player.surface, {{player.position.x - 20, player.position.y - 20}, {player.position.x + 20, player.position.y + 20}})
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local tag = player.force.add_chart_tag(player.surface,{
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position={0,0},
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text='Warp: Spawn',
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icon={type='item',name=warp_item}
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})
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_warps().warps['Spawn'] = {tag=tag,surface=player.surface,position={0,0}}
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end
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end) |