Files
factorio-scenario-ExpCluster/modules/WarpPoints/control.lua
2018-12-09 16:23:35 +00:00

249 lines
9.9 KiB
Lua

--- Creates a warp point system which makes moving around large maps easier.
-- @module WarpPoints@4.0.0
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- @alais ThisModule
-- Module Require
local Gui = require('ExpGamingCore.Gui')
local Game = require('FactorioStdLib.Game')
local Role -- ExpGamingCore.Role@^4.0.0
-- Local Varibles
local warp_tiles = require(module_path..'/src/warp_tiles')
local warp_entities = require(module_path..'/src/warp_entities')
local warp_radius = 4
local spawn_warp_scale = 5
local warp_tile = 'tutorial-grid'
local warp_limit = 60
local warp_item = 'discharge-defense-equipment'
local global_offset = {x=0,y=0}
local warp_min_distance = 25
-- Module Define
local _global = global
local global
local module_verbose = false
local ThisModule = {
on_init=function(self)
if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
if loaded_modules['ExpGamingCore.Command'] then require(module_path..'/src/commands',{self=self,warps=global,warp_min_distance=warp_min_distance}) end
end
}
-- Global Define
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
local surface = game.surfaces[warp.surface]
local offset = warp.position
local tiles = {}
local tiles = {}
-- clears the area where the warp was
for x = -warp_radius, warp_radius do
for y = -warp_radius, warp_radius do
if x^2+y^2 < (warp_radius+1)^2 then
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}}}
for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
end
end
end
surface.set_tiles(tiles)
if warp.tag.valid then warp.tag.destroy() end
global.warps[name] = nil
ThisModule.Gui()
end
--- Adds a warp point from the list, and then updates the gui
-- @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
local offset = {x=math.floor(position.x),y=math.floor(position.y)}
local old_tile = surface.get_tile(offset).name
local base_tiles = {}
local tiles = {}
-- this makes a base plate to make the warp point
for x = -warp_radius, warp_radius do
for y = -warp_radius, warp_radius do
if x^2+y^2 < warp_radius^2 then
table.insert(base_tiles,{name=warp_tile,position={x+offset.x,y+offset.y}})
end
end
end
surface.set_tiles(base_tiles)
-- this adds the patern and entities
for _,position in pairs(warp_tiles) do
table.insert(tiles,{name=warp_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(warp_entities) 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
-- creates a tag on the map for the wap point
local tag = force.add_chart_tag(surface,{
position={offset.x+0.5,offset.y+0.5},
text='Warp: '..name,
icon={type='item',name=warp_item}
})
global.warps[name] = {tag=tag,surface=surface.index,position=tag.position,old_tile=old_tile}
local _temp = {Spawn=global.warps.Spawn}
global.warps.Spawn = nil
for name,data in pairs(table.keysort(global.warps)) do _temp[name] = data end
global.warps = _temp
ThisModule.Gui()
end
local remove_warp = Gui.inputs{
type='button',
name='remove-warp-point',
caption='utility/remove',
tooltip={'WarpPoints.remove-tooltip'}
}:on_event('click',function(event)
local name = event.element.parent.name
ThisModule.remove_warp_point(name)
end)
local go_to_warp = Gui.inputs{
type='button',
name='go-to-warp-point',
caption='utility/export_slot',
tooltip={'WarpPoints.go-to-tooltip'}
}:on_event('click',function(event)
local player = Game.get_player(event)
local cooldown = global.cooldowns[event.player_index] or 0
local warp = global.warps[event.element.parent.name]
if cooldown > 0 then player_return({'WarpPoints.cooldown',cooldown},nil,event) return 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 return end
player.teleport(game.surfaces[warp.surface].find_non_colliding_position('player',warp.position,32,1),game.surfaces[warp.surface])
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
global.cooldowns[event.player_index] = warp_limit
end
end)
ThisModule.Gui = Gui.left{
name='warp-list',
caption='item/'..warp_item,
tooltip={'WarpPoints.tooltip'},
draw=function(frame)
local player = Game.get_player(frame.player_index)
frame.caption={'WarpPoints.name'}
local warp_list = frame.add{
type='scroll-pane',
direction='vertical',
vertical_scroll_policy='auto',
horizontal_scroll_policy='never'
}
warp_list.vertical_scroll_policy = 'auto'
warp_list.style.maximal_height = 150
local table = warp_list.add{
type='table',
column_count=2
}
for name,warp in pairs(global.warps) do
if not warp.tag or not warp.tag.valid then
player.force.add_chart_tag(game.surfaces[warp.surface],{
position=warp.position,
text='Warp: '..name,
icon={type='item',name=warp_item}
})
end
table.add{
type='label',
caption=name,
style='caption_label'
}
local _flow = table.add{
type='flow',
name=name
}
local btn = go_to_warp(_flow)
btn.style.height = 20
btn.style.width = 20
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(_flow)
btn.style.height = 20
btn.style.width = 20
end
end
local cooldown = global.cooldowns[player.index] or 0
if cooldown > 0 then frame.style.visible = false 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
and player.surface.name == 'nauvis'
then return
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return
else frame.style.visible = false end
end,
can_open=function(player)
local cooldown = global.cooldowns[player.index] or 0
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
and player.surface.name == 'nauvis'
then return true
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then return true
elseif cooldown > 0 then return {'WarpPoints.cooldown',cooldown}
else return {'WarpPoints.not-on-warp'} end
end,
open_on_join=true
}
-- Event Handlers Define
script.on_event(defines.events.on_tick,function(event)
if not (event.tick % 60 == 0) then return end
for index,time in pairs(global.cooldowns) do
if time > 0 then
global.cooldowns[index] = time-1
if global.cooldowns[index] == 0 then player_return({'WarpPoints.cooldown-zero'},defines.textcolor.low,index) end
end
end
end)
script.on_event(defines.events.on_player_changed_position, function(event)
local player = Game.get_player(event)
local cooldown = global.cooldowns[player.index] or 0
local tile = player.surface.get_tile(player.position).name
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
ThisModule.Gui:open(player)
elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then
ThisModule.Gui:open(player)
else ThisModule.Gui:close(player) 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)
player.force.chart(player.surface, {{player.position.x - 20, player.position.y - 20}, {player.position.x + 20, player.position.y + 20}})
local tag = player.force.add_chart_tag(player.surface,{
position={0,0},
text='Warp: Spawn',
icon={type='item',name=warp_item}
})
global.warps['Spawn'] = {tag=tag,surface=player.surface.index,position={x=0,y=0}}
end
end)
-- Module Return
return ThisModule