mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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250 lines
9.9 KiB
Lua
250 lines
9.9 KiB
Lua
--- Creates a warp point system which makes moving around large maps easier.
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-- @module WarpPoints@4.0.0
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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-- @alias ThisModule
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-- Module Require
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local Gui = require('ExpGamingCore.Gui')
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local Game = require('FactorioStdLib.Game')
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local Role -- ExpGamingCore.Role@^4.0.0
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-- Local Variables
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local warp_tiles = require(module_path..'/src/warp_tiles')
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local warp_entities = require(module_path..'/src/warp_entities')
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local warp_radius = 4
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local spawn_warp_scale = 5
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local warp_tile = 'tutorial-grid'
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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 warp_min_distance = 25
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-- Module Define
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local _global = global
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local global
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local module_verbose = false
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local ThisModule = {
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on_init=function(self)
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if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
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if loaded_modules['ExpGamingCore.Command'] then require(module_path..'/src/commands',{self=self,warps=global,warp_min_distance=warp_min_distance}) end
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end
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}
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-- Global Define
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global = _global{
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warps={}, -- 0,0 is always a warp
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cooldowns={}
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}
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-- Function Define
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--- Removes a warp point from the list, and then updates the gui
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-- @usage ThisModule.remove_warp_point(name) -- name cant be spawn
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-- @tparam string name the name of the warp point
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function ThisModule.remove_warp_point(name)
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local warp = global.warps[name]
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if not warp then return end
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local surface = game.surfaces[warp.surface]
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local offset = warp.position
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local tiles = {}
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-- clears the area where the warp was
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for x = -warp_radius, warp_radius do
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for y = -warp_radius, warp_radius 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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global.warps[name] = nil
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ThisModule.Gui()
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end
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--- Adds a warp point from the list, and then updates the gui
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-- @usage ThisModule.make_warp_point({x=10,y=10},surface,force,name)
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-- @tparam table position the position of the new warp point
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-- @tparam surface surface the surface that the warp point is on
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-- @tparam force force the force that the warp point will belong to
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-- @tparam string name the name of the warp point to be made
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function ThisModule.make_warp_point(position,surface,force,warpName)
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local warp = global.warps[warpName]
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if warp then return end
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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, warp_radius do
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for y = -warp_radius, warp_radius 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 pattern and entities
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for _,pos in pairs(warp_tiles) do
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table.insert(tiles,{name=warp_tile,position={pos[1]+offset.x+global_offset.x,pos[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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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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-- creates a tag on the map for the wap point
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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: '..warpName,
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icon={type='item',name=warp_item}
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})
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global.warps[warpName] = {tag=tag,surface=surface.index,position=tag.position,old_tile=old_tile}
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local _temp = {spawn=global.warps.spawn}
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global.warps.spawn = nil
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for name,data in pairs(table.keysort(global.warps)) do _temp[name] = data end
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global.warps = _temp
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ThisModule.Gui()
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end
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local remove_warp = Gui.inputs{
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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={'WarpPoints.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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ThisModule.remove_warp_point(name)
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end)
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local go_to_warp = Gui.inputs{
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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={'WarpPoints.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 = global.cooldowns[event.player_index] or 0
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local warp = global.warps[event.element.parent.name]
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if not warp then return end
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if cooldown > 0 then player_return({'WarpPoints.cooldown',cooldown},nil,event) return end
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if player.vehicle then player.vehicle.set_driver(nil) end
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if player.vehicle then player.vehicle.set_passenger(nil) end
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if player.vehicle then return end
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local surface = game.surfaces[warp.surface]
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player.teleport(surface.find_non_colliding_position('player',warp.position,32,1),surface)
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if not Role and not player.admin or Role and not Role.allowed(player,'always-warp') then
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event.element.parent.parent.parent.parent.style.visible = false
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global.cooldowns[event.player_index] = warp_limit
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end
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end)
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ThisModule.Gui = Gui.left{
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name='warp-list',
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caption='item/'..warp_item,
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tooltip={'WarpPoints.tooltip'},
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draw=function(self,frame)
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local player = Game.get_player(frame.player_index)
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frame.caption={'WarpPoints.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='auto',
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horizontal_scroll_policy='never'
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}
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warp_list.vertical_scroll_policy = 'auto'
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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(global.warps) do
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if not warp.tag or not warp.tag.valid then
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warp.tag = player.force.add_chart_tag(game.surfaces[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(_flow)
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btn.style.height = 20
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btn.style.width = 20
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if not Role and player.admin and name ~= 'spawn' or Role and Role.allowed(player,'make-warp') and name ~= 'spawn' then
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local btn = remove_warp(_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 = global.cooldowns[player.index] or 0
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if cooldown > 0 then frame.style.visible = false return
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elseif not Role and player.admin or Role and Role.allowed(player,'always-warp') then return
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elseif player.surface.get_tile(player.position).name == warp_tile
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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 = global.cooldowns[player.index] or 0
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if not Role and player.admin or Role and Role.allowed(player,'always-warp') then return true
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elseif player.surface.get_tile(player.position).name == warp_tile
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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 {'WarpPoints.cooldown',cooldown}
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else return {'WarpPoints.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 Handlers Define
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script.on_event(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(global.cooldowns) do
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if time > 0 then
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global.cooldowns[index] = time-1
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if global.cooldowns[index] == 0 then player_return({'WarpPoints.cooldown-zero'},defines.textcolor.low,index) end
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end
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end
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end)
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script.on_event(defines.events.on_player_changed_position, function(event)
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local player = Game.get_player(event)
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local cooldown = global.cooldowns[player.index] or 0
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local tile = player.surface.get_tile(player.position).name
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if not Role and player.admin or Role and not Role.allowed(player,'always-warp') and cooldown == 0 then
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if tile == warp_tile and player.surface.name == 'nauvis' then
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ThisModule.Gui:open(player)
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elseif player.position.x^2+player.position.y^2 < (warp_radius*spawn_warp_scale)^2 then
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ThisModule.Gui:open(player)
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else ThisModule.Gui:close(player) end
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end
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end)
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script.on_event(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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global.warps['spawn'] = {tag=tag,surface=player.surface.index,position={x=0,y=0}}
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end
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end)
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-- Module Return
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return ThisModule |