File size: 9,576 Bytes
898c672 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 |
local util = require("util")
local main_ship_name = "crash-site-spaceship"
local default_ship_parts = function()
return
{
{
name = "crash-site-spaceship-wreck-big-1",
angle_deviation = 0.1,
max_distance = 25,
min_separation = 2,
fire_count = 1
},
{
name = "crash-site-spaceship-wreck-big-2",
angle_deviation = 0.1,
max_distance = 25,
min_separation = 2,
explosion_count = 3,
fire_count = 1
},
{
name = "crash-site-spaceship-wreck-medium",
variations = 3,
angle_deviation = 0.05,
max_distance = 30,
min_separation = 1,
explosion_count = 1,
fire_count = 1
},
{
name = "crash-site-spaceship-wreck-small",
variations = 6,
angle_deviation = 0.05,
min_separation = 1,
fire_count = 1
},
{
name = "crash-site-fire-smoke",
angle_deviation = 0.08,
repeat_count = 0,
scale_lifetime = true
}
}
end
local rotate = function(offset, angle)
local x = offset[1]
local y = offset[2]
local rotated_x = x * math.cos(angle) - y * math.sin(angle)
local rotated_y = x * math.sin(angle) + y * math.cos(angle)
return {rotated_x, rotated_y}
end
local entry_angle = 0.70
local random = math.random
local get_offset = function(part)
local angle = entry_angle + ((random() - 0.5) * part.angle_deviation)
angle = angle - 0.25
angle = angle * math.pi * 2
local distance = 8 + (random() * (part.max_distance or 40))
local offset = rotate({distance, 0}, angle)
return offset
end
local get_name = function(part, k)
if not part.variations then return part.name end
local variant = k or random(part.variations)
return part.name.."-"..variant
end
local get_lifetime = function(offset)
--Generally, close to the ship, last longer.
local distance = ((offset[1] * offset[1]) + (offset[2] * offset[2])) ^ 0.5
local time = random(60 * 20, 60 * 30) - math.min(distance * 100, 15 * 60)
return time
end
local get_random_position = function(box, x_scale, y_scale)
local x_scale = x_scale or 1
local y_scale = y_scale or 1
local x1 = box.left_top.x
local y1 = box.left_top.y
local x2 = box.right_bottom.x
local y2 = box.right_bottom.y
local x = ((x2 - x1) * x_scale * (random() - 0.5)) + ((x1 + x2) / 2)
local y = ((y2 - y1) * y_scale * (random() - 0.5)) + ((y1 + y2) / 2)
return {x, y}
end
local random_from_map = function(map)
local array = {}
local i = 1
for k, v in pairs (map) do
array[i] = k
i = i + 1
end
local key = array[random(#array)]
local value = map[key]
return key, value
end
local insert_items_randomly = function(entities, items)
local item_prototypes = game.item_prototypes
for name, count in pairs (items) do
if not item_prototypes[name] then
items[name] = nil
end
end
if not next(items) then return end
for unit_number, entity in pairs (entities) do
if not entity.valid then
entities[unit_number] = nil
end
end
if not next(entities) then return end
local stupid = 1000
while true do
local item_name, count = random_from_map(items)
local unit_number, entity = random_from_map(entities)
local inserted = entity.insert{name = item_name, count = 1}
if inserted == count then
items[item_name] = nil
else
items[item_name] = count - inserted
end
if not next(items) then break end
stupid = stupid - 1
if stupid <= 0 then break end
end
end
local main_ship_flame_count = 4
local main_ship_explosion_count = 10
local lib = {}
lib.create_crash_site = function(surface, position, ship_items, part_items, ship_parts)
local main_ship = surface.create_entity
{
name = main_ship_name,
position = position,
force = "player",
create_build_effect_smoke = false
}
util.insert_safe(main_ship, ship_items)
local box = main_ship.bounding_box
for k, entity in pairs (surface.find_entities_filtered{area = box, force = "neutral", collision_mask = "player-layer"}) do
if entity.valid then
if entity.type == "tree" then
entity.die()
else
entity.destroy()
end
end
end
for k = 1, main_ship_flame_count do
local position = get_random_position(box, 0.8, 0.5)
surface.create_entity
{
name = "crash-site-fire-flame",
position = position
}
local fire = surface.create_entity
{
name = "crash-site-fire-smoke",
position = position
}
fire.time_to_live = random(60 * 15, 60 * 30)
fire.time_to_next_effect = random(60 * 3)
end
for k = 1, main_ship_explosion_count do
local explosions = surface.create_entity
{
name = "crash-site-explosion-smoke",
position = get_random_position(box, 0.8, 0.5)
}
explosions.time_to_live = random(60 * 15, 60 * 30)
explosions.time_to_next_effect = random(60)
end
local wreck_parts = {}
for k, part in pairs(ship_parts or default_ship_parts()) do
for k = 1, (part.variations or 1) do
local name = get_name(part, k)
for i = 1, part.repeat_count or 1 do
local part_position
local count = 0
local offset
while true do
offset = get_offset(part)
local x = (position[1] or position.x) + offset[1]
local y = (position[2] or position.y) + offset[2]
part_position = {x, y}
local can_place = surface.can_place_entity
{
name = name,
position = part_position,
force = "player",
build_check_type = defines.build_check_type.manual_ghost,
forced = true
}
if can_place then
if not part.min_separation or surface.count_entities_filtered{position = part_position, radius = part.min_separation, limit = 1, type = "tree", invert = true} == 0 then
break
end
end
count = count + 1
if count > 20 then
part_position = surface.find_non_colliding_position(name, part_position, 50, 4)
break
end
end
if part_position then
local entity = surface.create_entity
{
name = name,
position = part_position,
force = part.force or "neutral",
create_build_effect_smoke = false
}
if entity.get_output_inventory() and #entity.get_output_inventory() > 0 then
wreck_parts[entity.unit_number] = entity
end
for k, entity in pairs (surface.find_entities_filtered{type = {"tree", "simple-entity"}, position = part_position, radius = 1 + entity.get_radius()}) do
if entity.type == "tree" then
entity.die()
else
entity.destroy()
end
end
if part.explosion_count then
for k = 1, part.explosion_count do
local explosions = surface.create_entity
{
name = "crash-site-explosion-smoke",
position = get_random_position(entity.bounding_box)
}
explosions.time_to_live = get_lifetime(offset)
explosions.time_to_next_effect = random(30)
end
end
if part.fire_count then
for k = 1, part.fire_count do
surface.create_entity
{
name = "crash-site-fire-flame",
position = get_random_position(entity.bounding_box)
}
local explosions = surface.create_entity
{
name = "crash-site-fire-smoke",
position = get_random_position(entity.bounding_box)
}
explosions.time_to_live = get_lifetime(offset)
explosions.time_to_next_effect = random(30)
end
end
if part.scale_lifetime then
entity.time_to_live = get_lifetime(offset)
entity.time_to_next_effect = random(60)
end
end
end
end
end
insert_items_randomly(wreck_parts, part_items)
end
local set_label_size = function(player)
local label = player.gui.screen.skip_cutscene_label
if not label then return end
label.style.horizontal_align = "center"
local resolution = player.display_resolution
label.style.width = resolution.width / player.display_scale
label.location = {0, (resolution.height) - ((20 + 8) * player.display_scale)}
end
lib.create_cutscene = function(player, goal_position)
local offset = rotate({60, 0}, (entry_angle - 0.25) * math.pi * 2)
local start_position = {goal_position[1] + offset[1], goal_position[2] + offset[2]}
player.set_controller
{
type = defines.controllers.cutscene,
waypoints =
{
{
position = goal_position,
transition_time = 450,
zoom = 2,
time_to_wait = 150
},
{
target = player.character,
transition_time = 150,
zoom = 1.5,
time_to_wait = 0
}
},
start_position = start_position,
start_zoom = 2
}
local label = player.gui.screen.add{type = "label", caption = {"skip-cutscene"}, name = "skip_cutscene_label"}
set_label_size(player)
end
lib.is_crash_site_cutscene = function(event)
return event.player_index == 1 and event.waypoint_index == 1
end
lib.on_player_display_refresh = function(event)
local player = game.get_player(event.player_index)
set_label_size(player)
end
lib.default_ship_parts = default_ship_parts
return lib
|