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require("story")
require('util')
local think = function(thought)
game.players[1].print({"","[img=entity/character][color=orange]",{"engineer-title"},": [/color]",{"think-"..thought}})
end
local set_arrow = function(arrow_settings)
if global.arrow then
global.arrow.destroy()
end
if arrow_settings == nil then
global.arrow = nil
else
global.arrow = game.players[1].surface.create_entity(arrow_settings)
end
end
local on_player_created = function(event)
local player = game.players[event.player_index]
player.disable_recipe_groups()
player.disable_recipe_subgroups()
player.minimap_enabled = false
player.force.disable_all_prototypes()
player.force.disable_research()
player.surface.always_day = true -- Don't bother the player with night in this early mission
player.game_view_settings =
{
show_hotkey_suggestions = false
}
local recipe_list = player.force.recipes
recipe_list["iron-plate"].enabled = true
recipe_list["copper-plate"].enabled = true
recipe_list["stone-furnace"].enabled = true
recipe_list["wooden-chest"].enabled = true
recipe_list["iron-gear-wheel"].enabled = true
recipe_list["burner-mining-drill"].enabled = true
recipe_list["transport-belt"].enabled = true
recipe_list["burner-inserter"].enabled = true
game.players[1].clear_recipe_notifications()
if player.character then
player.character.insert{name = "coal", count = 20}
end
end
local init = function()
global.story = story_init()
game.map_settings.pollution.enabled = false
global.inserter_chest = game.get_entity_by_tag("inserter-chest") or error("Inserter chest missing")
global.inserter_chest_position = global.inserter_chest.position
global.inserter_chest_position.energy = 0
global.inserter_furnace = game.get_entity_by_tag("inserter-furnace") or error("Inserter furnace missing")
global.inserter_furnace_position = global.inserter_furnace.position
end
function check_for_player_death(event)
if event.name == defines.events.on_player_died then
game.set_game_state({game_finished=true, player_won=false, can_continue=false})
end
end
local story_table =
{
["update-functions"]=
{
["check-inserter-1"]=
function(event, story)
if not global.inserter_chest.valid then
story_jump_to(story, "build-the-accidentally-mined-inserter")
end
end,
["check-inserter-2"]=
function(event, story)
if not global.inserter_furnace.valid then
story_jump_to(story, "build-the-accidentally-mined-inserter-2")
end
end
},
{
{
init = function(event, story)
story_add_update(story, "check-inserter-1")
end,
condition = story_elapsed_check(3),
action = function()
think("found-mining-site")
end
},
{
condition = story_elapsed_check(4),
action = function()
think("robotic-arm")
end
},
{
condition = story_elapsed_check(4.6),
action =
function(event,story)
if global.inserter_chest.energy > 0 then
story_jump_to(story,"inserter-explaination")
else
story_show_message_dialog{text={"msg-inserter-no-power"},
point_to={type="entity", entity=global.inserter_chest}}
end
end
},
{
condition = story_elapsed_check(1),
action =
function()
set_goal({"goal-open-machine-gui"})
game.players[1].set_gui_arrow({type="entity", entity=global.inserter_chest})
end
},
{
name = "wait-to-open-inserter-1",
condition = function() return global.inserter_chest == game.players[1].opened end,
action =
function()
set_goal({"goal-insert-fuel-into-inserter-1"})
game.players[1].clear_gui_arrow()
end
},
{
condition = function() return global.inserter_chest.energy > 0 end,
action = function()
set_goal({"goal-close-inserter-gui"})
end
},
{
name = 'inserter-explaination',
condition = function() return game.players[1].opened == nil end,
action =
function()
set_goal("")
local shown_text;
if game.players[1].input_method == defines.input_method.game_controller then
shown_text = "msg-inserter-introduction-1-controller"
else
shown_text = "msg-inserter-introduction-1"
end
story_show_message_dialog{text={shown_text},
image = "inserter-explanation.png",
point_to={type="entity", entity=global.inserter_chest}}
end
},
{
action =
function(event, story)
story_show_message_dialog{text={"msg-inserter-introduction-2"},
image = "inserter-usage-explanation.png",
point_to={type="entity", entity=global.inserter_chest}}
story_remove_update(story, "check-inserter-1")
game.players[1].game_view_settings.update_entity_selection = true
end
},
{
condition = story_elapsed_check(5),
action = function()
local pistol_chest = game.get_entity_by_tag('pistol-chest')
if pistol_chest and pistol_chest.valid then
set_goal({"goal-inspect-chest"})
global.arrow = game.players[1].surface.create_entity{name="orange-arrow-with-circle", position = pistol_chest.position}
end
end
},
{
condition = function()
local pistol_chest = game.get_entity_by_tag('pistol-chest')
return pistol_chest == nil or (pistol_chest.get_inventory(defines.inventory.chest).is_empty() and
game.players[1].cursor_stack.valid_for_read == false)
end,
action = function()
if global.arrow then global.arrow.destroy() end
set_goal({"goal-close-inventory"})
end
},
{
condition = function()
return game.players[1].opened == nil
end,
action = function()
think("chest-content-useful")
set_goal("")
end
},
{
condition = story_elapsed_check(2),
action = function(event, story)
if not (game.players[1].character.get_inventory(defines.inventory.character_guns)[1].valid_for_read and
game.players[1].character.get_inventory(defines.inventory.character_guns)[1].name == "pistol") then
local shown_text;
if game.players[1].input_method == defines.input_method.game_controller then
shown_text = "msg-gun-equipment-controller"
else
shown_text = "msg-gun-equipment"
end
story_show_message_dialog
{
text = {shown_text},
point_to =
{
type = "item_stack",
inventory_index = defines.inventory.character_guns,
item_stack_index = 1,
source = "player-equipment-bar"
}
}
end
if game.players[1].input_method ~= defines.input_method.game_controller then
story_jump_to(story, "equip-start")
end
end
},
{
init = function()
game.players[1].set_goal_description({"goal-controller-open-character-gui"})
end,
condition = function (event)
return game.players[1].opened_gui_type == defines.gui_type.controller
end
},
{
name = 'wait-for-window-to-open',
condition = story_elapsed_check(0.0000001),
},
{
init = function()
game.show_message_dialog({text={"msg-controller-character-tab"}, point_to= {type="active_window"}})
end,
condition = story_elapsed_check(0.0000001),
},
{
name = 'equip-start',
condition = story_elapsed_check(0.5),
action = function()
if not (game.players[1].character.get_inventory(defines.inventory.character_guns)[1].valid_for_read and
game.players[1].character.get_inventory(defines.inventory.character_guns)[1].name == "pistol") then
set_goal({"goal-equip-gun"})
if game.players[1].input_method ~= defines.input_method.game_controller then
game.players[1].set_gui_arrow{type = "item_stack", inventory_index = defines.inventory.character_guns, item_stack_index = 1, source="player-equipment-bar"}
else
game.players[1].character.clear_gui_arrow()
end
end
end
},
{
condition = function() return game.players[1].character.get_inventory(defines.inventory.character_guns)[1].valid_for_read and
game.players[1].character.get_inventory(defines.inventory.character_guns)[1].name == "pistol" end,
action = function()
if game.players[1].character.get_inventory(defines.inventory.character_ammo).get_item_count("firearm-magazine") == 0 then
set_goal({"goal-equip-ammo"})
if game.players[1].input_method ~= defines.input_method.game_controller then
game.players[1].set_gui_arrow{type = "item_stack", inventory_index = defines.inventory.character_ammo, item_stack_index = 1, source="player-equipment-bar"}
else
game.players[1].character.clear_gui_arrow()
end
end
end
},
{
condition = function() return game.players[1].character.get_inventory(defines.inventory.character_ammo)[1].valid_for_read and
game.players[1].character.get_inventory(defines.inventory.character_ammo)[1].name == "firearm-magazine" end,
action = function()
set_goal("")
game.players[1].character.clear_gui_arrow()
end
},
{
init = function()
set_goal({"goal-close-inventory"})
end,
condition = function()
return game.players[1].opened == nil and game.players[1].opened_self == false
end,
action = function()
set_goal("")
if game.players[1].surface.count_entities_filtered({name='small-biter'}) < 2 then
local pos = {
x=0,
y=game.players[1].surface.map_gen_settings.height/-2
}
for k=1,4 do
game.players[1].surface.create_entity({
name='small-biter',
position=game.players[1].surface.find_non_colliding_position('small-biter',pos,5,0.1)
})
end
end
end
},
{
condition = story_elapsed_check(2),
action =
function()
think("creepers-coming")
game.players[1].character.clear_gui_arrow()
end
},
{
condition = story_elapsed_check(3),
action = function()
local shown_text;
if game.players[1].input_method == defines.input_method.game_controller then
shown_text = "msg-shooting-controller"
else
shown_text = "msg-shooting"
end
story_show_message_dialog
{
text = {shown_text},
point_to = {type = "entity", entity = game.players[1].character}
}
global.biters_killed = 0
end
},
{
condition = story_elapsed_check(1.5),
action = function()
set_goal({"kill-creepers"})
end
},
{
init = function()
game.surfaces[1].create_entity({name='small-biter',position={x=-51,y=-55}})
game.surfaces[1].create_entity({name='small-biter',position={x=-55,y=-55}})
game.players[1].surface.set_multi_command
{
command =
{
type=defines.command.attack,
target=game.players[1].character,
distraction=defines.distraction.none
},
unit_count = 2
}
end,
update = function(event)
if event.name == defines.events.on_entity_died and
event.entity.name == "small-biter" then
global.biters_killed = global.biters_killed + 1
end
end,
condition = function() return global.biters_killed >= 2 end,
action = function()
set_goal("")
think("creepers-dead")
end
},
{
condition = story_elapsed_check(3),
action = function()
set_goal("")
think("prepare")
end
},
{
init = function(event, story) story_add_update(story, "check-inserter-2") end,
condition = story_elapsed_check(5),
action = function(event, story)
if global.inserter_furnace.direction == defines.direction.east then
story_jump_to(story,"more-machines")
else
story_show_message_dialog
{
text = {"msg-inserter-2-reversed"},
point_to = {type="entity", entity = global.inserter_furnace}
}
end
end
},
{
condition = story_elapsed_check(0.5),
action = function()
game.players[1].set_gui_arrow({type="entity", entity=global.inserter_furnace})
if game.players[1].input_method == defines.input_method.game_controller then
set_goal({"goal-rotate-inserter-2-controller"})
else
set_goal({"goal-rotate-inserter-2"})
end
end
},
{
name = "wait-to-rotate-inserter-2",
condition = function()
return global.inserter_furnace.drop_target ~= nil and
global.inserter_furnace.drop_target.name == "stone-furnace"
end,
action = function(event, story)
set_goal("")
game.players[1].clear_gui_arrow()
think("inserter2-working")
story_remove_update(story, "check-inserter-2")
end
},
{
condition = story_elapsed_check(3),
action = function()
game.players[1].clear_gui_arrow()
story_show_message_dialog
{
text = {"msg-rotations-explained"},
point_to = {type = "entity", entity = game.players[1].character}
}
end
},
{
name = 'more-machines',
condition = story_elapsed_check(3),
action = function()
think("need-more-machines")
end
},
{
condition = story_elapsed_check(4)
},
{
init = function(event, story)
global.mined_stone_count = 0
story_remove_update(story, "check-inserter-1")
story_remove_update(story, "check-inserter-2")
end,
update = (function()
--jesus...
--yeah i know what you mean...
local only_update = false
return function(event)
progress = event.name == defines.events.on_built_entity and
(event.created_entity.name == "burner-mining-drill" or
event.created_entity.name == "stone-furnace")
if event.name == defines.events.on_player_mined_item and
event.item_stack.name == "stone" then
global.mined_stone_count = global.mined_stone_count + 1
end
if global.mined_stone_count >= 5 and global.advice_to_mine_stone == nil then
think("automated-stone-mining")
global.advice_to_mine_stone = true
end
set_goal
(
{
"goal-build-machines",
game.players[1].force.get_entity_count("burner-mining-drill"),
10,
game.players[1].force.get_entity_count("stone-furnace"),
5
},
true
)
only_update = true
end
end)(),
condition = function()
return game.players[1].force.get_entity_count("burner-mining-drill") >= 10 and
game.players[1].force.get_entity_count("stone-furnace") >= 5
end,
action = function()
think("got-machines")
set_goal("")
end
},
{
condition = story_elapsed_check(5),
action = function()
think("need-more-resources")
end
},
{
update = (function()
local only_update = false
return function(event)
local iron_plate_count = game.players[1].character.get_item_count("iron-plate")
local copperplatecount = game.players[1].character.get_item_count("copper-plate")
local coal_count = game.players[1].character.get_item_count("coal")
set_goal
(
{
"goal-get-resources",
iron_plate_count,
150,
copperplatecount,
50,
coal_count,
75
},
only_update
)
only_update = true
end
end)(),
condition = function()
return game.players[1].character.get_item_count("iron-plate") >= 150 and
game.players[1].character.get_item_count("copper-plate") >= 50 and
game.players[1].character.get_item_count("coal") >= 75
end,
action = function()
think("got-resources-1")
set_goal("")
end
},
{
condition = story_elapsed_check(5),
action = function()
think("time-to-move-on")
end
},
{
condition = story_elapsed_check(5),
action = function()
game.set_game_state({game_finished=true, player_won=true, can_continue=true,next_level='level-03'})
end
}
},
{
{
name = "build-the-accidentally-mined-inserter",
init = function(event, story)
story_remove_update(story, "check-inserter-1")
end,
action = function()
story_show_message_dialog
{
text={"msg-mined-inserter-instead-of-open"},
point_to = {type = "position", position = global.inserter_chest_position}}
set_arrow({name="orange-arrow-with-circle", position = global.inserter_chest_position})
end
},
{
action = function()
set_goal({"goal-build-inserter-back"})
end
},
{
condition = function(event)
if event.name == defines.events.on_built_entity and
event.created_entity.name == "burner-inserter" then
if not (event.created_entity.position.x == global.inserter_chest_position.x and
event.created_entity.position.y == global.inserter_chest_position.y) then
story_show_message_dialog
{
text = {"msg-inserter-1-wrong-position"},
point_to = {type = "entity", entity = event.created_entity}
}
return false
else
event.created_entity.direction = defines.direction.west
global.inserter_chest = event.created_entity
return true
end
end
end,
action = function(event, story)
set_arrow()
story_jump_to(story, "wait-to-open-inserter-1")
story_add_update(story, "check-inserter-1")
end
}
},
{
{
name = "build-the-accidentally-mined-inserter-2",
init = function(event, story)
story_remove_update(story, "check-inserter-2")
end,
action = function()
story_show_message_dialog
{
text = {"msg-mined-inserter-instead-of-open-2"},
point_to = {type="position", position = global.inserter_furnace_position}
}
set_arrow({name="orange-arrow-with-circle", position = global.inserter_furnace_position})
end
},
{
action = function()
set_goal({"goal-build-inserter-back"})
end
},
{
condition = function(event)
if event.name == defines.events.on_built_entity and
event.created_entity.name == "burner-inserter" then
if not table.compare(event.created_entity.position, global.inserter_furnace_position or {0,0}) then
story_show_message_dialog
{
text = {"msg-inserter-2-wrong-position"},
point_to = {type = "entity", entity = event.created_entity}
}
return false
end
global.inserter_furnace = event.created_entity
return true
end
end,
action = function(event, story)
set_arrow()
story_jump_to(story, "wait-to-rotate-inserter-2")
story_add_update(story, "check-inserter-2")
end
}
}
}
story_init_helpers(story_table)
local story_events =
{
defines.events.on_tick,
defines.events.on_entity_died,
defines.events.on_built_entity,
defines.events.on_player_mined_item,
defines.events.on_player_died
}
script.on_event(story_events, function(event)
if game.players[1].character then
check_for_player_death(event)
story_update(global.story, event, "level-03")
end
end)
script.on_init(init)
script.on_event(defines.events.on_player_created, function(event)
on_player_created(event)
end) |