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local util = require("new-hope-util")
require("story")
local researched_technology_list =
{
["automation"] = true,
["gun-turret"] = true,
["military"] = true,
["optics"] = true
}
local enabled_technology_list =
{
["automation-2"] = true,
["automobilism"] = true,
["electronics"] = true,
["engine"] = true,
["fast-inserter"] = true,
["heavy-armor"] = true,
["logistic-science-pack"] = true,
["logistics-2"] = true,
["logistics"] = true,
["physical-projectile-damage-1"] = true,
["steel-axe"] = true,
["steel-processing"] = true,
["stone-wall"] = true,
["weapon-shooting-speed-1"] = true
}
local spawn_position = {-0.5, 44}
script.on_init(function()
global.story = story_init()
end)
local init = function()
game.map_settings.enemy_expansion.enabled = false
game.map_settings.enemy_evolution.enabled = false
game.map_settings.unit_group.min_group_gathering_time = 60 * 60
game.map_settings.unit_group.max_group_gathering_time = 120 * 60
game.map_settings.unit_group.max_unit_group_size = 15
game.map_settings.pollution.enabled = true
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 8
game.forces.enemy.evolution_factor = 0
local force = game.forces.player
force.reset()
force.clear_chart()
force.disable_all_prototypes()
force.reset_recipes()
local surface = game.surfaces[1]
force.set_spawn_position(spawn_position, surface)
surface.always_day = false
surface.daytime = 0.4
util.set_technologies_researched(force, researched_technology_list)
util.set_technologies_enabled(force, enabled_technology_list)
force.reset_technology_effects()
util.verify_techs(force)
global.delayed_messages = {}
game.players[1].clear_recipe_notifications()
game.players[1].add_recipe_notification("lab");
end
local item_list =
{
["iron-plate"] = 10,
["copper-plate"] = 10,
["coal"] = 40,
["transport-belt"] = 100,
["inserter"] = 20,
["small-electric-pole"] = 20,
["electric-mining-drill"] = 5,
["pistol"] = 1,
["firearm-magazine"] = 20,
["electronic-circuit"] = 40
}
local on_player_created = function(event)
local player = game.get_player(event.player_index)
util.insert_safe(player.character, item_list)
end
local default_delay = 5
local think_with_delay = function(string, seconds)
return
{
condition = story_elapsed_check(seconds or default_delay),
action = function()
game.print(util.think_string(string))
end
}
end
local car_distance_goal = 200
local update_car_progress = function(gui)
local progress = gui.progress
if not progress then
progress = gui.add{type = "progressbar", name = "progress"}
progress.style.horizontally_stretchable = true
progress.parent.style.padding = 0
end
progress.value = math.min(1, global.distance_travelled / car_distance_goal)
end
local finish_materials =
{
["iron-plate"] = 400,
["copper-plate"] = 200,
["gun-turret"] = 20,
["firearm-magazine"] = 200,
["steel-plate"] = 50,
["coal"] = 100
}
local get_car_contents = function()
local cars = game.surfaces[1].find_entities_filtered{name = "car"}
if not cars[1] then return {} end
local contents = {}
for k, car in pairs (cars) do
for name, count in pairs(car.get_inventory(defines.inventory.car_trunk).get_contents()) do
contents[name] = (contents[name] or 0) + count
end
for name, count in pairs(car.get_inventory(defines.inventory.car_ammo).get_contents()) do
contents[name] = (contents[name] or 0) + count
end
end
return contents
end
local update_materials_gui = function(gui)
local contents = get_car_contents()
local table = gui.holding_table
if not table then
table = gui.add{type = "table", column_count = 3, style = "bordered_table", name = "holding_table"}
end
local items = game.item_prototypes
for item, count in pairs(finish_materials) do
if items[item] then
local count_label = table[item]
if not count_label then
local sprite = table.add{type = "sprite", sprite = "item/"..item}
sprite.style.width = 32
sprite.style.height = 32
local item_label = table.add{type = "label", caption = items[item].localised_name, style = "bold_label"}
item_label.style.horizontally_stretchable = false
count_label = table.add{type = "label", name = item}
end
local current_count = contents[item] or 0
count_label.caption = current_count.."/"..count
if current_count >= count then
count_label.style = "bold_green_label"
else
count_label.style = "label"
end
end
end
end
local car_content_check = function()
local car_contents = get_car_contents()
for item, count in pairs (finish_materials) do
if not car_contents[item] then return end
if car_contents[item] < count then return end
end
return true
end
local story_table =
{
{
{
init = function()
init()
end
},
{
init = function()
global.radar = game.surfaces[1].find_entities_filtered{name = "radar", limit = 1}[1]
if global.radar then
for k, player in pairs (game.players) do
player.set_controller
{
type = defines.controllers.cutscene,
waypoints =
{
{
target = global.radar,
transition_time = 300,
time_to_wait = 100,
zoom = 2
},
{
target = player.character,
transition_time = 100,
time_to_wait = 0,
zoom = 1
}
},
start_position = global.radar.position,
start_zoom = 4
}
end
end
end,
condition = story_elapsed_check(6)
},
{
action = function()
story_show_message_dialog{text = {"msg-sector-scan-completed"}}
story_show_message_dialog{text = {"msg-detected-distress-beacon"}}
end
},
think_with_delay({"think-track-distress-beacon-1"}, 5),
think_with_delay({"think-track-distress-beacon-2"}, 8),
think_with_delay({"think-track-distress-beacon-3"}, 7),
think_with_delay({"think-track-distress-beacon-4"}, 9),
{
condition = story_elapsed_check(5)
},
{
init = function()
set_goal({"goal-build-lab"})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
if game.forces.player.get_entity_count("lab") == 0 then return end
local lab = game.surfaces[1].find_entities_filtered{name = "lab", limit = 1}[1]
if not lab then return end
lab.energy = 1 -- avoid the not enough energy icon in this frame
story_show_message_dialog{text = {"msg-research-labs-1"}, point_to = {type = "entity", entity = lab}}
story_show_message_dialog{text = {"msg-research-labs-2"}, point_to = {type = "entity", entity = lab}}
return true
end
},
{
init = function()
set_goal()
end,
condition = story_elapsed_check(3)
},
{
init = function()
set_goal({"goal-research-walls"})
end,
condition = function() return game.forces.player.technologies["stone-wall"].researched end,
action = function()
set_goal()
end
},
think_with_delay({"think-research-car-1"}, 8),
think_with_delay({"think-research-car-2"}, 8),
think_with_delay({"think-research-car-3"}, 8),
{
condition = story_elapsed_check(5)
},
{
init = function()
set_goal({"goal-research-automobilism"})
end,
condition = function()
return game.forces.player.technologies["automobilism"].researched
end
},
{
init = function()
set_goal({"goal-build-car"})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
local car_count = game.surfaces[1].count_entities_filtered{name = "car", limit = 1}
return car_count > 0
end,
action = function()
set_goal()
end
},
{
condition = story_elapsed_check(5)
},
{
init = function()
set_goal({"goal-drive-car"})
global.distance_travelled = 0
set_info({custom_function = update_car_progress})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
local car = game.surfaces[1].find_entities_filtered{name = "car", limit = 1}[1]
if not car then return end
if car.energy == 0 then return end
global.car = car
global.last_car_position = car.position
return true
end
},
{
condition = function(event)
if not global.car.valid then return true end
if global.distance_travelled >= car_distance_goal then return true end
end,
update = function(event)
if not global.car.valid then return end
local new_position = global.car.position
local distance = util.distance(new_position, global.last_car_position)
global.distance_travelled = global.distance_travelled + distance
global.last_car_position = new_position
set_info{custom_function = update_car_progress}
end,
action = function()
set_goal()
set_info()
end
},
think_with_delay({"think-stop-messing-around-1"}, 5),
think_with_delay({"think-stop-messing-around-2"}, 8),
{
condition = story_elapsed_check(5)
},
{
init = function()
set_goal({"goal-prepare-materials"})
set_info({
custom_function = update_materials_gui
})
end,
update = function(event)
if event.tick % 60 ~= 0 then return end
set_info({
custom_function = update_materials_gui
})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
return car_content_check()
end,
action = function()
set_goal()
set_info()
end
},
think_with_delay({"think-lets-go"}, 5),
{
condition = story_elapsed_check(5),
action = function()
game.set_game_state({game_finished=true, player_won=true, can_continue=false, next_level = "level-05"})
end
}
}
}
local check_automate_science_packs_advice = function(event)
if not global.science_packs_crafted then
global.science_packs_crafted = 0
end
if event.item_stack.name == "automation-science-pack" then
global.science_packs_crafted = global.science_packs_crafted + event.item_stack.count
end
if global.science_packs_crafted > 15 and global.automate_science_packs_advice == nil then
game.print(util.think_string({"think-automate-science-pack-crafting"}))
global.automate_science_packs_advice = true
end
end
local group_notice_count = 3
local go_kill_group_count = 8
local bump_biter_difficulty_group_count = 12
local on_unit_group_finished_gathering = function(event)
--Assuming they are gathering due to pollution.
global.gathered_group_count = (global.gathered_group_count or 0) + 1
if not global.showed_pollution_tip and global.gathered_group_count >= group_notice_count then
global.showed_pollution_tip = true
global.delayed_messages[game.tick + (20 * 60)] = util.think_string({"think-pollution-tip"})
end
if not global.showed_murder_tip and global.gathered_group_count >= go_kill_group_count then
global.showed_murder_tip = true
global.delayed_messages[game.tick + (20 * 60)] = util.think_string({"think-kill-bases-tip"})
end
if not global.bumped_biter_difficulty and global.gathered_group_count >= bump_biter_difficulty_group_count then
game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1
end
end
local minimum_delay_between_messages = 60 * 10
local check_delayed_message = function(event)
if event.tick < ((global.last_message_tick or 0) + minimum_delay_between_messages) then
--Just prevent the rare case of spamming unrelated things at the same time.
return
end
for tick, message in pairs (global.delayed_messages) do
if event.tick >= tick then
game.print(message)
global.delayed_messages[tick] = nil
global.last_message_tick = event.tick
return
end
end
end
local check_low_power = function()
if global.showed_power_tip then return end
local test_entities = game.surfaces[1].find_entities_filtered{type = {"mining-drill", "inserter", "assembling-machine", "radar", "lab", "lamp"}, force = "player"}
for k, entity in pairs (test_entities) do
if entity.is_connected_to_electric_network() then
local buffer_size = entity.electric_buffer_size
if buffer_size then
if entity.energy < (buffer_size * 0.6) then
global.showed_power_tip = true
global.delayed_messages[game.tick + (5 * 60)] = util.think_string({"think-low-power"})
end
end
end
end
end
story_init_helpers(story_table)
local story_events =
{
defines.events.on_tick
}
script.on_event(story_events, function(event)
story_update(global.story, event, "level-05")
end)
script.on_event(defines.events.on_player_crafted_item, check_automate_science_packs_advice)
script.on_event(defines.events.on_player_created, on_player_created)
script.on_event(defines.events.on_unit_group_finished_gathering, on_unit_group_finished_gathering)
script.on_nth_tick(103, check_delayed_message)
script.on_nth_tick(269, check_low_power)
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