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local util = require("new-hope-util")
local final_screen = require("final_screen")
require("story")
local car_supplies =
{
["piercing-rounds-magazine"] = 200,
["steel-plate"] = 200,
["iron-gear-wheel"] = 250,
["electronic-circuit"] = 500,
["solar-panel"] = 200
}
local get_car_contents = function()
local cars = global.cars
local contents = {}
for k, car in pairs (cars) do
if not car.valid then
cars[k] = nil
else
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
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(car_supplies) 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 (car_supplies) do
if not car_contents[item] then return end
if car_contents[item] < count then return end
end
return true
end
local researched_technology_list =
{
["automation-2"] = true,
["automation"] = true,
["automobilism"] = true,
["electronics"] = true,
["engine"] = true,
["fast-inserter"] = true,
["heavy-armor"] = true,
["logistic-science-pack"] = true,
["logistics-2"] = true,
["logistics"] = true,
["military"] = true,
["optics"] = true,
["physical-projectile-damage-1"] = true,
["steel-axe"] = true,
["steel-processing"] = true,
["stone-wall"] = true,
["gun-turret"] = true,
["weapon-shooting-speed-1"] = true
}
local enabled_technology_list =
{
["advanced-material-processing"] = true,
["automated-rail-transportation"] = true,
["concrete"] = true,
["electronics"] = true,
["electric-energy-distribution-1"] = true,
["engine"] = true,
["gate"] = true,
["landfill"] = true,
["military-2"] = true,
["physical-projectile-damage-2"] = true,
["rail-signals"] = true,
["railway"] = true,
["research-speed-1"] = true,
["research-speed-2"] = true,
["solar-energy"] = true,
["stronger-explosives-1"] = true,
["toolbelt"] = true,
["weapon-shooting-speed-2"] = true
}
local spawn_position = {-23, 5}
script.on_init(function()
global.story = story_init()
game.forces.player.set_spawn_position(spawn_position, 1)
end)
local set_remnants_permament = function()
for k, remnant in pairs (game.surfaces[1].find_entities_filtered{type = {"corpse", "rail-remnants"}}) do
if remnant.name:find("remnant") then
remnant.corpse_expires = false
end
end
end
local chart_areas = function()
local surface = game.surfaces[1]
local force = game.forces.player
for k, entity in pairs (surface.find_entities_filtered{force = force, area = {{-500, -250},{500, 250}}}) do
local position = entity.position
force.chart(surface, {{position.x - 16, position.y - 16}, {position.x + 16, position.y + 16}})
end
force.chart(surface, {{spawn_position[1] - 200, spawn_position[2] - 200}, {spawn_position[1] + 200, spawn_position[2] + 200}})
end
local init = function()
game.map_settings.enemy_expansion.enabled = false
game.map_settings.enemy_evolution.enabled = false
game.forces.enemy.evolution_factor = 0
game.surfaces[1].daytime = 0.8
local force = game.forces.player
force.reset_recipes()
force.disable_all_prototypes()
util.set_technologies_enabled(force, enabled_technology_list)
util.set_technologies_researched(force, researched_technology_list)
force.reset_technology_effects()
force.clear_chart()
force.maximum_following_robot_count = 10
util.verify_techs(force)
global.cars = global.cars or {}
game.players[1].clear_recipe_notifications()
end
local player_item_list =
{
["assembling-machine-1"] = 10,
["coal"] = 40,
["copper-plate"] = 100,
["electric-mining-drill"] = 5,
["electronic-circuit"] = 100,
["submachine-gun"] = 1,
["firearm-magazine"] = 40,
["shotgun"] = 1,
["shotgun-shell"] = 20,
["heavy-armor"] = 1,
["inserter"] = 20,
["iron-gear-wheel"] = 50,
["iron-plate"] = 200,
["lab"] = 5,
["long-handed-inserter"] = 10,
["pipe"] = 40,
["small-electric-pole"] = 20,
["small-lamp"] = 20,
["stone"] = 200,
["transport-belt"] = 50,
["wood"] = 50
}
local car_item_list =
{
["iron-plate"] = 400,
["copper-plate"] = 200,
["gun-turret"] = 20,
["firearm-magazine"] = 200,
["steel-plate"] = 50,
["coal"] = 100
}
local train_stop_locale =
{
dropoff_stop = {"iron-processing-stop"},
mine_stop = {"iron-mine-stop"}
}
local translate_stops = function(player)
player.request_translation(train_stop_locale.dropoff_stop)
player.request_translation(train_stop_locale.mine_stop)
end
local on_player_created = function(event)
local player = game.get_player(event.player_index)
util.insert_safe(player.character, player_item_list)
if event.player_index == 1 then
translate_stops(player)
end
end
local on_string_translated = function(event)
if not event.translated then return end
if event.localised_string[1] == train_stop_locale.dropoff_stop[1] then
local train_stop = game.surfaces[1].find_entity("train-stop", {-29, -7})
if train_stop then
train_stop.backer_name = event.result
end
return
end
if event.localised_string[1] == train_stop_locale.mine_stop[1] then
local train_stop = game.surfaces[1].find_entity("train-stop", {-423, -145})
if train_stop then
train_stop.backer_name = event.result
end
return
end
end
local get_angle = function(position_1, position_2)
local d_x = (position_2[1] or position_2.x) - (position_1[1] or position_1.x)
local d_y = (position_2[2] or position_2.y) - (position_1[2] or position_1.y)
return math.atan2(d_y, d_x)
end
local get_orientation = function(source_position, target_position)
-- Angle in rads
local angle = get_angle(target_position, source_position)
-- Convert to orientation
local orientation = (angle / (2 * math.pi)) - 0.25
if orientation < 0 then orientation = orientation + 1 end
if orientation > 1 then orientation = orientation - 1 end
return orientation
end
--local car_waypoints =
--{
-- {50, 100},
-- {45, 55},
-- {15, 30},
-- {-35, 20},
-- {-30, 5},
--}
local car_waypoints =
{
{-200, 20},
{-165, -6},
{-122, -5},
{-95, -5},
{-88, -0},
{-82, 0},
{-50, 3},
{-25, 5}
}
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 update_car_driving = function()
local car = global.car
local waypoint = global.car_waypoints[1]
if not waypoint then
car.speed = car.speed * 0.95
car.riding_state =
{
acceleration = defines.riding.acceleration.braking,
direction = defines.riding.direction.straight
}
return
end
local distance = util.distance(car.position, {x = waypoint[1], y = waypoint[2]})
if distance < 2 then
table.remove(global.car_waypoints, 1)
return
end
local direction
local target_orientation = get_orientation(car.position, waypoint)
if math.abs(car.orientation - target_orientation) <= 1/128 then
car.orientation = target_orientation
direction = defines.riding.direction.straight
else
local change = car.orientation - target_orientation
if change > 0.5 then
change = -1 + change
end
if change < -0.5 then
change = 1 + change
end
if change > 0 then
--direction = defines.riding.direction.left
car.orientation = car.orientation - (0.08 * change)
else
car.orientation = car.orientation - (0.08 * change)
--direction = defines.riding.direction.right
end
end
car.riding_state =
{
acceleration = defines.riding.acceleration.accelerating,
direction = defines.riding.direction.straight
}
end
story_table =
{
{
{
init = function()
init()
end
},
{
init = function()
global.car_waypoints = car_waypoints
for k, waypoint in pairs (car_waypoints) do
-- Debug visualisation to see car waypoints.
--game.surfaces[1].set_tiles{{name = "concrete", position = waypoint}}
end
for k, player in pairs (game.players) do
if player.character then player.character.destroy() end
end
local start_position = global.car_waypoints[1]
table.remove(global.car_waypoints, 1)
local driving_car = game.surfaces[1].create_entity{name = "car", position = start_position, force = "player"}
global.cars =
{
[driving_car.unit_number] = driving_car
}
local dude = game.surfaces[1].create_entity{name = "character", force = "player", position = start_position}
driving_car.set_passenger(dude)
global.dude = dude
global.car = driving_car
global.car.orientation = get_orientation(global.car.position, global.car_waypoints[1])
global.car.speed = 0.3
util.insert_safe(global.car, car_item_list)
global.car.color = { r = 0.869, g = 0.5 , b = 0.130, a = 0.5 }
for k, player in pairs (game.players) do
player.set_controller
{
type = defines.controllers.cutscene,
waypoints =
{
{
target = global.car,
transition_time = 0,
time_to_wait = 1000,
zoom = 1.5
}
},
start_position = global.car.position,
start_zoom = 1.5
}
end
end,
update = update_car_driving,
condition = function(event)
if event.tick % 60 ~= 0 then return end
return global.car.speed == 0
end
},
{
init = function()
chart_areas()
if global.dude and global.dude.valid then
global.dude.destroy()
end
for k, player in pairs (game.players) do
if player.controller_type == defines.controllers.cutscene then
player.exit_cutscene()
end
if player.character then player.character.destroy() end
player.teleport({x = global.car.position.x + 1, y = global.car.position.y - 1})
player.create_character()
util.insert_safe(player, player_item_list)
player.zoom = 0.75
player.set_controller
{
type = defines.controllers.cutscene,
waypoints =
{
{
target = player.character,
transition_time = 150,
time_to_wait = 30,
zoom = 0.75
}
},
start_position = global.car.position,
start_zoom = 1.5
}
end
end,
condition = story_elapsed_check(3)
},
think_with_delay({"think-arrived-1"}, 2),
think_with_delay({"think-arrived-2"}, 6),
think_with_delay({"think-arrived-3"}, 7),
think_with_delay({"think-arrived-4"}, 8),
think_with_delay({"think-arrived-5"}, 7),
{
condition = story_elapsed_check(2)
},
{
init = function()
set_goal({"goal-repair-base-and-research-railway"})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
local force = game.forces.player
return force.technologies["automated-rail-transportation"].researched == true
end,
action = function()
set_goal("")
end
},
think_with_delay({"think-recover-railway"}),
{
condition = story_elapsed_check(6)
},
{
init = function(event)
set_goal({"goal-set-up-train"})
end,
condition = function(event)
if event.name ~= defines.events.on_train_changed_state then return end
local train = event.train
if not (train and train.valid) then return end
if train.manual_mode then return end
if train.state ~= defines.train_state.wait_station then return end
if #train.cargo_wagons == 0 then return end
local schedule = train.schedule
if not schedule then return end
return #schedule.records >= 2
end,
action = function(event)
set_goal()
end
},
think_with_delay({"think-gather-supplies-1"}, 5),
think_with_delay({"think-gather-supplies-2"}, 6),
think_with_delay({"think-gather-supplies-3"}, 7),
think_with_delay({"think-gather-supplies-4"}, 7),
{
condition = story_elapsed_check(5)
},
{
init = function(event)
set_goal({"goal-get-supplies"})
set_info({custom_function = update_materials_gui})
end,
condition = function(event)
if event.tick % 60 ~= 0 then return end
set_info({custom_function = update_materials_gui})
return car_content_check()
end,
action = function()
set_goal("")
set_info()
end
},
think_with_delay({"think-ready-to-go"}, 5),
{
condition = story_elapsed_check(5)
},
{
init = function()
if not game.is_multiplayer() then
game.tick_paused = true
end
for k, player in pairs (game.connected_players) do
final_screen.create(player)
end
game.play_sound({path = "utility/game_won"})
end,
condition = function()
return false
end
}
}
}
skippity = function()
for k, player in pairs (game.connected_players) do
final_screen.create(player)
end
end
story_init_helpers(story_table)
local story_events =
{
defines.events.on_tick,
defines.events.on_train_changed_state
}
local build_events =
{
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script_raised_revive
}
local on_built_entity = function(event)
local entity = event.entity or event.created_entity
if not (entity and entity.valid) then return end
if entity.name == "car" then
global.cars[entity.unit_number] = entity
end
end
local on_player_driving_changed_state = function(event)
-- If they find the car in the ruin, only consider it for the objectives if they get in.
local car = event.entity
if not (car and car.valid) then return end
if car.name ~= "car" then return end
global.cars[car.unit_number] = car
end
script.on_event(story_events, function(event)
story_update(global.story, event)
end)
script.on_event(defines.events.on_player_created, on_player_created)
script.on_event(build_events, on_built_entity)
script.on_event(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
script.on_event(defines.events.on_gui_click, final_screen.on_gui_click)
script.on_event(defines.events.on_gui_closed, final_screen.on_gui_closed)
script.on_event(defines.events.on_string_translated, on_string_translated)
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