File size: 26,269 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 |
require "story"
local setups = require "basic-signals"
local clear_vis = function()
for _, id in pairs(global.render_ids) do
rendering.destroy(id)
end
end
local add_labels = function(label_data)
for _, data in pairs(label_data) do
local matching_ents = surface().find_entities_filtered({name=data.name,position=data.position})
if #matching_ents>0 then
for _, ent in pairs(matching_ents) do
local label_id = rendering.draw_text({
surface = surface(),
target = ent,
target_offset = data.offset or {0,1},
color = {1,1,1},
text = {"label."..data.locale},
alignment = 'center'
})
table.insert(global.render_ids,label_id)
end
end
end
end
local signal_color_chart = function(gui_element)
local signal_table = gui_element.add({
type = 'table',
column_count = 2,
vertical_centering = false
})
local red = signal_table.add({type = 'label',caption = {'red'},})
red.style.width = 60
local r_means = signal_table.add({type = 'label',caption = {'red-means'},})
r_means.style.single_line = false
signal_table.add({type = 'label',caption = {'yellow'},})
local y_means = signal_table.add({type = 'label',caption = {'yellow-means'},})
y_means.style.single_line = false
signal_table.add({type = 'label',caption = {'green'},})
local g_means = signal_table.add({type = 'label',caption = {'green-means'},})
g_means.style.single_line = false
signal_table.style.width = 300
signal_table.style.vertical_align = 'top'
end
local set_continue_button_state = function(state)
set_continue_button_style(function (button)
if button.valid then
button.enabled = state
end
end)
global.completed = state
end
local function clear_surface()
local entities = surface().find_entities()
for k, entity in pairs (entities) do
if entity.valid and entity.name ~= "character" then
entity.destroy()
end
end
for k, entity in pairs (surface().find_entities()) do
if entity.valid and entity.name ~= "character" then
entity.destroy()
end
end
end
local setup_player = function(stacks)
global.required_items = stacks or {}
end
local reset_player = function()
player().set_controller{type = defines.controllers.god}
for _, stack in pairs(global.required_items) do
local needed_count = stack.count - #game.surfaces[1].find_entities_filtered({name=stack.name})
if needed_count > 0 then
player().insert({
name=stack.name,
count = needed_count
})
end
end
end
local set_locomotive_references = function()
global.active_locomotives = {}
for _, entity in pairs(game.surfaces[1].find_entities_filtered({name='locomotive'})) do
if entity.name == 'locomotive' then
global.active_locomotives[entity.backer_name] = entity
end
end
end
local reset_trains = function()
clear_vis()
for k, train in pairs (surface().find_entities_filtered{name = "locomotive"}) do
train.destroy()
end
for k, train in pairs (surface().find_entities_filtered{name = "fluid-wagon"}) do
train.destroy()
end
recreate_entities(global.this_puzzle_trains,global.this_puzzle_param)
reset_player()
set_locomotive_references()
add_labels(global.this_puzzle_labels)
end
local reset_puzzle = function()
clear_surface()
clear_vis()
recreate_entities(global.this_puzzle,global.this_puzzle_param)
reset_player()
set_locomotive_references()
add_labels(global.this_puzzle_labels)
set_continue_button_state(false)
end
local setup_puzzle = function(puzzle,param)
if puzzle then
global.this_puzzle = puzzle
global.this_puzzle_param = param or {}
global.this_puzzle_labels = {}
global.this_puzzle_trains = {}
for _, data in pairs(puzzle) do
if data.label then
table.insert(global.this_puzzle_labels,{
name = data.name,
position = data.position,
offset = data.label_offset or {0,1},
locale = data.label
})
end
data.minable = false
data.operable = false
if data.name == "locomotive" then
if data.schedule then
data.manual_mode = true
end
table.insert(global.this_puzzle_trains, data)
end
end
end
reset_puzzle()
end
local story_gui_click = function(event)
local element = event.element
if not element.valid then return end
local player = game.players[event.player_index]
local name = element.name
if name == "start_trains" then
if not element.enabled then return end
for _, locomotive in pairs (global.active_locomotives) do
if locomotive.train.schedule then
locomotive.train.manual_mode = false
end
end
element.enabled = false
player.set_controller{type = defines.controllers.ghost}
return
end
if name == "reset_trains" then
reset_trains()
for k, child in pairs (element.parent.children) do
if child.name ~= "story_continue_button" then
child.enabled = true
end
end
return
end
if name == "reset_all" then
reset_puzzle()
for k, child in pairs (element.parent.children) do
if child.name ~= "story_continue_button" then
child.enabled = true
end
end
return
end
end
local function add_run_trains_button(gui)
local flow = gui.add{type = "table", column_count = 10}
flow.style.horizontal_spacing = 2
local button = flow.add{type = "button", name = "start_trains", caption = {"start-trains"}}
local button = flow.add{type = "button", name = "reset_trains", caption = {"reset-trains"}}
local button = flow.add{type = "button", name = "reset_all", caption = {"reset-all"}}
add_button(flow)
set_continue_button_style(function (button)
if button.valid then
button.enabled = false
end
end)
global.intermission = 0
global.loop_interval = 0
global.loop_tick = nil
end
local function find_signal_connection_side(rail, signal)
if rail.get_rail_segment_entity(defines.rail_direction.front, false) == signal then
return defines.rail_direction.front, false
elseif rail.get_rail_segment_entity(defines.rail_direction.front, true) == signal then
return defines.rail_direction.front, true
elseif rail.get_rail_segment_entity(defines.rail_direction.back, false) == signal then
return defines.rail_direction.back, false
elseif rail.get_rail_segment_entity(defines.rail_direction.back, true) == signal then
return defines.rail_direction.back, true
else
assert(false)
end
end
local get_signal_rails = function(signal)
assert(signal and (signal.type == "rail-signal" or signal.type == "rail-chain-signal"))
local rails = signal.get_connected_rails()
if #rails == 0 then
return {to={},from={}}
else
local rail_direction, in_else_out = find_signal_connection_side(rails[1], signal)
local otherRails = {}
for _,connection_direction in pairs{defines.rail_connection_direction.left, defines.rail_connection_direction.straight, defines.rail_connection_direction.right} do
local rail = rails[1].get_connected_rail{rail_direction=rail_direction, rail_connection_direction=connection_direction}
if rail then
table.insert(otherRails, rail)
end
end
local from
local to
if in_else_out then
from = otherRails
to = rails
else
from = rails
to = otherRails
end
return {
to = to,
from = from
}
end
end
local set_trains_automatic = function()
for _, locomotive in pairs(global.active_locomotives) do
if locomotive.train.schedule then
locomotive.train.manual_mode = false
end
end
end
local disable_loop_trains = function()
global.loop_tick = nil
global.loop_interval = nil
end
local loop_trains = function(interval)
if interval then
global.loop_interval = interval
global.loop_tick = game.ticks_played + global.loop_interval
set_trains_automatic()
return
end
if not global.loop_tick then return end
if game.ticks_played < global.loop_tick then return end
reset_trains()
set_trains_automatic()
global.loop_tick = game.ticks_played + global.loop_interval
end
local render_blocks = function(start_x, end_x, render_y)
local signals = player().surface.find_entities_filtered({
name = 'rail-signal'
})
local blocks = {}
for i=1, #signals+1 do
table.insert(blocks,{
(signals[i-1] and signals[i-1].position.x) or start_x,
(signals[i] and signals[i].position.x) or end_x
})
end
clear_vis()
for index, block in pairs(blocks) do
local center_x = block[1] + (block[2]-block[1])/2
local new_id = rendering.draw_text({
text = "Block "..index,
surface = surface(),
target = {center_x,render_y},
alignment = "center",
color = {1,0.6,0}
})
table.insert(global.render_ids,new_id)
local text_width = (block[2]-block[1]/2)
local left_line_id = rendering.draw_line({
color = {1,0.6,0},
width = 2,
from = {block[1]+0.2,render_y},
to = {center_x,render_y},
surface = surface()
})
table.insert(global.render_ids,left_line_id)
local right_line_id = rendering.draw_line({
color = {1,0.6,0},
width = 2,
from = {center_x,render_y},
to = {block[2]-0.2,render_y},
surface = surface()
})
table.insert(global.render_ids,right_line_id)
end
end
local find_blocks_from_rails = function(rails)
local blocks = {}
local result = {}
for _, rail in pairs(rails) do
local start_rail = rail.get_rail_segment_end(defines.rail_direction.front)
local end_rail = rail.get_rail_segment_end(defines.rail_direction.back)
local id = start_rail.position.x..","..start_rail.position.y..","..end_rail.position.x..","..end_rail.position.y
if blocks[id] then
else
blocks[id] = 1
table.insert(result,{
start_rail = start_rail,
end_rail = end_rail
})
end
end
return result
end
local render_segment = function(start_rail,end_rail,id,offset)
local width = end_rail.position.x - start_rail.position.x
local height = end_rail.position.y - start_rail.position.y
local center = {
x = start_rail.position.x + width/2,
y = start_rail.position.y + height/2
}
local name = {"label.block", id}
local offset = offset or {0,0}
local left_point = {
x = start_rail.position.x + width/10 + offset[1],
y = start_rail.position.y + offset[2]
}
local right_point = {
x = end_rail.position.x - width/10 + offset[1],
y = end_rail.position.y + offset[2]
}
local new_id = rendering.draw_text({
text = name,
surface = surface(),
target = {center.x+offset[1],center.y+offset[2]},
alignment = "center",
color = {1,1,1}
})
table.insert(global.render_ids,new_id)
--local left_line_id = rendering.draw_line({
-- color = {1,0.6,0},
-- width = 2,
-- from = left_point,
-- to = {center.x+offset[1],center.y+offset[2]},
-- surface = surface()
--})
--table.insert(global.render_ids,left_line_id)
--local right_line_id = rendering.draw_line({
-- color = {1,0.6,0},
-- width = 2,
-- from = {center.x+offset[1],center.y+offset[2]},
-- to = right_point,
-- surface = surface()
--})
--table.insert(global.render_ids,right_line_id)
--local circle_id = rendering.draw_circle({
-- surface = surface(),
-- color = {1,0.6,0},
-- target = left_point,
-- radius = 0.1,
-- filled = true
--})
--table.insert(global.render_ids,circle_id)
--local circle_id_2 = rendering.draw_circle({
-- surface = surface(),
-- color = {1,0.6,0},
-- target = right_point,
-- radius = 0.1,
-- filled = true
--})
--table.insert(global.render_ids,circle_id_2)
end
local render_signal_read_location = function(signal,offset,blocks)
local connected_rail = signal.get_connected_rails()
local rail_pairs = get_signal_rails(signal)
if #rail_pairs.to == 0 then
local new_id = rendering.draw_text({
text = {'label.no-block'},
surface = surface(),
target = signal,
target_offset = offset,
alignment = "center",
color = {1,1,1,1}
})
table.insert(global.render_ids,new_id)
return
end
local rail_x = rail_pairs.to[1].position.x
for id, block in pairs(blocks) do
if rail_x <= block.start_rail.position.x and rail_x >= block.end_rail.position.x then
local new_id = rendering.draw_text({
text = {'label.reading-block',id},
surface = surface(),
target = signal,
target_offset = offset,
alignment = "center",
color = {1,1,1,1}
})
table.insert(global.render_ids,new_id)
end
end
end
local story_table = {
{
{
init = function()
player().set_quick_bar_slot(1,'rail-signal')
player().set_quick_bar_slot(2,'cargo-wagon')
if player().character then
player().character.destroy()
end
end
},
{
init = function()
setup_player({})
setup_puzzle(setups.straight_crash)
set_info({text = {"trains-dont-see-trains"}})
set_info({custom_function = add_button, append = true})
loop_trains(3*60)
end,
condition = function(event)
return global.continue
end,
action = function()
set_info()
end
},
{
name = 'player-makes-a-block',
init = function()
setup_player({{name='rail-signal',count=1}})
setup_puzzle(setups.empty_straight)
set_info({text={"signals-split-rail"}})
set_info({text={"place-signal-goal"},append=true})
disable_loop_trains()
player().game_view_settings = {show_rail_block_visualisation = true}
end,
update = function(event)
if global.update_vis then
clear_vis()
local rails = surface().find_entities_filtered({name='straight-rail'})
local blocks = find_blocks_from_rails(rails)
for index, block in pairs(blocks) do
render_segment(block.start_rail,block.end_rail,index,{0,0.7})
end
global.update_vis = false
end
if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then
global.update_vis = true
end
end,
condition = function(event)
return global.update_vis == false and surface().count_entities_filtered({name='rail-signal'}) > 0
end,
action = function()
set_info()
end
},
{
name = 'place-second-signal',
init = function()
setup_player({{name='rail-signal',count=2}})
reset_player()
set_info({text={"see-block-split"}})
set_info({text={"second-signal-goal"},append=true})
global.update_vis = false
end,
update = function(event)
if global.update_vis then
clear_vis()
local rails = surface().find_entities_filtered({name='straight-rail'})
local blocks = find_blocks_from_rails(rails)
for index, block in pairs(blocks) do
render_segment(block.start_rail,block.end_rail,index,{0,0.7})
end
global.update_vis = false
end
if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then
global.update_vis = true
end
end,
condition = function(event)
return global.update_vis == false and surface().count_entities_filtered({name='rail-signal'}) > 1
end,
action = function()
set_info()
end
},
{
name = 'show-signal-direction',
init = function()
setup_player({{name='rail-signal',count=2}})
reset_player()
set_info({text = {'signal-direction'}})
set_info({text = {'hover-signal'},append=true})
set_info({text = {'signal-direction-goal'},append=true})
set_info({custom_function = add_button, append = true},false)
set_continue_button_state(false)
global.update_vis = true
global.button_added = false
global.completed = false
end,
update = function(event)
if global.update_vis then
clear_vis()
local rails = surface().find_entities_filtered({name='straight-rail'})
local signals = surface().find_entities_filtered({name='rail-signal'})
local blocks = find_blocks_from_rails(rails)
for index, block in pairs(blocks) do
render_segment(block.start_rail,block.end_rail,index,{0,0.7})
end
for _, signal in pairs(signals) do
render_signal_read_location(signal,(signal.position.y > 0 and {0,1}) or {0,-1}, blocks)
end
global.update_vis = false
end
if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then
global.update_vis = true
if global.completed == false and event.created_entity and event.created_entity.name == 'rail-signal' then
set_continue_button_state(true)
global.completed = true
end
end
end,
condition = function(event)
return global.continue and global.update_vis == false
end,
action = function()
clear_vis()
set_info()
global.completed = false
end
},
{
condition = story_elapsed_check(0.1)
},
{
name = 'show-signal-color',
init = function()
setup_player({{name='rail-signal',count=2},{name='cargo-wagon',count=1}})
reset_player()
set_info({text = {'signals-read-ahead'}})
set_info({custom_function = signal_color_chart, append = true})
set_info({text = {'place-wagon-goal'},append=true})
set_info({custom_function = add_button, append = true},false)
set_continue_button_state(false)
global.update_vis = true
global.button_added = false
end,
update = function(event)
if global.update_vis then
clear_vis()
local rails = surface().find_entities_filtered({name='straight-rail'})
local signals = surface().find_entities_filtered({name='rail-signal'})
local blocks = find_blocks_from_rails(rails)
for index, block in pairs(blocks) do
render_segment(block.start_rail,block.end_rail,index,{0,0.7})
end
for _, signal in pairs(signals) do
render_signal_read_location(signal,(signal.position.y > 0 and {0,1}) or {0,-1}, blocks)
end
global.update_vis = false
end
if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then
global.update_vis = true
if global.completed == false and event.created_entity and event.created_entity.name == 'cargo-wagon' then
set_continue_button_state(true)
global.completed = true
end
end
end,
condition = function(event)
return global.continue and global.update_vis == false
end,
action = function()
clear_vis()
set_info()
global.completed = false
end
},
{
condition = story_elapsed_check(0.1)
},
{
init = function()
player().set_quick_bar_slot(1,'rail-signal')
setup_player({{name='rail-signal',count=3}})
setup_puzzle(setups.isolate_train)
set_info({text = {"go-around-info"}})
set_info({text = {"go-around-goal"},append = true})
set_info({custom_function = add_run_trains_button, append = true})
end,
update = function()
if global.completed == false and global.active_locomotives['Red'] and global.active_locomotives['Red'].train.state == defines.train_state.wait_station then
set_continue_button_state(true)
end
end,
condition = function()
return global.continue
end,
action = function()
set_info()
global.completed = false
end
},
{
condition = story_elapsed_check(0.1)
},
{
init = function()
player().set_quick_bar_slot(1,'rail-signal')
setup_player({{name='rail-signal',count=4}})
setup_puzzle(setups.oncoming)
set_info({text={"oncoming-goal"}})
set_info({text = {"oncoming-info"},append=true})
set_info({custom_function = add_run_trains_button, append = true})
end,
update = function()
if global.completed == false and global.active_locomotives['Red'] and global.active_locomotives['Red'].train.state == defines.train_state.wait_station
and global.active_locomotives['Cyan'] and global.active_locomotives['Cyan'].train.state == defines.train_state.wait_station then
set_continue_button_state(true)
end
end,
condition = function()
return global.continue
end,
action = function()
set_info()
global.completed = false
end
},
{
condition = story_elapsed_check(0.1)
},
{
init = function(event)
setup_player({{name='rail-signal',count=4}})
setup_puzzle(setups.lower_track, {offset = {0,-8}})
set_info({text={"siding-signals-info"}})
set_info({text = {"siding-signals-goal"},append=true})
set_info({custom_function = add_run_trains_button, append = true})
end,
update = function()
if global.completed == false and global.active_locomotives['Red'] and global.active_locomotives['Red'].train.state == defines.train_state.wait_station then
set_continue_button_state(true)
end
end,
condition = function(event)
return global.continue
end,
action = function()
set_info()
global.completed = false
end
},
{
condition = story_elapsed_check(0.1)
},
{
init = function(event)
setup_player({{name='rail-signal',count=4}})
setup_puzzle(setups.two_way,{offset = {6, -16}})
set_info({text={"proceed-goal"}})
set_info({custom_function = add_run_trains_button, append = true})
end,
update = function()
if global.completed == false and global.active_locomotives['Red'] and global.active_locomotives['Red'].train.state == defines.train_state.wait_station then
set_continue_button_state(true)
end
end,
condition = function(event)
return global.continue
end,
action = function()
set_goal()
set_info()
global.completed = false
end
},
{
init = function()
setup_player({{name='rail-signal',count=3}})
setup_puzzle(setups.crossroads,{offset = {0, 46}})
reset_player()
set_info({text={"proceed-goal"}})
set_info({custom_function = add_run_trains_button, append = true})
end,
update = function()
if global.completed == false and global.active_locomotives['Red'] and global.active_locomotives['Red'].train.state == defines.train_state.wait_station then
set_continue_button_state(true)
end
end,
condition = function(event)
return global.continue
end,
action = function()
set_goal()
set_info()
global.completed = false
end
},
{
init = function()
reset_player()
for k, entity in pairs (surface().find_entities()) do
entity.minable = true
entity.operable = true
entity.rotatable = true
end
player().insert({name='rail',count=1000})
player().insert({name='rail-signal',count=30})
player().insert({name='train-stop',count=10})
player().insert({name='locomotive',count=3})
player().insert({name='cargo-wagon',count=3})
player().insert({name='coal',count=100})
player().set_quick_bar_slot(2,'rail')
player().set_quick_bar_slot(3,'train-stop')
player().set_quick_bar_slot(4,'locomotive')
player().set_quick_bar_slot(5,'cargo-wagon')
player().set_quick_bar_slot(6,'coal')
set_info{text = {"finish-info"}}
set_info{custom_function = function(flow) add_button(flow).caption = {"finish"} end, append = true}
set_goal(nil, false)
end,
condition = function()
return global.continue
end
}
}
}
local on_player_created = function(event)
local player = game.players[event.player_index]
player.game_view_settings =
{
show_side_menu = false,
show_research_info = false,
show_alert_gui = false,
show_minimap = false
}
game.permissions.get_group(0).set_allows_action(defines.input_action.remove_cables, false)
game.permissions.get_group(0).set_allows_action(defines.input_action.open_production_gui, false)
game.permissions.get_group(0).set_allows_action(defines.input_action.open_tips_and_tricks_gui, false)
game.permissions.get_group(0).set_allows_action(defines.input_action.open_logistic_gui, false)
game.permissions.get_group(0).set_allows_action(defines.input_action.open_technology_gui, false)
player.force.disable_all_prototypes()
local old_character = player.character
player.character = nil
old_character.destroy()
end
story_init_helpers(story_table)
script.on_init(function()
game.forces.player.manual_mining_speed_modifier = 4
game.forces.player.disable_all_prototypes()
surface().always_day = true
global.story = story_init(story_table)
global.render_ids = {}
global.update_vis = true
limit_camera({0,0}, 0)
end)
script.on_event(defines.events.on_tick, function(event)
story_update(global.story, event, "")
loop_trains()
end)
script.on_event(defines.events.on_gui_click, function(event)
story_update(global.story, event, "")
story_gui_click(event)
end)
script.on_event(defines.events.on_built_entity, function(event)
story_update(global.story, event, "")
end)
script.on_event(defines.events.on_player_mined_entity, function(event)
story_update(global.story, event, "")
end)
script.on_event(defines.events.on_player_created, on_player_created)
|