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require "story" |
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local setups = require "basic-signals" |
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local clear_vis = function() |
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for _, id in pairs(global.render_ids) do |
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rendering.destroy(id) |
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end |
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end |
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local add_labels = function(label_data) |
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for _, data in pairs(label_data) do |
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local matching_ents = surface().find_entities_filtered({name=data.name,position=data.position}) |
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if #matching_ents>0 then |
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for _, ent in pairs(matching_ents) do |
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local label_id = rendering.draw_text({ |
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surface = surface(), |
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target = ent, |
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target_offset = data.offset or {0,1}, |
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color = {1,1,1}, |
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text = {"label."..data.locale}, |
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alignment = 'center' |
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}) |
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table.insert(global.render_ids,label_id) |
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end |
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end |
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end |
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end |
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local signal_color_chart = function(gui_element) |
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local signal_table = gui_element.add({ |
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type = 'table', |
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column_count = 2, |
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vertical_centering = false |
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}) |
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local red = signal_table.add({type = 'label',caption = {'red'},}) |
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red.style.width = 60 |
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local r_means = signal_table.add({type = 'label',caption = {'red-means'},}) |
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r_means.style.single_line = false |
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signal_table.add({type = 'label',caption = {'yellow'},}) |
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local y_means = signal_table.add({type = 'label',caption = {'yellow-means'},}) |
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y_means.style.single_line = false |
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signal_table.add({type = 'label',caption = {'green'},}) |
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local g_means = signal_table.add({type = 'label',caption = {'green-means'},}) |
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g_means.style.single_line = false |
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signal_table.style.width = 300 |
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signal_table.style.vertical_align = 'top' |
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end |
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local set_continue_button_state = function(state) |
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set_continue_button_style(function (button) |
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if button.valid then |
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button.enabled = state |
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end |
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end) |
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global.completed = state |
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end |
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local function clear_surface() |
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local entities = surface().find_entities() |
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for k, entity in pairs (entities) do |
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if entity.valid and entity.name ~= "character" then |
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entity.destroy() |
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end |
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end |
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for k, entity in pairs (surface().find_entities()) do |
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if entity.valid and entity.name ~= "character" then |
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entity.destroy() |
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end |
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end |
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end |
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local setup_player = function(stacks) |
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global.required_items = stacks or {} |
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end |
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local reset_player = function() |
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player().set_controller{type = defines.controllers.god} |
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for _, stack in pairs(global.required_items) do |
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local needed_count = stack.count - #game.surfaces[1].find_entities_filtered({name=stack.name}) |
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if needed_count > 0 then |
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player().insert({ |
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name=stack.name, |
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count = needed_count |
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}) |
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end |
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end |
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end |
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local set_locomotive_references = function() |
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global.active_locomotives = {} |
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for _, entity in pairs(game.surfaces[1].find_entities_filtered({name='locomotive'})) do |
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if entity.name == 'locomotive' then |
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global.active_locomotives[entity.backer_name] = entity |
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end |
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end |
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end |
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local reset_trains = function() |
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clear_vis() |
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for k, train in pairs (surface().find_entities_filtered{name = "locomotive"}) do |
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train.destroy() |
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end |
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for k, train in pairs (surface().find_entities_filtered{name = "fluid-wagon"}) do |
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train.destroy() |
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end |
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recreate_entities(global.this_puzzle_trains,global.this_puzzle_param) |
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reset_player() |
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set_locomotive_references() |
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add_labels(global.this_puzzle_labels) |
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end |
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local reset_puzzle = function() |
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clear_surface() |
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clear_vis() |
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recreate_entities(global.this_puzzle,global.this_puzzle_param) |
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reset_player() |
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set_locomotive_references() |
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add_labels(global.this_puzzle_labels) |
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set_continue_button_state(false) |
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end |
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local setup_puzzle = function(puzzle,param) |
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if puzzle then |
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global.this_puzzle = puzzle |
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global.this_puzzle_param = param or {} |
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global.this_puzzle_labels = {} |
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global.this_puzzle_trains = {} |
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for _, data in pairs(puzzle) do |
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if data.label then |
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table.insert(global.this_puzzle_labels,{ |
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name = data.name, |
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position = data.position, |
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offset = data.label_offset or {0,1}, |
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locale = data.label |
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}) |
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end |
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data.minable = false |
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data.operable = false |
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if data.name == "locomotive" then |
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if data.schedule then |
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data.manual_mode = true |
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end |
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table.insert(global.this_puzzle_trains, data) |
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end |
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end |
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end |
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reset_puzzle() |
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end |
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local story_gui_click = function(event) |
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local element = event.element |
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if not element.valid then return end |
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local player = game.players[event.player_index] |
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local name = element.name |
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if name == "start_trains" then |
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if not element.enabled then return end |
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for _, locomotive in pairs (global.active_locomotives) do |
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if locomotive.train.schedule then |
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locomotive.train.manual_mode = false |
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end |
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end |
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element.enabled = false |
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player.set_controller{type = defines.controllers.ghost} |
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return |
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end |
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if name == "reset_trains" then |
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reset_trains() |
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for k, child in pairs (element.parent.children) do |
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if child.name ~= "story_continue_button" then |
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child.enabled = true |
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end |
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end |
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return |
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end |
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if name == "reset_all" then |
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reset_puzzle() |
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for k, child in pairs (element.parent.children) do |
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if child.name ~= "story_continue_button" then |
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child.enabled = true |
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end |
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end |
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return |
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end |
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end |
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local function add_run_trains_button(gui) |
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local flow = gui.add{type = "table", column_count = 10} |
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flow.style.horizontal_spacing = 2 |
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local button = flow.add{type = "button", name = "start_trains", caption = {"start-trains"}} |
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local button = flow.add{type = "button", name = "reset_trains", caption = {"reset-trains"}} |
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local button = flow.add{type = "button", name = "reset_all", caption = {"reset-all"}} |
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add_button(flow) |
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set_continue_button_style(function (button) |
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if button.valid then |
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button.enabled = false |
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end |
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end) |
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global.intermission = 0 |
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global.loop_interval = 0 |
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global.loop_tick = nil |
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end |
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local function find_signal_connection_side(rail, signal) |
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if rail.get_rail_segment_entity(defines.rail_direction.front, false) == signal then |
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return defines.rail_direction.front, false |
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elseif rail.get_rail_segment_entity(defines.rail_direction.front, true) == signal then |
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return defines.rail_direction.front, true |
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elseif rail.get_rail_segment_entity(defines.rail_direction.back, false) == signal then |
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return defines.rail_direction.back, false |
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elseif rail.get_rail_segment_entity(defines.rail_direction.back, true) == signal then |
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return defines.rail_direction.back, true |
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else |
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assert(false) |
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end |
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end |
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local get_signal_rails = function(signal) |
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assert(signal and (signal.type == "rail-signal" or signal.type == "rail-chain-signal")) |
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local rails = signal.get_connected_rails() |
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if #rails == 0 then |
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return {to={},from={}} |
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else |
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local rail_direction, in_else_out = find_signal_connection_side(rails[1], signal) |
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local otherRails = {} |
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for _,connection_direction in pairs{defines.rail_connection_direction.left, defines.rail_connection_direction.straight, defines.rail_connection_direction.right} do |
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local rail = rails[1].get_connected_rail{rail_direction=rail_direction, rail_connection_direction=connection_direction} |
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if rail then |
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table.insert(otherRails, rail) |
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end |
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end |
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local from |
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local to |
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if in_else_out then |
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from = otherRails |
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to = rails |
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else |
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from = rails |
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to = otherRails |
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end |
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return { |
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to = to, |
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from = from |
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} |
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end |
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end |
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local set_trains_automatic = function() |
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for _, locomotive in pairs(global.active_locomotives) do |
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if locomotive.train.schedule then |
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locomotive.train.manual_mode = false |
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end |
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end |
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end |
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local disable_loop_trains = function() |
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global.loop_tick = nil |
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global.loop_interval = nil |
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end |
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local loop_trains = function(interval) |
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if interval then |
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global.loop_interval = interval |
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global.loop_tick = game.ticks_played + global.loop_interval |
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set_trains_automatic() |
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return |
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end |
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if not global.loop_tick then return end |
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if game.ticks_played < global.loop_tick then return end |
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reset_trains() |
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set_trains_automatic() |
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global.loop_tick = game.ticks_played + global.loop_interval |
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end |
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local render_blocks = function(start_x, end_x, render_y) |
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local signals = player().surface.find_entities_filtered({ |
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name = 'rail-signal' |
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}) |
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local blocks = {} |
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for i=1, #signals+1 do |
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table.insert(blocks,{ |
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(signals[i-1] and signals[i-1].position.x) or start_x, |
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(signals[i] and signals[i].position.x) or end_x |
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}) |
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end |
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clear_vis() |
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for index, block in pairs(blocks) do |
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local center_x = block[1] + (block[2]-block[1])/2 |
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local new_id = rendering.draw_text({ |
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text = "Block "..index, |
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surface = surface(), |
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target = {center_x,render_y}, |
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alignment = "center", |
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color = {1,0.6,0} |
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}) |
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table.insert(global.render_ids,new_id) |
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local text_width = (block[2]-block[1]/2) |
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local left_line_id = rendering.draw_line({ |
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color = {1,0.6,0}, |
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width = 2, |
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from = {block[1]+0.2,render_y}, |
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to = {center_x,render_y}, |
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surface = surface() |
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}) |
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table.insert(global.render_ids,left_line_id) |
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local right_line_id = rendering.draw_line({ |
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color = {1,0.6,0}, |
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width = 2, |
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from = {center_x,render_y}, |
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to = {block[2]-0.2,render_y}, |
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surface = surface() |
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}) |
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table.insert(global.render_ids,right_line_id) |
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end |
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end |
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local find_blocks_from_rails = function(rails) |
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local blocks = {} |
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local result = {} |
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for _, rail in pairs(rails) do |
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local start_rail = rail.get_rail_segment_end(defines.rail_direction.front) |
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local end_rail = rail.get_rail_segment_end(defines.rail_direction.back) |
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local id = start_rail.position.x..","..start_rail.position.y..","..end_rail.position.x..","..end_rail.position.y |
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if blocks[id] then |
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else |
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blocks[id] = 1 |
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table.insert(result,{ |
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start_rail = start_rail, |
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end_rail = end_rail |
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}) |
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end |
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end |
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return result |
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end |
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local render_segment = function(start_rail,end_rail,id,offset) |
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local width = end_rail.position.x - start_rail.position.x |
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local height = end_rail.position.y - start_rail.position.y |
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local center = { |
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x = start_rail.position.x + width/2, |
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y = start_rail.position.y + height/2 |
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} |
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local name = {"label.block", id} |
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local offset = offset or {0,0} |
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local left_point = { |
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x = start_rail.position.x + width/10 + offset[1], |
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y = start_rail.position.y + offset[2] |
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} |
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local right_point = { |
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x = end_rail.position.x - width/10 + offset[1], |
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y = end_rail.position.y + offset[2] |
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} |
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local new_id = rendering.draw_text({ |
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text = name, |
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surface = surface(), |
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target = {center.x+offset[1],center.y+offset[2]}, |
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alignment = "center", |
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color = {1,1,1} |
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}) |
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table.insert(global.render_ids,new_id) |
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end |
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local render_signal_read_location = function(signal,offset,blocks) |
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local connected_rail = signal.get_connected_rails() |
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local rail_pairs = get_signal_rails(signal) |
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if #rail_pairs.to == 0 then |
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local new_id = rendering.draw_text({ |
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text = {'label.no-block'}, |
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surface = surface(), |
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target = signal, |
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target_offset = offset, |
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alignment = "center", |
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color = {1,1,1,1} |
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}) |
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table.insert(global.render_ids,new_id) |
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return |
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end |
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local rail_x = rail_pairs.to[1].position.x |
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for id, block in pairs(blocks) do |
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if rail_x <= block.start_rail.position.x and rail_x >= block.end_rail.position.x then |
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local new_id = rendering.draw_text({ |
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text = {'label.reading-block',id}, |
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surface = surface(), |
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target = signal, |
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target_offset = offset, |
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alignment = "center", |
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color = {1,1,1,1} |
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}) |
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table.insert(global.render_ids,new_id) |
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end |
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end |
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end |
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local story_table = { |
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{ |
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{ |
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init = function() |
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player().set_quick_bar_slot(1,'rail-signal') |
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player().set_quick_bar_slot(2,'cargo-wagon') |
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if player().character then |
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player().character.destroy() |
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end |
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end |
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}, |
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{ |
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init = function() |
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setup_player({}) |
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setup_puzzle(setups.straight_crash) |
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set_info({text = {"trains-dont-see-trains"}}) |
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set_info({custom_function = add_button, append = true}) |
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loop_trains(3*60) |
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end, |
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condition = function(event) |
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return global.continue |
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end, |
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action = function() |
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set_info() |
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end |
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}, |
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{ |
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name = 'player-makes-a-block', |
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init = function() |
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setup_player({{name='rail-signal',count=1}}) |
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setup_puzzle(setups.empty_straight) |
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set_info({text={"signals-split-rail"}}) |
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set_info({text={"place-signal-goal"},append=true}) |
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disable_loop_trains() |
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player().game_view_settings = {show_rail_block_visualisation = true} |
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end, |
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update = function(event) |
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if global.update_vis then |
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clear_vis() |
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local rails = surface().find_entities_filtered({name='straight-rail'}) |
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local blocks = find_blocks_from_rails(rails) |
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for index, block in pairs(blocks) do |
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render_segment(block.start_rail,block.end_rail,index,{0,0.7}) |
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end |
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global.update_vis = false |
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end |
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if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then |
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global.update_vis = true |
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end |
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end, |
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condition = function(event) |
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return global.update_vis == false and surface().count_entities_filtered({name='rail-signal'}) > 0 |
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end, |
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action = function() |
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set_info() |
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end |
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}, |
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{ |
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name = 'place-second-signal', |
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init = function() |
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setup_player({{name='rail-signal',count=2}}) |
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reset_player() |
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set_info({text={"see-block-split"}}) |
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set_info({text={"second-signal-goal"},append=true}) |
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global.update_vis = false |
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end, |
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update = function(event) |
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if global.update_vis then |
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clear_vis() |
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local rails = surface().find_entities_filtered({name='straight-rail'}) |
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local blocks = find_blocks_from_rails(rails) |
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for index, block in pairs(blocks) do |
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render_segment(block.start_rail,block.end_rail,index,{0,0.7}) |
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end |
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global.update_vis = false |
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end |
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if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then |
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global.update_vis = true |
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end |
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end, |
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condition = function(event) |
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return global.update_vis == false and surface().count_entities_filtered({name='rail-signal'}) > 1 |
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end, |
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action = function() |
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set_info() |
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end |
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}, |
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{ |
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name = 'show-signal-direction', |
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init = function() |
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setup_player({{name='rail-signal',count=2}}) |
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reset_player() |
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set_info({text = {'signal-direction'}}) |
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set_info({text = {'hover-signal'},append=true}) |
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set_info({text = {'signal-direction-goal'},append=true}) |
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set_info({custom_function = add_button, append = true},false) |
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set_continue_button_state(false) |
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global.update_vis = true |
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global.button_added = false |
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global.completed = false |
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end, |
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update = function(event) |
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if global.update_vis then |
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clear_vis() |
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local rails = surface().find_entities_filtered({name='straight-rail'}) |
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local signals = surface().find_entities_filtered({name='rail-signal'}) |
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local blocks = find_blocks_from_rails(rails) |
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for index, block in pairs(blocks) do |
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render_segment(block.start_rail,block.end_rail,index,{0,0.7}) |
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end |
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for _, signal in pairs(signals) do |
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render_signal_read_location(signal,(signal.position.y > 0 and {0,1}) or {0,-1}, blocks) |
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end |
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global.update_vis = false |
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end |
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if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then |
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global.update_vis = true |
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if global.completed == false and event.created_entity and event.created_entity.name == 'rail-signal' then |
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set_continue_button_state(true) |
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global.completed = true |
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end |
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end |
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end, |
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condition = function(event) |
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return global.continue and global.update_vis == false |
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end, |
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action = function() |
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clear_vis() |
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set_info() |
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global.completed = false |
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end |
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}, |
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{ |
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condition = story_elapsed_check(0.1) |
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}, |
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{ |
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name = 'show-signal-color', |
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init = function() |
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setup_player({{name='rail-signal',count=2},{name='cargo-wagon',count=1}}) |
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reset_player() |
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set_info({text = {'signals-read-ahead'}}) |
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set_info({custom_function = signal_color_chart, append = true}) |
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set_info({text = {'place-wagon-goal'},append=true}) |
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set_info({custom_function = add_button, append = true},false) |
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set_continue_button_state(false) |
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global.update_vis = true |
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global.button_added = false |
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end, |
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update = function(event) |
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if global.update_vis then |
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clear_vis() |
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local rails = surface().find_entities_filtered({name='straight-rail'}) |
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local signals = surface().find_entities_filtered({name='rail-signal'}) |
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local blocks = find_blocks_from_rails(rails) |
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for index, block in pairs(blocks) do |
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render_segment(block.start_rail,block.end_rail,index,{0,0.7}) |
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end |
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for _, signal in pairs(signals) do |
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render_signal_read_location(signal,(signal.position.y > 0 and {0,1}) or {0,-1}, blocks) |
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end |
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global.update_vis = false |
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end |
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if event.name == defines.events.on_built_entity or event.name == defines.events.on_player_mined_entity then |
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global.update_vis = true |
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if global.completed == false and event.created_entity and event.created_entity.name == 'cargo-wagon' then |
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set_continue_button_state(true) |
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global.completed = true |
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end |
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end |
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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) |
|
|