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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)