require "story" script.on_init(function() global.story = story_init() game.surfaces[1].always_day = true global.items = init_prototypes() end) function on_player_created(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_blueprint_library_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.character_crafting_speed_modifier = -1 --We don't want them crafting things from the items we give them, until the very end. player.force.disable_all_prototypes() end intermission = { init = function() --player().opened = nil player().clear_cursor() player().create_local_flying_text { text = {"tutorial-gui.objective-complete"}, create_at_cursor = true } end, condition = story_elapsed_check(2) } damage = function() local character = player().character if not character then return end character.damage(1/1000000, "player") end init_prototypes = function() local item_prototypes = game.item_prototypes local items = { wood = item_prototypes["wood"], stone = item_prototypes["stone"], coal = item_prototypes["coal"], iron = item_prototypes["iron-ore"], plate = item_prototypes["iron-plate"] } for k, name in pairs ({"wood", "stone", "coal", "iron", "plate"}) do if not items[name] then game.set_game_state{player_won = false, game_finished = true, can_continue = false} end end return items end story_table = { { { condition = function() return game.tick >= 60 end, update = function() player().zoom = 1 + (game.tick/60) end }, { condition = story_elapsed_check(1) }, { --Shift click stack to and from init = function() player().clear_items_inside() chest().clear_items_inside() player().insert(global.items.plate.name) player().insert(global.items.plate.name) set_goal({"shift-click-stack"}) end, update = function() if player().cursor_stack.valid_for_read then player().clear_cursor() --player().print({"shift-click-stack"}) damage() return end local count = chest().get_item_count(global.items.plate.name) if count == 0 then return end if count > global.items.plate.stack_size then --player().print({"shift-click-stack"}) damage() player().clear_items_inside() player().insert(global.items.plate.name) player().insert(global.items.plate.name) chest().clear_items_inside() end end, condition = function() return chest().get_item_count(global.items.plate.name) == global.items.plate.stack_size end, action = function() global.last_built_position = {x = chest().position.x, y = chest().position.y - 2} end }, intermission, { --Ctrl click Item stack --Everything of this item type should be transferred to the open chest init = function() set_goal({"ctrl-click-item-stack"}) set_info() chest().minable = false player().insert{name= global.items.wood.name, count = global.items.wood.stack_size * 2} player().insert{name= global.items.stone.name, count = global.items.stone.stack_size * 2} end, update = function() if chest().get_item_count(global.items.wood.name) > 0 and player().get_item_count(global.items.wood.name) > 0 or player().get_item_count(global.items.stone.name) ~= global.items.stone.stack_size * 2 then --They didn't transfer it all in 1 tick, or moved some coal --game.print({"ctrl-click-item-stack"}) damage() local item = {name = global.items.wood.name, count = global.items.wood.stack_size * 2} chest().remove_item(item) player().remove_item(item) player().insert(item) item = {name = global.items.stone.name, count = global.items.stone.stack_size * 2} chest().remove_item(item) player().remove_item(item) player().insert(item) end end, condition = function() if not player().opened then return end return player().opened.name == chest().name and player().opened.get_item_count(global.items.wood.name) > 0 end, action = function() global.last_built_position = {x = chest().position.x, y = chest().position.y - 2} end }, intermission, { --Ctrl click empty --Everything in the inventory should be transferred init = function() set_goal({"ctrl-click-empty-stack"}) chest().clear_items_inside() player().clear_items_inside() player().insert{name= global.items.wood.name, count = global.items.wood.stack_size * 2} player().insert{name= global.items.stone.name, count = global.items.stone.stack_size * 2} end, update = function() if (chest().get_item_count(global.items.wood.name) > 0 or chest().get_item_count(global.items.stone.name) > 0) and (player().get_item_count(global.items.wood.name) > 0 or player().get_item_count(global.items.stone.name) > 0) then --They didn't transfer it all in 1 tick --game.print({"ctrl-click-empty-stack"}) damage() local item = {name = global.items.wood.name, count = global.items.wood.stack_size * 2} chest().remove_item(item) player().remove_item(item) player().insert(item) item = {name = global.items.stone.name, count = global.items.stone.stack_size * 2} chest().remove_item(item) player().remove_item(item) player().insert(item) end end, condition = function() if not player().opened then return end return player().opened.name == chest().name and player().opened.get_item_count(global.items.wood.name) > 0 and player().opened.get_item_count(global.items.stone.name) > 0 end, action = function() global.last_built_position = {x = chest().position.x, y = chest().position.y - 2} end }, intermission, { init = function() player().force.reset() player().character_crafting_speed_modifier = 0 set_goal() if player().input_method == defines.input_method.game_controller then set_info({text = {"table-info-controller"}}) else set_info({text = {"table-info"}}) end set_info({custom_function = build_info_table, append = true, text = {"table-info-2"}}) if player().input_method == defines.input_method.game_controller then set_info({text = {"finish-text-controller-note"}, append = true}) end set_info({custom_function = function(flow) add_button(flow).caption = {"finish"} end, append = true}) chest() for k, name in pairs ({global.items.stone.name, global.items.wood.name, "iron-chest", global.items.stone.name, global.items.iron.name}) do player().insert(name) player().insert(name) end end, condition = function() return global.continue end } } } story_init_helpers(story_table) function chest() local chest_name = "iron-chest" local entities = game.entity_prototypes if not entities[chest_name] then for name, prototype in pairs (entities) do if prototype.type == "container" and prototype.get_inventory_size(1) > 5 then chest_name = name break end end end local entities = surface().find_entities_filtered{name = chest_name} if entities and entities[1] then return entities[1] end local position = surface().find_non_colliding_position(chest_name, {player().position.x + 3,player().position.y-3}, 32, 2) local chest if position then chest = surface().create_entity{name = chest_name, position = position, force = player().force} chest.minable = false else error("Well whaddya know") end return chest end function furnace() local furnace_name = "stone-furnace" local entities = game.entity_prototypes if not entities[furnace_name] then for name, prototype in pairs (entities) do if prototype.type == "furnace" then furnace_name = name break end end end local entities = surface().find_entities_filtered{name = furnace_name} if entities and entities[1] then return entities[1] end local furnace local position = surface().find_non_colliding_position(furnace_name, {player().position.x,player().position.y-5}, 32, 2) if position then furnace = surface().create_entity{name = furnace_name, position = position, force = "player"} furnace.minable = false else error("Well whaddya know") end return furnace end script.on_event(defines.events.on_tick, function(event) story_update(global.story, event) end) script.on_event(defines.events.on_gui_click, function (event) story_update(global.story, event) end) function build_info_table (gui) local table = gui.add{type = "table", column_count = 3} table.style.horizontal_spacing = 20 table.style.vertical_spacing = 5 for k, name in pairs ({ "", "left-click", "right-click", "ctrl", "transfer-all", "transfer-half", "shift", "transfer-stack", "transfer-half-stack", "none", "pick-drop-stack", "pick-half-drop-one" }) do table.add{type = "label", caption = {name}} end table.draw_horizontal_line_after_headers = true table.draw_vertical_lines = true end script.on_event(defines.events.on_player_created, on_player_created)