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https://github.com/MarioSpore/Grinch-AP.git
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Factorio: prevent players from getting stuck from Teleport Traps (#4537)
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@@ -263,7 +263,8 @@ class AttackTrapCount(TrapCount):
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class TeleportTrapCount(TrapCount):
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"""Trap items that when received trigger a random teleport."""
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"""Trap items that when received trigger a random teleport.
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It is ensured the player can walk back to where they got teleported from."""
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display_name = "Teleport Traps"
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@@ -49,6 +49,73 @@ function fire_entity_at_entities(entity_name, entities, speed)
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end
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end
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local teleport_requests = {}
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local teleport_attempts = {}
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local max_attempts = 100
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function attempt_teleport_player(player, attempt)
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-- global attempt storage as metadata can't be stored
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if attempt == nil then
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attempt = teleport_attempts[player.index]
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else
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teleport_attempts[player.index] = attempt
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end
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if attempt > max_attempts then
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player.print("Teleport failed: No valid position found after " .. max_attempts .. " attempts!")
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teleport_attempts[player.index] = 0
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return
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end
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local surface = player.character.surface
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local prototype_name = player.character.prototype.name
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local original_position = player.character.position
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local candidate_position = random_offset_position(original_position, 1024)
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local non_colliding_position = surface.find_non_colliding_position(
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prototype_name, candidate_position, 0, 1
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)
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if non_colliding_position then
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-- Request pathfinding asynchronously
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local path_id = surface.request_path{
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bounding_box = player.character.prototype.collision_box,
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collision_mask = { layers = { ["player"] = true } },
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start = original_position,
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goal = non_colliding_position,
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force = player.force.name,
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radius = 1,
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pathfind_flags = {cache = true, low_priority = true, allow_paths_through_own_entities = true},
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}
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-- Store the request with the player index as the key
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teleport_requests[player.index] = path_id
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else
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attempt_teleport_player(player, attempt + 1)
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end
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end
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function handle_teleport_attempt(event)
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for player_index, path_id in pairs(teleport_requests) do
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-- Check if the event matches the stored path_id
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if path_id == event.id then
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local player = game.players[player_index]
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if event.path then
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if player.character then
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player.character.teleport(event.path[#event.path].position) -- Teleport to the last point in the path
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-- Clear the attempts for this player
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teleport_attempts[player_index] = 0
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return
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end
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return
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end
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attempt_teleport_player(player, nil)
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break
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end
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end
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end
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function spill_character_inventory(character)
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if not (character and character.valid) then
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return false
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@@ -134,6 +134,9 @@ end
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script.on_event(defines.events.on_player_changed_position, on_player_changed_position)
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{% endif %}
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-- Handle the pathfinding result of teleport traps
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script.on_event(defines.events.on_script_path_request_finished, handle_teleport_attempt)
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function count_energy_bridges()
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local count = 0
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for i, bridge in pairs(storage.energy_link_bridges) do
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@@ -143,9 +146,11 @@ function count_energy_bridges()
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end
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return count
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end
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function get_energy_increment(bridge)
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return ENERGY_INCREMENT + (ENERGY_INCREMENT * 0.3 * bridge.quality.level)
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end
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function on_check_energy_link(event)
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--- assuming 1 MJ increment and 5MJ battery:
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--- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing
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@@ -722,12 +727,10 @@ end,
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game.forces["enemy"].set_evolution_factor(new_factor, "nauvis")
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game.print({"", "New evolution factor:", new_factor})
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end,
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["Teleport Trap"] = function ()
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["Teleport Trap"] = function()
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for _, player in ipairs(game.forces["player"].players) do
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current_character = player.character
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if current_character ~= nil then
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current_character.teleport(current_character.surface.find_non_colliding_position(
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current_character.prototype.name, random_offset_position(current_character.position, 1024), 0, 1))
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if player.character then
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attempt_teleport_player(player, 1)
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end
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end
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end,
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