155 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| function get_any_stack_size(name)
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|     local item = prototypes.item[name]
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|     if item ~= nil then
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|         return item.stack_size
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|     end
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|     item = prototypes.equipment[name]
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|     if item ~= nil then
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|         return item.stack_size
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|     end
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|     -- failsafe
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|     return 1
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| end
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| 
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| -- from https://stackoverflow.com/a/40180465
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| -- split("a,b,c", ",") => {"a", "b", "c"}
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| function split(s, sep)
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|     local fields = {}
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| 
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|     sep = sep or " "
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|     local pattern = string.format("([^%s]+)", sep)
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|     string.gsub(s, pattern, function(c) fields[#fields + 1] = c end)
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| 
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|     return fields
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| end
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| 
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| function random_offset_position(position, offset)
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|     return {x=position.x+math.random(-offset, offset), y=position.y+math.random(-offset, offset)}
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| end
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| 
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| function fire_entity_at_players(entity_name, speed)
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|     local entities = {}
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|     for _, player in ipairs(game.forces["player"].players) do
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|         if player.character ~= nil then
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|             table.insert(entities, player.character)
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|         end
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|     end
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|     return fire_entity_at_entities(entity_name, entities, speed)
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| end
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| 
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| function fire_entity_at_entities(entity_name, entities, speed)
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|     for _, current_entity in ipairs(entities) do
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|         local target = current_entity
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|         if target.health == nil then
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|             target = target.position
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|         end
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|         current_entity.surface.create_entity{name=entity_name,
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|             position=random_offset_position(current_entity.position, 128),
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|             target=target, speed=speed}
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|     end
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| end
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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|     end
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| 
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|     -- grab attrs once pre-loop
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|     local position = character.position
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|     local surface = character.surface
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| 
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|     local inventories_to_spill = {
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|         defines.inventory.character_main, -- Main inventory
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|         defines.inventory.character_trash, -- Logistic trash slots
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|     }
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| 
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|     for _, inventory_type in pairs(inventories_to_spill) do
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|         local inventory = character.get_inventory(inventory_type)
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|         if inventory and inventory.valid then
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|             -- Spill each item stack onto the ground
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|             for i = 1, #inventory do
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|                 local stack = inventory[i]
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|                 if stack and stack.valid_for_read then
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|                     local spilled_items = surface.spill_item_stack{
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|                         position = position,
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|                         stack = stack,
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|                         enable_looted = false, -- do not mark for auto-pickup
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|                         force = nil, -- do not mark for auto-deconstruction
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|                         allow_belts = true, -- do mark for putting it onto belts
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|                     }
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|                     if #spilled_items > 0 then
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|                         stack.clear() -- only delete if spilled successfully
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|                     end
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|                 end
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|             end
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|         end
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|     end
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| end
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