0.3.0: Add toggle between command/selecting mode, eliminate drifting of

squad and fix follow bug
This commit is contained in:
Peter 2020-08-17 00:04:50 +08:00
parent 0c60f31266
commit f574bccd15
5 changed files with 148 additions and 95 deletions

View File

@ -15,3 +15,13 @@ Version: 0.2.0
Date: 2020-08-15
Features:
- Adds follow mode for your squad to follow you either on foot or in a vehicle
---------------------------------------------------------------------------------------------------
Version: 0.3.0
Date: 2020-08-16
Features:
- Squads stay aligned, based on original formation when selected
- RMB now switches between commanding and selecting mode
Bugfixes:
- Fixed "wobble" or "dance" when in follow mode while in a spidertron that is in the squad that is being asked to follow
- Fixed squad drifting

View File

@ -6,34 +6,14 @@
* Spiderbot.
--]]
local function spiderbot_select(event)
local index = event.player_index
local spiders = event.entities
if event.item == "squad-spidertron-remote-sel" and #spiders > 0 then
global.spidercontrol_spidersquad[index] = spiders
local player = game.players[index]
local stack = {
name="squad-spidertron-remote",
count=1
}
-- game.print(spiders[1])
if player.cursor_stack.can_set_stack(stack) then
player.cursor_stack.set_stack(stack)
player.cursor_stack.connected_entity=spiders[1]
local function give_tool(player, stack)
if player.clean_cursor() and player.cursor_stack.can_set_stack(stack) then
if player.get_main_inventory() then
player.get_main_inventory().remove("squad-spidertron-remote-sel")
player.get_main_inventory().remove("squad-spidertron-remote")
end
end
end
local function validate_spiders(index)
local c=0
for i, spider in pairs(global.spidercontrol_spidersquad[index]) do
if not spider.valid then
global.spidercontrol_spidersquad[index][i] = nil
c=c+1
end
end
if c > 0 then
game.players[index].print(c .. " units were destroyed since the last position command was sent")
player.cursor_stack.set_stack(stack)
return true
end
end
@ -43,26 +23,57 @@ local function squad_center(spidersquad)
local c=0
for _, spider in pairs(spidersquad) do
c=c+1
xbar=xbar+spider.position.x
ybar=ybar+spider.position.y
local pos = spider.position
xbar=xbar+pos.x
ybar=ybar+pos.y
end
xbar=xbar/c
ybar=ybar/c
return {xbar,ybar}
return {xbar/c,ybar/c}
end
local function spiderbot_designate(index, position_)
validate_spiders(index)
local spidersquad = global.spidercontrol_spidersquad[index]
local function spiderbot_select(event)
local index = event.player_index
local spiders = event.entities
if event.item == "squad-spidertron-remote-sel" and #spiders > 0 then
local center = squad_center(spiders)
global.spidercontrol_spidersquad[index] = {spiders={}} -- some future proofing here
for _, spider in pairs(spiders) do
local pos = spider.position
table.insert(global.spidercontrol_spidersquad[index].spiders, {
spider_entity=spider,
d={pos.x-center[1],pos.y-center[2]} -- dx and dy
})
end
local player = game.players[index]
if give_tool(player, {name="squad-spidertron-remote",count=1}) then
player.cursor_stack.connected_entity=spiders[1]
end
end
end
local posbar = squad_center(spidersquad)
local function validate_spiders(index)
local c=0
if global.spidercontrol_spidersquad[index] then
for i, spider_ in pairs(global.spidercontrol_spidersquad[index].spiders) do
if not spider_.spider_entity.valid then
global.spidercontrol_spidersquad[index].spiders[i] = nil
c=c+1
end
end
if c > 0 then
game.players[index].print(c .. " units were destroyed or mined since the last position command was sent")
end
return true
end
end
local dx=position_.x-posbar[1]
local dy=position_.y-posbar[2]
for _, spider in pairs(spidersquad) do
local position = spider.position
spider.autopilot_destination = {position.x+dx, position.y+dy}
local function spiderbot_designate(index, position)
if validate_spiders(index) then
local spidersquad = global.spidercontrol_spidersquad[index].spiders
for _, spider_ in pairs(spidersquad) do
local spider = spider_.spider_entity
local d = spider_.d
spider.autopilot_destination = {position.x+d[1], position.y+d[2]}
end
end
end
@ -106,72 +117,92 @@ script.on_event(defines.events.on_lua_shortcut, function (event)
end
end)
script.on_event("squad-spidertron-remote", function(event)
local player = game.players[event.player_index]
local stack = {name="squad-spidertron-remote-sel",count=1}
if player.clean_cursor() and player.cursor_stack.can_set_stack(stack) then
if player.get_main_inventory() then
player.get_main_inventory().remove("squad-spidertron-remote-sel")
player.get_main_inventory().remove("squad-spidertron-remote")
end
script.on_event(defines.events.on_player_created, function (event)
global.spidercontrol_spidersquad[event.player_index] = {}
end)
player.cursor_stack.set_stack(stack)
end
script.on_event("squad-spidertron-remote", function(event)
give_tool(game.players[event.player_index], {name="squad-spidertron-remote-sel",count=1})
end)
script.on_event("squad-spidertron-follow", function(event)
spiderbot_follow(game.players[event.player_index])
end)
script.on_event("squad-spidertron-switch-modes", function(event)
local player = game.players[event.player_index]
local cursor_stack = player.cursor_stack
if cursor_stack.valid_for_read then
if cursor_stack.name == "squad-spidertron-remote" then
give_tool(player, {name="squad-spidertron-remote-sel",count=1})
elseif cursor_stack.name == "squad-spidertron-remote-sel" then
local e = global.spidercontrol_spidersquad[event.player_index]
if e.spiders and e.spiders[1].spider_entity.valid and give_tool(player, {name="squad-spidertron-remote",count=1}) then
player.cursor_stack.connected_entity=e.spiders[1].spider_entity
end
end
end
end)
local mov_offset = settings.global["spidertron-follow-prediction-distance"].value --This is so the player stays within the spider squad when moving
local mov_offset_diagonal = math.sqrt(mov_offset^2/2)
local function pos_offset(position,dir)
local def_dir = defines.direction
local pos_x = position.x
local pos_y = position.y
if dir == def_dir.north then
pos_y = pos_y - mov_offset
elseif dir == def_dir.northeast then
-- game.print("ne")
pos_x = pos_x + mov_offset_diagonal
pos_y = pos_y - mov_offset_diagonal
elseif dir == def_dir.east then
-- game.print("e")
pos_x = pos_x + mov_offset
elseif dir == def_dir.southeast then
-- game.print("se")
pos_x = pos_x + mov_offset_diagonal
pos_y = pos_y + mov_offset_diagonal
elseif dir == def_dir.south then
-- game.print("s")
pos_y = pos_y + mov_offset
elseif dir == def_dir.southwest then
-- game.print("sw")
pos_x = pos_x - mov_offset_diagonal
pos_y = pos_y + mov_offset_diagonal
elseif dir == def_dir.west then
-- game.print("w")
pos_x = pos_x - mov_offset
else -- northwest
-- game.print("nw")
pos_x = pos_x - mov_offset_diagonal
pos_y = pos_y - mov_offset_diagonal
end
return {x=pos_x, y=pos_y}
end
local update_interval = settings.global["spidertron-follow-update-interval"].value
script.on_nth_tick(update_interval, function (event)
script.on_nth_tick(update_interval, function(event)
for _, player in pairs(game.players) do
if player.is_shortcut_toggled("squad-spidertron-follow") and global.spidercontrol_spidersquad[player.index] then
if player.is_shortcut_toggled("squad-spidertron-follow") then
local index = player.index
local pos = player.position
local pos_x = pos.x
local pos_y = pos.y
if player.walking_state.walking then
local dir = player.walking_state.direction
local def_dir = defines.direction
if dir == def_dir.north then
pos_y = pos_y - mov_offset
elseif dir == def_dir.northeast then
-- game.print("ne")
pos_x = pos_x + mov_offset_diagonal
pos_y = pos_y - mov_offset_diagonal
elseif dir == def_dir.east then
-- game.print("e")
pos_x = pos_x + mov_offset
elseif dir == def_dir.southeast then
-- game.print("se")
pos_x = pos_x + mov_offset_diagonal
pos_y = pos_y + mov_offset_diagonal
elseif dir == def_dir.south then
-- game.print("s")
pos_y = pos_y + mov_offset
elseif dir == def_dir.southwest then
-- game.print("sw")
pos_x = pos_x - mov_offset_diagonal
pos_y = pos_y + mov_offset_diagonal
elseif dir == def_dir.west then
-- game.print("w")
pos_x = pos_x - mov_offset
else -- northwest
-- game.print("nw")
pos_x = pos_x - mov_offset_diagonal
pos_y = pos_y - mov_offset_diagonal
if global.spidercontrol_spidersquad[index].spiders[1] then
local pos = player.position
if player.walking_state.walking then
local dir = player.walking_state.direction
pos = pos_offset(pos,dir)
end
end
spiderbot_designate(index, {x=pos_x, y=pos_y})
if player.vehicle then
local vehicle = player.vehicle
if vehicle.type == "spider-vehicle" then
vehicle.autopilot_destination = squad_center(global.spidercontrol_spidersquad[index])
spiderbot_designate(index, pos)
if player.vehicle then
local vehicle = player.vehicle
if vehicle.type == "spider-vehicle" then
vehicle.autopilot_destination = pos
end
end
end
end

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@ -1,6 +1,6 @@
{
"name": "Spider_Control",
"version": "0.2.0",
"version": "0.3.0",
"factorio_version": "1.0",
"title": "Spidertron squad control",
"author": "npc_strider(morley376)",

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@ -0,0 +1,6 @@
if global.spidercontrol_spidersquad ~= nil then
for i,_ in pairs(global.spidercontrol_spidersquad) do
global.spidercontrol_spidersquad[i] = {spiders={}}
end
game.print("Spider control 0.3.0 migration: Reset squads")
end

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@ -65,6 +65,11 @@ input_follow.name = "squad-spidertron-follow"
input_follow.localised_name = "Follow player"
input_follow.key_sequence = "ALT + C"
local input_switch_modes = util.table.deepcopy(input_remote)
input_switch_modes.name = "squad-spidertron-switch-modes"
input_switch_modes.localised_name = "Switch modes (between selecting and commanding)"
input_switch_modes.key_sequence = "mouse-button-2"
data:extend(
{
shortcut_remote,
@ -111,5 +116,6 @@ data:extend(
},
input_remote,
input_follow
input_follow,
input_switch_modes
})