server/scripts/eressea/tunnels.lua

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local tunnels = {}
local buildings = {}
local targets = {}
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local function tunnel_travelers(b)
local units = nil
for u in b.units do
if units==nil then
units = {}
end
units[u] = u
end
return units
end
local function get_target(param)
local ntargets = table.maxn(targets)
if ntargets==0 then
return nil
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end
local rn = math.fmod(rng_int(), ntargets)
return targets[rn]
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end
local function tunnel_action(b, param)
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local r = nil
if tonumber(param)~=nil then
r = get_region_by_id(tonumber(param))
end
local units = tunnel_travelers(b)
if units~=nil then
eressea.log.debug("Tunnel from " .. tostring(b) .. " [" .. param .. "]")
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for key, u in pairs(units) do
local rto = r
if r==nil then
rto = get_target(param)
end
if rto~=nil then
u.region = rto
eressea.log.debug("teleported " .. tostring(u) .. " to " .. tostring(rto))
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end
end
end
return 1 -- return 0 to destroy
end
function tunnels.init()
local r, b
for r in regions() do
if r:get_key('tnnL') then
targets[table.maxn(targets)+1] = r
if (r:get_flag(0)) then
-- target region is chaotic? nope.
r:set_flag(0, false)
end
if (r.terrain=="ocean") then
eressea.log.warning("tunnel target at " .. r.x .. "," .. r.y .. " is an ocean, terraforming")
r = region.create(r.x, r.y, "plain")
end
end
for b in r.buildings do
if b.type == 'portal' then
buildings[table.maxn(buildings)+1] = b
end
end
end
end
function tunnels.update()
for i, b in ipairs(buildings) do
tunnel_action(b, 'tnnL')
end
end
return tunnels