forked from github/server
79 lines
1.9 KiB
Lua
79 lines
1.9 KiB
Lua
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-- adamant gifts and setup for tunnels
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-- use only once to hand out some items to existing factions
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function adamant_gifts()
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for f in factions() do
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local i = math.mod(test.rng_int(), 2)
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if i==0 then
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f:add_item("adamantium", 1)
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f:add_item("adamantiumplate", 1)
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else
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f:add_item("adamantium", 3)
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f:add_item("adamantiumaxe", 1)
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end
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end
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end
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function adamant_seeds()
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for r in regions() do
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if r:get_key("tnnL") then
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print("1 ", r:get_resource("adamantium"), r)
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test.adamantium_island(r)
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print("2 ", r:get_resource("adamantium"))
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end
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end
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end
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-- create a fixed path to a specific region
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local function create_path(from, to)
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local param = tostring(to.uid)
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local b = add_building(from, "portal")
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b.name = "Weltentor"
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b.size = 1
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b:add_action("tunnel_action", param)
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end
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-- create a wonky tunnel wth more than one exit
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local function create_tunnel(from, param)
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local b = add_building(from, "portal")
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b.name = "Weltentor"
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b.size = 1
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b:add_action("tunnel_action", param)
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end
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-- make a tunnel from the cursor to the first selected region
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function mktunnel()
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local from = gmtool.get_cursor()
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local to = gmtool.get_selection()()
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if to~=nil then
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region.create(from.x, from.y, "glacier")
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create_tunnel(from, to)
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gmtool.select(to, 0)
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gmtool.highlight(to, 1)
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end
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end
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-- turn all selected regions into targets for a wonky tunnel ("tnnL")
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function mkanchors()
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for r in gmtool.get_selection() do
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if not r:get_key("tnnL") then
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r:set_key("tnnL", true)
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if r:get_flag(0) then
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-- RF_CHAOTIC
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r:set_flag(0, true)
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end
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r:set_resource("peasant", r:get_resource("peasant") + 1)
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end
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end
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end
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-- region.create and prepare all hell-regions to become wonky gates
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function mkgates()
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for r in regions() do
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if r.plane_id==0 and r.terrain=="hell" then
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create_tunnel(r, "tnnL")
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region.create(r.x, r.y, "glacier")
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end
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end
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end
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