init
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364
scripts/gravitation/gr_black_hole_script.lua
Normal file
364
scripts/gravitation/gr_black_hole_script.lua
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--local gr_gui = require('scripts/gravitation/gui')
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--===================================================================================================================
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--TODO
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--===================================================================================================================
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--init global
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--when builded register
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--when destroyed unregister
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--build gui when base opend
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--start button
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--spawn, register energy
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--check nth tick for stabilizer and other
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--calc output, stable
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--write in global
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--output power, clear inv
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--===================================================================================================================
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--init
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--===================================================================================================================
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function gr_black_hole_init()
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global.black_hole = {}
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global.black_hole.base = {}
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global.black_hole.energy = {}
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global.black_hole.dirty = false
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global.black_hole.counter = 0
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global.black_hole.gui = {}
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global.black_hole.gui.frame = nil
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global.black_hole.gui.id = nil
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end
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--===================================================================================================================
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--on built
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--===================================================================================================================
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function gr_black_hole_on_built(e)
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if e['entity'] then
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if e['entity'].name == "gr_black_hole_base_entity" then
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make_black_hole(e['entity'])
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--game.print("make")
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end
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end
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if e['created_entity'] then
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if e['created_entity'].name == "gr_black_hole_base_entity" then
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make_black_hole(e['created_entity'])
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end
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end
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end
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--===================================================================================================================
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--on remove
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--===================================================================================================================
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function gr_black_hole_on_remove(e)
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if e["entity"] then
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if e["entity"].name == "gr_black_hole_base_entity" then
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if e["player_index"] then
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destroy_black_hole(e["entity"],e["player_index"],nil)
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elseif e["robot"] then
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destroy_black_hole(e["entity"],nil,e["robot"])
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else
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destroy_black_hole(e["entity"],nil,nil)
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end
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end
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end
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end
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--===================================================================================================================
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--make
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--===================================================================================================================
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function make_black_hole(entity)
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register_black_hole_base(entity)
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global.black_hole.dirty = true
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--gr_gui.update_main()
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end
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function make_black_hole_energy(base_entity)
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local slave = create_black_hole_energy(base_entity)
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register_black_hole_energy(slave)
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link_base_energy(base_entity,slave)
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--game.print("from make: "..slave.unit_number)
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global.black_hole.dirty = true
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--gr_gui.update_main()
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end
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--===================================================================================================================
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--destoy
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--===================================================================================================================
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function destroy_black_hole(entity,player,robot)
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local slave = nil
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if global.black_hole.base then
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if global.black_hole.base[entity.unit_number] then
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if global.black_hole.base[entity.unit_number].energy then
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if global.black_hole.energy[global.black_hole.base[entity.unit_number].energy] then
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if global.black_hole.energy[global.black_hole.base[entity.unit_number].energy].entity then
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slave = global.black_hole.energy[global.black_hole.base[entity.unit_number].energy].entity
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end
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end
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end
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unregister_black_hole(entity)
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if slave then
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destroy_energy(slave)
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end
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end
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end
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global.black_hole.dirty = true
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--gr_gui.update_main()
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end
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--===================================================================================================================
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--register
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--===================================================================================================================
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function register_black_hole_base(entity)
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local unit = entity.unit_number
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global.black_hole.base[unit] = {}
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global.black_hole.base[unit].entity = entity
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global.black_hole.base[unit].energy = nil
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global.black_hole.base[unit].active = false
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--game.print("register base: "..unit)
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end
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function register_black_hole_energy(entity)
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local unit = entity.unit_number
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global.black_hole.energy[unit] = {}
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global.black_hole.energy[unit].entity = entity
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global.black_hole.energy[unit].base = nil
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global.black_hole.energy[unit].total = 0
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global.black_hole.energy[unit].stabilizers = 100
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global.black_hole.energy[unit].power_gen = 0
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global.black_hole.energy[unit].matter_consumption = 0
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global.black_hole.energy[unit].stable = 0
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--game.print("from erngy make: "..unit)
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end
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function link_base_energy(base_entity,energy)
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local unit_base = base_entity.unit_number
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local unit_energy = energy.unit_number
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if global.black_hole.base[unit_base] then
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if global.black_hole.energy[unit_energy] then
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global.black_hole.base[unit_base].energy = unit_energy
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global.black_hole.energy[unit_energy].base = unit_base
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global.black_hole.base[unit_base].active = true
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end
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end
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end
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--===================================================================================================================
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--unregister
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--===================================================================================================================
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function unregister_black_hole(entity)
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local unit = entity.unit_number
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if global.black_hole.base[unit].energy then
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--game.print("unregister base.energy: "..global.black_hole.base[unit].energy)
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unregister_black_hole_energy(nil,global.black_hole.base[unit].energy)
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unregister_black_hole_base(entity,nil)
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else
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--game.print("2")
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unregister_black_hole_base(entity,nil)
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end
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end
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function unregister_black_hole_base(entity,unitin)
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local unit = nil
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if entity then
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unit = entity.unit_number
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else
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unit = unitin
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end
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global.black_hole.base[unit] = nil
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--game.print(unit)
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if global.black_hole.energy then
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for i,v in pairs(global.black_hole.energy) do
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if global.black_hole.energy[i].base == unit then
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global.black_hole.energy[i].base = nil
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end
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end
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end
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end
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function unregister_black_hole_energy(entity,unitin)
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local unit = nil
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if entity then
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unit = entity.unit_number
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--game.print("entity")
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else
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unit = unitin
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--game.print("unitin")
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end
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global.black_hole.energy[unit] = nil
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if global.black_hole.base then
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for i,v in pairs(global.black_hole.base) do
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if global.black_hole.base[i].energy == unit then
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global.black_hole.base[i].energy = nil
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global.black_hole.base[i].active = false
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end
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end
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end
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end
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--===================================================================================================================
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--slaves
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--===================================================================================================================
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function create_black_hole_energy(base_entity)
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local pos = base_entity.position
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local slave = base_entity.surface.create_entity{
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name = 'gr_black_hole_energy_entity',
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position = pos,
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force = base_entity.force
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}
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slave.destructible = false
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return slave
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end
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function destroy_energy(entity)
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entity.destroy()
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end
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--===================================================================================================================
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--update
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--===================================================================================================================
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function black_hole_base_update()
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if global.black_hole then
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if global.black_hole.base then
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for i,v in pairs(global.black_hole.base) do
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if global.black_hole.base[i].entity then
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if global.black_hole.base[i].entity.valid then
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if global.black_hole.base[i].energy then
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local energy = global.black_hole.base[i].energy
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local entity = global.black_hole.base[i].entity
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local inv = entity.get_inventory(defines.inventory.chest)
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local total = global.black_hole.energy[energy].total
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local stable = global.black_hole.energy[energy].stable
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local power_gen, matter_consumption = calc_black_hole_stats(stable)
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local new_matter = inv.get_item_count() - inv.get_item_count("gr_materials_stabilizer_item")
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local new_stabilizer = inv.get_item_count("gr_materials_stabilizer_item")
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stable = stable - 1
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if total then
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if stabilizer then
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stable = stable + new_stabilizer
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end
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end
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if stable >= 100 then
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stable = 100
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end
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total = total - matter_consumption + new_matter
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global.black_hole.energy[energy].power_gen = power_gen
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global.black_hole.energy[energy].matter_consumption = matter_consumption
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global.black_hole.energy[energy].stable = stable
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global.black_hole.energy[energy].total = total
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--game.print(stable.." "..power_gen.." "..total)
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black_hole_make_energy(energy, power_gen)
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inv.clear()
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if (total <= 0) or (stable <= 0) then
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global.black_hole.counter = global.black_hole.counter + 1
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if global.black_hole.counter == 10 then
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local energy_entity = global.black_hole.energy[energy].entity
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unregister_black_hole_energy(energy_entity)
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energy_entity.destroy()
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global.black_hole.counter = 0
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end
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end
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global.black_hole.dirty = true
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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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end
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--===================================================================================================================
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--util
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--===================================================================================================================
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function can_make_black_hole_energy(entity)
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if entity.valid then
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inv = entity.get_inventory(defines.inventory.chest)
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total = inv.get_item_count() - inv.get_item_count("gr_materials_stabilizer_item")
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stabilizer = inv.get_item_count("gr_materials_stabilizer_item")
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if (stabilizer >= 100) and (total >= 1000) then
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return true
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else
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return false
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end
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end
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end
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function calc_black_hole_stats(stable)
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-- power_gen: Power gen/s in MW
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-- matter_consumption: matter consumed/s
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-- stable: max 100, each stabilizer put in will add 1 stable regardless
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-- every 10 ticks - 1
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local matter_consumption_rate = black_hole_stable_function(stable)
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local power_gen = black_hole_energy_function(matter_consumption_rate)
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return power_gen, matter_consumption_rate
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end
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function black_hole_stable_function(stable)
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--stable from 0 to 100
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if stable <= 0 then
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return 0
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end
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return stable
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end
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function black_hole_energy_function(matter_consumption_rate)
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if matter_consumption_rate <= 0 then
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return 0
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end
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return (matter_consumption_rate * matter_consumption_rate * matter_consumption_rate) * 64 * 1000 * 0.3
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end
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function black_hole_make_energy(energy, power_gen)
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if global.black_hole.energy[energy].entity then
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if global.black_hole.energy[energy].entity.valid then
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--game.print("spawn energy: "..power_gen.."W")
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local entity = global.black_hole.energy[energy].entity
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entity.power_production = power_gen
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end
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end
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end
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--TODO
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--k2 fix
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--KI tech description
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36
scripts/gravitation/gr_make_white_hole_recipes.lua
Normal file
36
scripts/gravitation/gr_make_white_hole_recipes.lua
Normal file
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function gr_make_white_hole_recipe(item)
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local blank = {
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name = 'blank',
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type = 'recipe',
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enabled = 'true',
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hidden = 'true',
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allow_as_intermediate = 'false',
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category = 'gr_white_hole_category',
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ingredients = {
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{'blank',1}
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},
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result = 'blank',
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result_count = 2,
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energy_required = 10,
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}
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blank["name"] = "gr_white_hole_cycle_"..item.."_recipe"
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blank["ingredients"] = {
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{item,1}
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}
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blank["result"] = item
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--table.insert(data.raw.recipe, base)
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data:extend({blank})
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end
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function gr_white_hole_recipe_generator()
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local items = data.raw.item
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for i,v in pairs(items) do
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if data.raw.item[i].stack_size > 1 then
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gr_make_white_hole_recipe(data.raw.item[i].name)
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end
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end
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end
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gr_white_hole_recipe_generator()
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305
scripts/gravitation/gui.lua
Normal file
305
scripts/gravitation/gui.lua
Normal file
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@ -0,0 +1,305 @@
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require('scripts/gravitation/gr_black_hole_script')
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local mod_gui = require("mod-gui")
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local gr_gui = {}
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function gr_gui.add_black_hole_gui(e,update)
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local player = nil
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local id = nil
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local active = true
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local total = nil
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local stabilizer = nil
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local power_gen = 0
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local matter_consumption = 0
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local stable = 0
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local totalmatter = 0
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if update then
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player = e
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id = global.black_hole.gui.id
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if global.black_hole.base[id] then
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active = global.black_hole.base[id].active
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local entity = global.black_hole.base[id].entity
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local inv = entity.get_inventory(defines.inventory.chest)
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total = inv.get_item_count() - inv.get_item_count("gr_materials_stabilizer_item")
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stabilizer = inv.get_item_count("gr_materials_stabilizer_item")
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if global.black_hole.base[id].energy then
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local energy = global.black_hole.base[id].energy
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power_gen = global.black_hole.energy[energy].power_gen
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matter_consumption = global.black_hole.energy[energy].matter_consumption
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stable = global.black_hole.energy[energy].stable
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totalmatter = global.black_hole.energy[energy].total
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end
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end
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else
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player = game.get_player(e["player_index"])
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id = e["entity"].unit_number
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if global.black_hole.base[id] then
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active = global.black_hole.base[id].active
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local entity = global.black_hole.base[id].entity
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local inv = entity.get_inventory(defines.inventory.chest)
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total = inv.get_item_count() - inv.get_item_count("gr_materials_stabilizer_item")
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stabilizer = inv.get_item_count("gr_materials_stabilizer_item")
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if global.black_hole.base[id].energy then
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local energy = global.black_hole.base[id].energy
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power_gen = global.black_hole.energy[energy].power_gen
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matter_consumption = global.black_hole.energy[energy].matter_consumption
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stable = global.black_hole.energy[energy].stable
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totalmatter = global.black_hole.energy[energy].total
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end
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end
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end
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--====================================
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--destroy and clear
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--====================================
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if player.gui.left["main248kblackholeframe"] then
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player.gui.left["main248kblackholeframe"].destroy()
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global.black_hole.gui = {}
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return
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end
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if global.black_hole then
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if global.black_hole.base then
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if not global.black_hole.base[id] then
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if player.gui.left["main248kblackholeframe"] then
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player.gui.left["main248kblackholeframe"].destroy()
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global.black_hole.gui = {}
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return
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else
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return
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end
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end
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end
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||||
end
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local main248kblackholeframe = player.gui.left.add({
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type = "frame",
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name = "main248kblackholeframe",
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caption = "Black hole generator: "
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||||
})
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main248kblackholeframe.style.minimal_height = 10
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main248kblackholeframe.style.minimal_width = 10
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main248kblackholeframe.style.maximal_width = 320
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local main248kblackholecontentframe = main248kblackholeframe.add({
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type = "frame",
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name = "main248kblackholecontentframe",
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direction = "vertical",
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||||
style = "inside_shallow_frame_with_padding"
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})
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||||
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||||
local main248kblackholeonframe = main248kblackholecontentframe.add({
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type = "frame",
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||||
name = "main248kblackholeonframe",
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||||
caption = "Status ",
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||||
direction = "horizontal",
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||||
style = "bordered_frame"
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||||
})
|
||||
|
||||
|
||||
--local main248kblackholeontextfield = main248kblackholeonframe.add({
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||||
-- type = "textfield",
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||||
-- name = "main248kblackholeontextfield",
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||||
-- numeric = "true",
|
||||
-- text = channel
|
||||
--})
|
||||
--main248kblackholeontextfield.style.maximal_width = 30
|
||||
|
||||
local main248kblackholeonbutton = nil
|
||||
if active == false then
|
||||
main248kblackholeonbutton = main248kblackholeonframe.add({
|
||||
type = "button",
|
||||
name = "main248kblackholeonbutton",
|
||||
caption = "Start",
|
||||
style = "confirm_button"
|
||||
})
|
||||
else
|
||||
main248kblackholeonbutton = main248kblackholeonframe.add({
|
||||
type = "button",
|
||||
name = "main248kblackholeonbutton",
|
||||
caption = "Stop",
|
||||
style = "red_confirm_button"
|
||||
})
|
||||
end
|
||||
|
||||
local main248kblackholestabilizerframe = main248kblackholecontentframe.add({
|
||||
type = "frame",
|
||||
name = "main248kblackholestabilizerframe",
|
||||
caption = "Core stabilizers: ",
|
||||
direction = "horizontal",
|
||||
style = "bordered_frame"
|
||||
})
|
||||
|
||||
local main248kblackholestabilizerbar = main248kblackholestabilizerframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholestatstabilizerbar",
|
||||
--caption = "Core stabilizers: ",
|
||||
value = stabilizer/100,
|
||||
direction = "horizontal",
|
||||
style = "electric_satisfaction_in_description_progressbar"
|
||||
})
|
||||
|
||||
local main248kblackholetotalframe = main248kblackholecontentframe.add({
|
||||
type = "frame",
|
||||
name = "main248kblackholetotalframe",
|
||||
caption = "Consumable matter: ",
|
||||
direction = "horizontal",
|
||||
style = "bordered_frame"
|
||||
})
|
||||
local main248kblackholetotalbar = nil
|
||||
if active == false then
|
||||
main248kblackholetotalbar = main248kblackholetotalframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholetotalbar",
|
||||
--caption = "Consumable matter: ",
|
||||
value = total/1000,
|
||||
direction = "horizontal",
|
||||
style = "electric_satisfaction_in_description_progressbar"
|
||||
})
|
||||
else
|
||||
main248kblackholetotalbar = main248kblackholetotalframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholetotalbar",
|
||||
--caption = "Consumable matter: ",
|
||||
value = totalmatter/10000,
|
||||
direction = "horizontal",
|
||||
style = "electric_satisfaction_in_description_progressbar"
|
||||
})
|
||||
end
|
||||
|
||||
local main248kblackholestableframe = main248kblackholecontentframe.add({
|
||||
type = "frame",
|
||||
name = "main248kblackholestableframe",
|
||||
caption = "Reactor stability: ",
|
||||
direction = "horizontal",
|
||||
style = "bordered_frame"
|
||||
})
|
||||
|
||||
local main248kblackholestablebar = main248kblackholestableframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholestablebar",
|
||||
--caption = "Consumable matter: ",
|
||||
value = stable/100,
|
||||
direction = "horizontal",
|
||||
style = "electric_satisfaction_statistics_progressbar"
|
||||
})
|
||||
|
||||
local main248kblackholeconsumptionframe = main248kblackholecontentframe.add({
|
||||
type = "frame",
|
||||
name = "main248kblackholeconsumptionframe",
|
||||
caption = "Matter consumption: ",
|
||||
direction = "horizontal",
|
||||
style = "bordered_frame"
|
||||
})
|
||||
|
||||
local main248kblackholeconsumptionbar = main248kblackholeconsumptionframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholeconsumptionbar",
|
||||
--caption = "Consumable matter: ",
|
||||
value = matter_consumption/100,
|
||||
direction = "horizontal",
|
||||
style = "production_progressbar"
|
||||
})
|
||||
|
||||
local main248kblackholepowerframe = main248kblackholecontentframe.add({
|
||||
type = "frame",
|
||||
name = "main248kblackholepowerframe",
|
||||
caption = "Power gen. rate: ",
|
||||
direction = "horizontal",
|
||||
style = "bordered_frame"
|
||||
})
|
||||
|
||||
local main248kblackholepowerbar = main248kblackholepowerframe.add({
|
||||
type = "progressbar",
|
||||
name = "main248kblackholepowerbar",
|
||||
--caption = "Consumable matter: ",
|
||||
value = power_gen/19000000000,
|
||||
direction = "horizontal",
|
||||
style = "production_progressbar"
|
||||
})
|
||||
|
||||
global.black_hole.gui.frame = main248kblackholeframe
|
||||
global.black_hole.gui.id = id
|
||||
global.black_hole.gui.active = active
|
||||
end
|
||||
|
||||
--=================================================================================
|
||||
--on click
|
||||
--=================================================================================
|
||||
|
||||
function gr_gui.on_change(e)
|
||||
local player = game.get_player(e["player_index"])
|
||||
if e["element"] then
|
||||
if e["element"].valid then
|
||||
local element = e["element"].name
|
||||
|
||||
if element == "main248kblackholeonbutton" then
|
||||
if global.black_hole then
|
||||
if global.black_hole.gui then
|
||||
if not global.black_hole.gui.active then
|
||||
if global.black_hole.gui.id then
|
||||
local id = global.black_hole.gui.id
|
||||
|
||||
if global.black_hole.base then
|
||||
if global.black_hole.base[id] then
|
||||
if global.black_hole.base[id].entity then
|
||||
if can_make_black_hole_energy(global.black_hole.base[id].entity) then
|
||||
make_black_hole_energy(global.black_hole.base[id].entity)
|
||||
gr_gui.update_main()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if global.black_hole.gui.active then
|
||||
if global.black_hole.gui.id then
|
||||
local id = global.black_hole.gui.id
|
||||
|
||||
if global.black_hole.base then
|
||||
if global.black_hole.base[id] then
|
||||
if global.black_hole.base[id].entity then
|
||||
if global.black_hole.base[id].active then
|
||||
if global.black_hole.base[id].energy then
|
||||
local energy_unit = global.black_hole.base[id].energy
|
||||
local energy_entity = global.black_hole.energy[energy_unit].entity
|
||||
unregister_black_hole_energy(energy_entity)
|
||||
energy_entity.destroy()
|
||||
global.black_hole.counter = 0
|
||||
gr_gui.update_main()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--=================================================================================
|
||||
--update
|
||||
--=================================================================================
|
||||
|
||||
function gr_gui.update_main()
|
||||
for i,v in pairs(game.players) do
|
||||
if game.players[i].gui.left["main248kblackholeframe"] then
|
||||
game.players[i].gui.left["main248kblackholeframe"].destroy()
|
||||
gr_gui.add_black_hole_gui(game.players[i],true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return gr_gui
|
Loading…
Add table
Add a link
Reference in a new issue