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community_comforts.lua
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260 lines (250 loc) · 9.55 KB
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--------------------------------------------------------------------
--------------------------------------------------------------------
-- Comfortscripte --
--------------------------------------------------------------------
--------------------------------------------------------------------
--------------------------------------------------------------------
-- Color Table by Noigi
--------------------------------------------------------------------
gvCol = {
beige = "@color:190,190,150",
blau = "@color:0,0,255",
dunkelbraun = "@color:100,80,25",
dunkelgrau = "@color:120,120,120",
dunkelgruen = "@color:0,100,0",
gelb = "@color:255,232,0",
gruen = "@color:0,255,0",
hellblau1 = "@color:160,220,255",
hellblau2 = "@color:140,190,245",
hellbraun = "@color:130,110,55",
hellgrau = "@color:170,170,170",
lila = "@color:200,0,200",
orange = "@color:255,130,0",
rot = "@color:255,0,0",
schwarz = "@color:0,0,0",
space = "@color:0,0,0,0",
tuerkis = "@color:0,180,180",
TUTgruen = "@color:90,190,20",
TTgelb = "@color:255,200,0",
TTrot = "@color:200,60,0",
weiss = "@color:255,255,255",
----------------------------------------------
p1 = "@color:15,64,255",
p2 = "@color:226,0,0",
p3 = "@color:235,255,53",
p4 = "@color:0,235,209",
p5 = "@color:252,164,39",
p6 = "@color:178,2,255",
p7 = "@color:255,79,200",
p8 = "@color:115,209,65",
p9 = "@color:0,140,2",
p10 = "@color:184,184,184",
p11 = "@color:184,182,90",
p12 = "@color:136,136,136",
p13 = "@color:230,230,230",
p14 = "@color:57,57,57",
p15 = "@color:139,232,255",
p16 = "@color:255,150,214",
}
--------------------------------------------------------------------
function round(x)
if math.mod(x, 2) ~= 0.5 then
return math.floor(x+0.5)
end
return x-0.5
end
--------------------------------------------------------------------
function SucheAufDerWelt(_player, _entity, _groesse, _punkt)
local punktX1, punktX2, punktY1, punktY2, data
local gefunden = {}
local rueck
if not _groesse then
_groesse = Logic.WorldGetSize()
end
if not _punkt then
_punkt = {X = _groesse/2, Y = _groesse/2}
end
if _player == 0 then
data ={Logic.GetEntitiesInArea(_entity, _punkt.X, _punkt.Y, math.floor(_groesse * 0.71), 16)}
else
data ={Logic.GetPlayerEntitiesInArea(_player,_entity, _punkt.X, _punkt.Y, math.floor(_groesse * 0.71), 16)}
end
if data[1] >= 16 then -- Aufteilen angesagt
local _klgroesse = _groesse / 2
-- Ausgangspunkt ist _punkt
-- _punkt verteilen
local punktX1 = _punkt.X - _groesse / 4
local punktX2 = _punkt.X + _groesse / 4
local punktY1 = _punkt.Y - _groesse / 4
local punktY2 = _punkt.Y + _groesse / 4
rueck = SucheAufDerWelt(_player, _entity, _klgroesse, {X=punktX1,Y=punktY1})
for i = 1, table.getn(rueck) do
if not IstDrin(rueck[i], gefunden) then
table.insert(gefunden, rueck[i])
end
end
rueck = SucheAufDerWelt(_player, _entity, _klgroesse, {X=punktX1,Y=punktY2})
for i = 1, table.getn(rueck) do
if not IstDrin(rueck[i], gefunden) then
table.insert(gefunden, rueck[i])
end
end
rueck = SucheAufDerWelt(_player, _entity, _klgroesse, {X=punktX2,Y=punktY1})
for i = 1, table.getn(rueck) do
if not IstDrin(rueck[i], gefunden) then
table.insert(gefunden, rueck[i])
end
end
rueck = SucheAufDerWelt(_player, _entity, _klgroesse, {X=punktX2,Y=punktY2})
for i = 1, table.getn(rueck) do
if not IstDrin(rueck[i], gefunden) then
table.insert(gefunden, rueck[i])
end
end
else
table.remove(data,1)
for i = 1, table.getn(data) do
if not IstDrin(data[i], gefunden) then
table.insert(gefunden, data[i])
end
end
end
return gefunden
end
function IstDrin(_wert, _table)
for i = 1, table.getn(_table) do
if _table[i] == _wert then
return true
end
end
return false
end
--------------------------------------------------------------------
-- Tribut Funktion
--------------------------------------------------------------------
function AddTribute( _tribute )
assert( type( _tribute ) == "table", "Tribut muß ein Table sein" );
assert( type( _tribute.text ) == "string", "Tribut.text muß ein String sein" );
assert( type( _tribute.cost ) == "table", "Tribut.cost muß ein Table sein" );
assert( type( _tribute.playerId ) == "number", "Tribut.playerId muß eine Nummer sein" );
assert( not _tribute.Tribute , "Tribut.Tribute darf nicht vorbelegt sein");
uniqueTributeCounter = uniqueTributeCounter or 1;
_tribute.Tribute = uniqueTributeCounter;
uniqueTributeCounter = uniqueTributeCounter + 1;
local tResCost = {};
for k, v in pairs( _tribute.cost ) do
assert( ResourceType[k] );
assert( type( v ) == "number" );
table.insert( tResCost, ResourceType[k] );
table.insert( tResCost, v );
end
Logic.AddTribute( _tribute.playerId, _tribute.Tribute, 0, 0, _tribute.text, unpack( tResCost ) );
SetupTributePaid( _tribute );
return _tribute.Tribute;
end
--------------------------------------------------------------------
----------------------Umlaut Zusatz Funktion------------------------
--------------------------------------------------------------------
function Umlaute( _text )
local texttype = type( _text );
if texttype == "string" then
_text = string.gsub( _text, "ä", "\195\164" );
_text = string.gsub( _text, "ö", "\195\182" );
_text = string.gsub( _text, "ü", "\195\188" );
_text = string.gsub( _text, "ß", "\195\159" );
_text = string.gsub( _text, "Ä", "\195\132" );
_text = string.gsub( _text, "Ö", "\195\150" );
_text = string.gsub( _text, "Ü", "\195\156" );
return _text;
elseif texttype == "table" then
for k,v in _text do
_text[k] = Umlaute( v );
end
return _text;
else
return _text;
end
end
--------------------------------------------------------------------
-- Effects
--------------------------------------------------------------------
function CreateEffect( _player, _type, _position )
assert(type(_player) == "number" and _player >= 1 and _player <= 8 and type(_type) == "number", "fatal error: wrong input: _player or _type (function CreateEffect())");
assert((type(_position) == "table" and type(_position.X) == "number" and type(_position.Y) == "number") or type(_position) == "number" or type(_position) == "string", "fatal error: wrong input: _position (function CreateEffect())");
if type(_position) == "table" then
assert(_position.X >= 0 and _position.Y >= 0 and _position.X < Logic.WorldGetSize() and _position.Y < Logic.WorldGetSize(), "error: wrong position-statement (function CreateEffect())" );
local effect = Logic.CreateEffect(_type, _position.X, _position.Y, _player);
return effect;
elseif type(_position) == "string" then
local id = GetEntityId(_position);
assert(IsExisting(id), "error: entity is dead or not existing (function CreateEffect())");
local position = GetPosition(id);
local effect = Logic.CreateEffect(_type, position.X, position.Y, _player);
return effect;
else
assert(IsExisting(_position), "error: entity is dead or not existing (function CreateEffect())");
local position = GetPosition(_position);
local effect = Logic.CreateEffect(_type, position.X, position.Y, _player);
return effect;
end
end
function DestroyEffect( _effect )
assert(type(_effect) == "number", "fatal error: wrong input: _effect (function DestroyEffect()");
Logic.DestroyEffect( _effect );
end
--------------------------------------------------------------------
-- Ist Feind/Freund in der Nähe
--------------------------------------------------------------------
function AreEnemiesInArea( _player, _position, _range)
return AreEntitiesOfDiplomacyStateInArea( _player, _position, _range, Diplomacy.Hostile )
end
function AreAlliesInArea( _player, _position, _range)
return AreEntitiesOfDiplomacyStateInArea( _player, _position, _range, Diplomacy.Friendly )
end
function AreEntitiesOfDiplomacyStateInArea( _player, _position, _range, _state )
for i = 1,8 do
if Logic.GetDiplomacyState( _player, i) == _state then
if AreEntitiesInArea( i, 0, _position, _range, 1) then
return true
end
end
end
return false
end
--------------------------------------------------------------------
-- Zufallszahl
--------------------------------------------------------------------
function SetSeed(_seed)
gvRandomseed = true
math.randomseed(_seed)
end
function GetRandom(_min,_max,_seed)
if not _max then
_max = _min;
_min = 1;
end
assert( (type(_min) == "number" and type(_max) == "number"), "GetRandom: Invalid Input!" )
_min = round(_min);
_max = round(_max);
if not gvRandomseed then
local seed = "";
gvRandomseed = true;
if XNetwork and XNetwork.Manager_DoesExist() == 1 then
local humanPlayer = XNetwork.GameInformation_GetMapMaximumNumberOfHumanPlayer();
for i = 1, humanPlayer do
if XNetwork.GameInformation_IsHumanPlayerAttachedToPlayerID( i ) == 1 then
seed = seed .. tostring(XNetwork.GameInformation_GetLogicPlayerUserName( i ));
end
end
else
seed = XGUIEng.GetSystemTime();
end
theSeed = seed
math.randomseed(seed);
end
if _min >= _max then
return _min;
else
return math.random(_min, _max);
end
end