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anarchy map > dynamic player spawns

This commit is contained in:
MewMew 2019-01-12 01:37:54 +01:00
parent 5ccaacd643
commit d7287ae104
4 changed files with 24 additions and 5 deletions

@ -12,7 +12,7 @@ require "score"
---- enable modules here ----
--require "maps.tools.map_pregen"
--require "maps.tools.cheat_mode"
require "maps.tools.cheat_mode"
--require "maps.modules.hunger"
--require "maps.modules.fish_respawner"
--require "maps.modules.rocket_launch_always_yields_science"
@ -35,7 +35,7 @@ require "score"
--require "maps.spiral_troopers"
--require "maps.fish_defender"
--require "maps.crossing"
--require "maps.anarchy"
require "maps.anarchy"
--require "maps.spaghettorio"
--require "maps.deep_jungle"
--require "maps.lost_desert"

@ -2,6 +2,8 @@
require "maps.anarchy_map_intro"
require "maps.modules.anarchy_mode"
require "maps.modules.dynamic_player_spawn"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'

@ -1,9 +1,11 @@
local event = require 'utils.event'
local main_caption = " --Anarchy-- "
local sub_caption = " finally.. true freedum.. "
local info = [[
Use the [Group] button to Join / Create a group to play!
local sub_caption = " finally.. freedum.. "
local info = [[
Join / Create a group to play!!
Use the [Group] button!
Use /s yourmessage in chat for global chat.

@ -0,0 +1,15 @@
-- this automatically sets player's force spawn point to where a lot of buildings are
local event = require 'utils.event'
local valid_types = {"boiler", "container", "furnace", "generator", "logistic-container", "mining-drill", "offshore-pump", "lab", "assembling-machine"}
local function on_built_entity(event)
local player = game.players[event.player_index]
local area = {{event.created_entity.position.x - 12, event.created_entity.position.y - 12}, {event.created_entity.position.x + 12, event.created_entity.position.y + 12}}
if player.surface.count_entities_filtered({area = area, force = player.force, type = valid_types}) > 12 then
player.force.set_spawn_position(player.position, player.surface)
end
end
event.add(defines.events.on_built_entity, on_built_entity)