local Public = {} local math_random = math.random Public.starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25} function Public.set_force_attributes() game.forces.west.set_friend("spectator", true) game.forces.east.set_friend("spectator", true) game.forces.spectator.set_friend("west", true) game.forces.spectator.set_friend("east", true) game.forces.west.share_chart = true game.forces.east.share_chart = true game.forces.west.research_queue_enabled = true game.forces.west.technologies["artillery"].enabled = false game.forces.west.technologies["artillery-shell-range-1"].enabled = false game.forces.west.technologies["artillery-shell-speed-1"].enabled = false game.forces.east.research_queue_enabled = true game.forces.east.technologies["artillery"].enabled = false game.forces.east.technologies["artillery-shell-range-1"].enabled = false game.forces.east.technologies["artillery-shell-speed-1"].enabled = false for _, force_name in pairs({"west", "east"}) do global.map_forces[force_name].unit_health_boost = 1 global.map_forces[force_name].unit_count = 0 global.map_forces[force_name].max_unit_count = 1024 global.map_forces[force_name].player_count = 0 end end function Public.create_forces() game.create_force("west") game.create_force("east") game.create_force("spectator") end function Public.assign_random_force_to_active_players() local player_indexes = {} for _, player in pairs(game.connected_players) do if player.force.name ~= "spectator" then player_indexes[#player_indexes + 1] = player.index end end if #player_indexes > 1 then table.shuffle_table(player_indexes) end local a = math_random(0, 1) for key, player_index in pairs(player_indexes) do if key % 2 == a then game.players[player_index].force = game.forces.west else game.players[player_index].force = game.forces.east end end end function Public.assign_force_to_player(player) player.spectator = false if math_random(1, 2) == 1 then if #game.forces.east.connected_players > #game.forces.west.connected_players then player.force = game.forces.west else player.force = game.forces.east end else if #game.forces.east.connected_players < #game.forces.west.connected_players then player.force = game.forces.east else player.force = game.forces.west end end end function Public.teleport_player_to_active_surface(player) local surface = game.surfaces[global.active_surface_index] local position if player.force.name == "spectator" then position = player.force.get_spawn_position(surface) position = {x = (position.x - 160) + math_random(0, 320), y = (position.y - 16) + math_random(0, 32)} else position = surface.find_non_colliding_position("character", player.force.get_spawn_position(surface), 48, 1) if not position then position = player.force.get_spawn_position(surface) end end player.teleport(position, surface) end function Public.put_player_into_random_team(player) if player.character then if player.character.valid then player.character.destroy() end end player.character = nil player.set_controller({type=defines.controllers.god}) player.create_character() for item, amount in pairs(Public.starting_items) do player.insert({name = item, count = amount}) end global.map_forces[player.force.name].player_count = global.map_forces[player.force.name].player_count + 1 end function Public.set_player_to_spectator(player) if player.character then player.character.die() end player.force = game.forces.spectator player.character = nil player.spectator = true player.set_controller({type=defines.controllers.spectator}) end return Public