local Public = {} local outlander_color = {150, 150, 150} local outlander_chat_color = {170, 170, 170} local item_drop_radius = 1.65 local function can_force_accept_member(force) local town_centers = global.towny.town_centers local size_of_town_centers = global.towny.size_of_town_centers local member_limit = 0 if size_of_town_centers <= 1 then return true end for _, town in pairs(town_centers) do member_limit = member_limit + #town.market.force.connected_players end member_limit = math.floor(member_limit / size_of_town_centers) + 4 if #force.connected_players >= member_limit then game.print(">> Town " .. force.name .. " has too many settlers! Current limit (" .. member_limit .. ")" , {255, 255, 0}) return end return true end function Public.set_player_color(player) if player.force.index == 1 then player.color = outlander_color player.chat_color = outlander_chat_color return end local town_center = global.towny.town_centers[player.force.name] if not town_center then return end player.color = town_center.color player.chat_color= town_center.color end function Public.set_town_color(event) if event.command ~= "color" then return end local player = game.players[event.player_index] if player.force.index == 1 then player.color = outlander_color player.chat_color = outlander_chat_color return end local town_center = global.towny.town_centers[player.name] if not town_center then Public.set_player_color(player) return end town_center.color = {player.color.r, player.color.g, player.color.b} rendering.set_color(town_center.town_caption, town_center.color) for _, p in pairs(player.force.players) do Public.set_player_color(p) end end function Public.set_all_player_colors() for _, p in pairs(game.connected_players) do Public.set_player_color(p) end end function Public.add_player_to_town(player, town_center) player.force = town_center.market.force game.permissions.get_group("Default").add_player(player) player.tag = "" Public.set_player_color(player) end function Public.give_outlander_items(player) player.insert({name = "stone-furnace", count = 1}) player.insert({name = "small-plane", count = 1}) player.insert({name = "raw-fish", count = 3}) player.insert({name = "coal", count = 3}) end function Public.set_player_to_outlander(player) player.force = game.forces.player game.permissions.get_group("outlander").add_player(player) player.tag = "[Outlander]" Public.set_player_color(player) end local function ally_outlander(player, target) local requesting_force = player.force local target_force = target.force if requesting_force.index ~= 1 and target_force.index ~= 1 then return end if requesting_force.index == 1 and target_force.index == 1 then return true end if requesting_force.index == 1 then global.towny.requests[player.index] = target_force.name local target_player = false if target.type == "character" then target_player = target.player else target_player = game.players[target_force.name] end if target_player then if global.towny.requests[target_player.index] then if global.towny.requests[target_player.index] == player.name then if global.towny.town_centers[target_force.name] then if not can_force_accept_member(target_force) then return true end game.print(">> " .. player.name .. " has settled in " .. target_force.name .. "'s Town!", {255, 255, 0}) Public.add_player_to_town(player, global.towny.town_centers[target_force.name]) return true end end end end game.print(">> " .. player.name .. " wants to settle in " .. target_force.name .. " Town!", {255, 255, 0}) return true end if target_force.index == 1 then if target.type ~= "character" then return true end local target_player = target.player if not target_player then return true end global.towny.requests[player.index] = target_player.name if global.towny.requests[target_player.index] then if global.towny.requests[target_player.index] == player.force.name then if not can_force_accept_member(player.force) then return true end if player.force.name == player.name then game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into their Town!", {255, 255, 0}) else game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into" .. player.force.name .. "'s Town!", {255, 255, 0}) end Public.add_player_to_town(target_player, global.towny.town_centers[player.force.name]) return true end end if player.force.name == player.name then game.print(">> " .. player.name .. " is inviting " .. target_player.name .. " into their Town!", {255, 255, 0}) else game.print(">> " .. player.name .. " is inviting " .. target_player.name .. " into " .. player.force.name .. "'s Town!", {255, 255, 0}) end return true end end local function ally_neighbour_towns(player, target) local requesting_force = player.force local target_force = target.force if target_force.get_friend(requesting_force) and requesting_force.get_friend(target_force) then return end requesting_force.set_friend(target_force, true) game.print(">> Town " .. requesting_force.name .. " has set " .. target_force.name .. " as their friend!", {255, 255, 0}) if target_force.get_friend(requesting_force) then game.print(">> The towns " .. requesting_force.name .. " and " .. target_force.name .. " have formed an alliance!", {255, 255, 0}) end end function Public.ally_town(player, item) local position = item.position local surface = player.surface local area = {{position.x - item_drop_radius, position.y - item_drop_radius}, {position.x + item_drop_radius, position.y + item_drop_radius}} local requesting_force = player.force local target = false for _, e in pairs(surface.find_entities_filtered({type = {"character", "market"}, area = area})) do if e.force.name ~= requesting_force.name then target = e break end end if not target then return end if target.force.index == 2 or target.force.index == 3 then return end if ally_outlander(player, target) then return end ally_neighbour_towns(player, target) end function Public.declare_war(player, item) local position = item.position local surface = player.surface local area = {{position.x - item_drop_radius, position.y - item_drop_radius}, {position.x + item_drop_radius, position.y + item_drop_radius}} local requesting_force = player.force local target = surface.find_entities_filtered({type = {"character", "market"}, area = area})[1] if not target then return end local target_force = target.force if target_force.index <= 3 then return end if requesting_force.name == target_force.name then if player.name ~= target.force.name then Public.set_player_to_outlander(player) game.print(">> " .. player.name .. " has abandoned " .. target_force.name .. "'s Town!", {255, 255, 0}) global.towny.requests[player.index] = nil end if player.name == target.force.name then if target.type ~= "character" then return end local target_player = target.player if not target_player then return end if target_player.index == player.index then return end Public.set_player_to_outlander(target_player) game.print(">> " .. player.name .. " has banished " .. target_player.name .. " from their Town!", {255, 255, 0}) global.towny.requests[player.index] = nil end return end if requesting_force.index == 1 then return end requesting_force.set_friend(target_force, false) target_force.set_friend(requesting_force, false) game.print(">> " .. player.name .. " has dropped the coal! Town " .. target_force.name .. " and " .. requesting_force.name .. " are now at war!", {255, 255, 0}) end local radius = 96 function Public.reveal_entity_to_all(entity) local chart_area = {{entity.position.x - radius, entity.position.y - radius}, {entity.position.x + radius, entity.position.y + radius}} local surface = entity.surface for _, force in pairs(game.forces) do force.chart(surface, chart_area) end end local function delete_chart_tag_for_all_forces(market) local forces = game.forces local position = market.position local surface = market.surface for _, force in pairs(forces) do local tags = force.find_chart_tags(surface, {{position.x - 0.1, position.y - 0.1}, {position.x + 0.1, position.y + 0.1}}) local tag = tags[1] if tag then if tag.icon.name == "stone-furnace" then tag.destroy() end end end end local function add_chart_tag(force, market) local position = market.position local tags = force.find_chart_tags(market.surface, {{position.x - 0.1, position.y - 0.1}, {position.x + 0.1, position.y + 0.1}}) if tags[1] then return end force.add_chart_tag(market.surface, {icon = {type = 'item', name = 'stone-furnace'}, position = position, text = market.force.name .. "'s Town"}) end function Public.update_town_chart_tags() local town_centers = global.towny.town_centers local forces = game.forces for _, town_center in pairs(town_centers) do local market = town_center.market for _, force in pairs(forces) do if force.is_chunk_visible(market.surface, town_center.chunk_position) then add_chart_tag(force, market) end end end end function Public.add_new_force(force_name) local force = game.create_force(force_name) force.research_queue_enabled = true force.share_chart = true force.technologies["atomic-bomb"].enabled = false force.technologies["explosive-rocketry"].enabled = false force.technologies["rocketry"].enabled = false force.technologies["artillery-shell-range-1"].enabled = false force.technologies["artillery-shell-speed-1"].enabled = false force.set_ammo_damage_modifier("landmine", -0.6) force.set_ammo_damage_modifier("artillery-shell", -0.75) end function Public.kill_force(force_name) local force = game.forces[force_name] local market = global.towny.town_centers[force_name].market local surface = market.surface surface.create_entity({name = "big-artillery-explosion", position = market.position}) for _, player in pairs(force.players) do if player.character then player.character.die() else global.towny.requests[player.index] = "kill-character" end player.force = game.forces.player end for _, e in pairs(surface.find_entities_filtered({force = force_name})) do if e.valid then if e.type == "wall" or e.type == "gate" then e.die() end end end game.merge_forces(force_name, "neutral") global.towny.town_centers[force_name] = nil global.towny.size_of_town_centers = global.towny.size_of_town_centers - 1 delete_chart_tag_for_all_forces(market) Public.reveal_entity_to_all(market) game.print(">> " .. force_name .. "'s town has fallen! [gps=" .. math.floor(market.position.x) .. "," .. math.floor(market.position.y) .. "]", {255, 255, 0}) end local player_force_disabled_recipes = {"lab", "automation-science-pack", "stone-brick"} local player_force_enabled_recipes = {"submachine-gun", "assembling-machine-1", "small-lamp", "shotgun", "shotgun-shell", "underground-belt", "splitter", "steel-plate", "car", "cargo-wagon", "constant-combinator", "engine-unit", "green-wire", "locomotive", "rail", "train-stop"} function Public.setup_player_force() local p = game.permissions.create_group("outlander") for action_name, _ in pairs(defines.input_action) do p.set_allows_action(defines.input_action[action_name], true) end local defs = { defines.input_action.start_research, } for _, d in pairs(defs) do p.set_allows_action(d, false) end local force = game.forces.player local recipes = force.recipes for k, recipe_name in pairs(player_force_disabled_recipes) do recipes[recipe_name].enabled = false end for k, recipe_name in pairs(player_force_enabled_recipes) do recipes[recipe_name].enabled = true end force.set_ammo_damage_modifier("landmine", -0.6) force.set_ammo_damage_modifier("artillery-shell", -0.75) end return Public