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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/scrap_towny_ffa/team.lua
2022-12-20 13:48:28 +01:00

1155 lines
41 KiB
Lua

local Event = require 'utils.event'
local Server = require 'utils.server'
local Map = require 'maps.scrap_towny_ffa.map'
local ScenarioTable = require 'maps.scrap_towny_ffa.table'
local CombatBalance = require 'maps.scrap_towny_ffa.combat_balance'
local Public = {}
local math_random = math.random
local table_size = table.size
local string_match = string.match
local string_lower = string.lower
local math_min = math.min
local outlander_color = {150, 150, 150}
local outlander_chat_color = {170, 170, 170}
local rogue_color = {150, 150, 150}
local rogue_chat_color = {170, 170, 170}
local item_drop_radius = 1.65
local destroy_wall_types = {
['gate'] = true,
['wall'] = true
}
local destroy_military_types = {
['ammo-turret'] = true,
['artillery-turret'] = true,
['artillery-wagon'] = true,
['electric-turret'] = true,
['fluid-turret'] = true,
['lab'] = true,
['land-mine'] = true,
['logistic-robot'] = true,
['radar'] = true,
['reactor'] = true,
['roboport'] = true,
['rocket-silo'] = true
}
local destroy_robot_types = {
['combat-robot'] = true,
['construction-robot'] = true,
['logistic-robot'] = true
}
local storage_types = {
['container'] = true,
['logistic-container'] = true,
['storage-tank'] = true
}
local player_force_disabled_recipes = {
'lab',
'automation-science-pack',
'stone-brick',
'radar'
}
local all_force_enabled_recipes = {
'submachine-gun',
'shotgun',
'shotgun-shell'
}
local function update_member_limit(force)
if not force or not force.valid then
log('force nil or not valid!')
return
end
local this = ScenarioTable.get_table()
local town_centers = this.town_centers
-- Limit is increased by counting towns that are the limit
-- This will ensure no single town has many more players than another
local limit = 1
while true do
local towns_near_limit = 0
for _, town_center in pairs(town_centers) do
local players = table_size(town_center.market.force.players)
if players >= limit then
towns_near_limit = towns_near_limit + 1
end
end
if towns_near_limit >= 2 then
limit = limit + 1
else
break
end
end
this.member_limit = math_min(limit, 3)
end
local function can_force_accept_member(force)
if not force or not force.valid then
log('force nil or not valid!')
return
end
local this = ScenarioTable.get_table()
update_member_limit(force)
if #force.players >= this.member_limit then
game.print('>> Town ' .. force.name .. ' has too many settlers! Current limit: ' .. this.member_limit .. '.' .. ' The limit will increase once other towns have more settlers.', {255, 255, 0})
return false
end
return true
end
function Public.is_rogue(force)
return force.name == 'rogue'
end
function Public.is_outlander(force)
return force.name == 'player'
end
function Public.is_towny(force)
return force.name ~= 'rogue' and force.name ~= 'player'
end
function Public.has_key(index)
local this = ScenarioTable.get_table()
if this.key == nil then
this.key = {}
end
if this.key[index] ~= nil then
return this.key[index]
end
return false
end
function Public.give_key(index)
local this = ScenarioTable.get_table()
if this.key == nil then
this.key = {}
end
this.key[index] = true
end
function Public.remove_key(index)
local this = ScenarioTable.get_table()
if this.key == nil then
this.key = {}
end
this.key[index] = false
end
function Public.set_player_color(player)
if not player or not player.valid then
log('player nil or not valid!')
return
end
local this = ScenarioTable.get_table()
local force_name = player.force.name
if force_name == 'player' then
player.color = outlander_color
player.chat_color = outlander_chat_color
return
end
if force_name == 'rogue' then
player.color = rogue_color
player.chat_color = rogue_chat_color
return
end
local town_center = this.town_centers[player.force.name]
if not town_center then
return
end
player.color = town_center.color
player.chat_color = town_center.color
end
local function set_town_color(event)
local this = ScenarioTable.get_table()
if event.command ~= 'color' then
return
end
local player = game.players[event.player_index]
local force = player.force
local town_center = this.town_centers[force.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(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
local function reset_player(player)
if not player or not player.valid then
log('player nil or not valid!')
return
end
if player.character ~= nil then
local character = player.character
character.character_crafting_speed_modifier = 0.0
character.character_mining_speed_modifier = 0.0
character.character_inventory_slots_bonus = 0
end
end
function Public.add_player_to_town(player, town_center)
if not player or not player.valid then
log('player nil or not valid!')
return
end
if not town_center then
log('town_center nil!')
return
end
local this = ScenarioTable.get_table()
local market = town_center.market
local force = market.force
local surface = market.surface
reset_player(player)
player.force = market.force
Public.remove_key(player.index)
this.spawn_point[player.index] = force.get_spawn_position(surface)
game.permissions.get_group(force.name).add_player(player)
player.tag = ''
Map.enable_world_map(player)
Public.set_player_color(player)
update_member_limit(force)
game.print('>> The member limit for all towns is now: ' .. this.member_limit, {255, 255, 0})
end
-- given to player upon respawn
function Public.give_player_items(player)
if not player or not player.valid then
log('player nil or not valid!')
return
end
player.clear_items_inside()
player.insert({name = 'raw-fish', count = 3})
if player.force.name == 'rogue' or player.force.name == 'player' then
player.insert {name = 'stone-furnace', count = '1'}
end
end
function Public.set_player_to_outlander(player)
if not player or not player.valid then
log('player nil or not valid!')
return
end
player.force = game.forces.player
if game.permissions.get_group('outlander') == nil then
game.permissions.create_group('outlander')
end
game.permissions.get_group('outlander').add_player(player)
player.tag = '[Outlander]'
Map.disable_world_map(player)
Public.set_player_color(player)
Public.give_key(player.index)
end
local function set_player_to_rogue(player)
if not player or not player.valid then
log('player nil or not valid!')
return
end
player.force = 'rogue'
local group = game.permissions.get_group('rogue')
if group == nil then
group = game.permissions.create_group('rogue')
end
if not player.object_name == 'LuaPlayer' then
log('Given object is not of LuaPlayer!')
return
end
player.print('You have broken the peace with the biters. They will seek revenge!')
group.add_player(player)
player.tag = '[Rogue]'
Map.disable_world_map(player)
Public.set_player_color(player)
end
local function ally_outlander(player, target)
if not player or not player.valid then
log('player nil or not valid!')
return
end
if not target or not target.valid then
log('target nil or not valid!')
return
end
local this = ScenarioTable.get_table()
local requesting_force = player.force
local target_force = target.force
local target_town_center = this.town_centers[target_force.name]
-- don't handle if towns not yet enabled
if not this.towns_enabled then
player.print('You must wait for more players to join!', {255, 255, 0})
return false
end
-- don't handle request if target is not a town
if not Public.is_towny(requesting_force) and not Public.is_towny(target_force) then
return false
end
-- don't handle request to another town if already in a town
if Public.is_towny(requesting_force) and Public.is_towny(target_force) then
return false
end
-- handle the request
if not Public.is_towny(requesting_force) and Public.is_towny(target_force) then
this.requests[player.index] = target_force.name
local target_player
if target.type == 'character' then
target_player = target.player
else
target_player = game.players[target_force.name]
end
if target_player then
if this.requests[target_player.index] then
if this.requests[target_player.index] == player.name then
if not can_force_accept_member(target_force) then
return true
end
game.print('>> ' .. player.name .. ' has settled in ' .. target_town_center.town_name, {255, 255, 0})
Public.add_player_to_town(player, target_town_center)
return true
end
end
end
game.print('>> ' .. player.name .. ' wants to settle in ' .. target_town_center.town_name, {255, 255, 0})
return true
end
-- handle the approval
if Public.is_towny(requesting_force) and not Public.is_towny(target_force) then
if target.type ~= 'character' then
return true
end
local target_player = target.player
if not target_player then
return true
end
this.requests[player.index] = target_player.name
if this.requests[target_player.index] then
if this.requests[target_player.index] == player.force.name then
if target_town_center then
if not can_force_accept_member(player.force) then
return true
end
game.print('>> ' .. player.name .. ' has accepted ' .. target_player.name .. ' into' .. target_town_center.town_name, {255, 255, 0})
Public.add_player_to_town(target_player, this.town_centers[player.force.name])
return true
end
end
end
local target_town_center_player = this.town_centers[player.force.name]
game.print('>> ' .. player.name .. ' is inviting ' .. target_player.name .. ' into ' .. target_town_center_player.town_name, {255, 255, 0})
return true
end
end
local function ally_neighbour_towns(player, target)
if not player or not player.valid then
log('player nil or not valid!')
return
end
if not target or not target.valid then
log('target nil or not valid!')
return
end
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
local function ally_town(player, item)
if not player or not player.valid then
log('player nil or not valid!')
return
end
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 == game.forces['enemy'] or target.force == game.forces['neutral'] then
return
end
if ally_outlander(player, target) then
return
end
ally_neighbour_towns(player, target)
end
local function declare_war(player, item)
if not player or not player.valid then
log('player nil or not valid!')
return
end
local this = ScenarioTable.get_table()
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 not Public.is_towny(target_force) then
return
end
if requesting_force.name == target_force.name then
if player.name ~= target.force.name then
Public.set_player_to_outlander(player)
local town_center = this.town_centers[target_force.name]
game.print('>> ' .. player.name .. ' has abandoned ' .. town_center.town_name, {255, 255, 0})
this.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)
local town_center = this.town_centers[player.force.name]
game.print('>> ' .. player.name .. ' has banished ' .. target_player.name .. ' from ' .. town_center.town_name, {255, 255, 0})
this.requests[player.index] = nil
end
return
end
if not Public.is_towny(requesting_force) 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 function delete_chart_tag_for_all_forces(market)
if not market or not market.valid then
log('market nil or not valid!')
return
end
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
function Public.add_chart_tag(town_center)
if not town_center then
log('town_center nil or not valid!')
return
end
local market = town_center.market
local force = market.force
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 = town_center.town_name})
end
function Public.update_town_chart_tags()
local this = ScenarioTable.get_table()
local town_centers = this.town_centers
local forces = game.forces
for _, town_center in pairs(town_centers) do
local market = town_center.market
if market ~= nil and market.valid then
for _, force in pairs(forces) do
if force.is_chunk_visible(market.surface, town_center.chunk_position) then
Public.add_chart_tag(town_center)
end
end
end
end
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
if game.forces['player'] ~= nil then
game.forces['player'].clear_chart(surface)
end
if game.forces['rogue'] ~= nil then
game.forces['rogue'].clear_chart(surface)
end
end
local function reset_permissions(permission_group)
for action_name, _ in pairs(defines.input_action) do
permission_group.set_allows_action(defines.input_action[action_name], true)
end
end
local function enable_blueprints(permission_group)
local defs = {
defines.input_action.alt_select_blueprint_entities,
defines.input_action.cancel_new_blueprint,
defines.input_action.change_blueprint_record_label,
defines.input_action.clear_selected_blueprint,
defines.input_action.create_blueprint_like,
defines.input_action.cycle_blueprint_backwards,
defines.input_action.cycle_blueprint_forwards,
defines.input_action.delete_blueprint_library,
defines.input_action.delete_blueprint_record,
defines.input_action.drop_blueprint_record,
defines.input_action.drop_to_blueprint_book,
defines.input_action.export_blueprint,
defines.input_action.grab_blueprint_record,
defines.input_action.import_blueprint,
defines.input_action.import_blueprint_string,
defines.input_action.open_blueprint_library_gui,
defines.input_action.open_blueprint_record,
defines.input_action.select_blueprint_entities,
defines.input_action.setup_blueprint,
defines.input_action.setup_single_blueprint_record,
defines.input_action.upgrade_open_blueprint
}
for _, d in pairs(defs) do
permission_group.set_allows_action(d, true)
end
end
local function disable_blueprints(permission_group)
local defs = {
defines.input_action.alt_select_blueprint_entities,
defines.input_action.cancel_new_blueprint,
defines.input_action.change_blueprint_record_label,
defines.input_action.clear_selected_blueprint,
defines.input_action.create_blueprint_like,
defines.input_action.cycle_blueprint_backwards,
defines.input_action.cycle_blueprint_forwards,
defines.input_action.delete_blueprint_library,
defines.input_action.delete_blueprint_record,
defines.input_action.drop_blueprint_record,
defines.input_action.drop_to_blueprint_book,
defines.input_action.export_blueprint,
defines.input_action.grab_blueprint_record,
defines.input_action.import_blueprint,
defines.input_action.import_blueprint_string,
defines.input_action.open_blueprint_library_gui,
defines.input_action.open_blueprint_record,
defines.input_action.select_blueprint_entities,
defines.input_action.setup_blueprint,
defines.input_action.setup_single_blueprint_record,
defines.input_action.upgrade_open_blueprint
}
for _, d in pairs(defs) do
permission_group.set_allows_action(d, false)
end
end
local function enable_deconstruct(permission_group)
local defs = {
defines.input_action.deconstruct,
defines.input_action.clear_selected_deconstruction_item,
defines.input_action.cancel_deconstruct,
defines.input_action.toggle_deconstruction_item_entity_filter_mode,
defines.input_action.toggle_deconstruction_item_tile_filter_mode,
defines.input_action.set_deconstruction_item_tile_selection_mode,
defines.input_action.set_deconstruction_item_trees_and_rocks_only
}
for _, d in pairs(defs) do
permission_group.set_allows_action(d, true)
end
end
local function disable_deconstruct(permission_group)
local defs = {
defines.input_action.deconstruct,
defines.input_action.clear_selected_deconstruction_item,
defines.input_action.cancel_deconstruct,
defines.input_action.toggle_deconstruction_item_entity_filter_mode,
defines.input_action.toggle_deconstruction_item_tile_filter_mode,
defines.input_action.set_deconstruction_item_tile_selection_mode,
defines.input_action.set_deconstruction_item_trees_and_rocks_only
}
for _, d in pairs(defs) do
permission_group.set_allows_action(d, false)
end
end
--local function enable_artillery(force, permission_group)
-- permission_group.set_allows_action(defines.input_action.use_artillery_remote, true)
-- force.technologies['artillery'].enabled = true
-- force.technologies['artillery-shell-range-1'].enabled = true
-- force.technologies['artillery-shell-speed-1'].enabled = true
-- force.recipes['artillery-turret'].enabled = false
-- force.recipes['artillery-wagon'].enabled = false
-- force.recipes['artillery-targeting-remote'].enabled = false
-- force.recipes['artillery-shell'].enabled = false
--end
local function disable_artillery(force, permission_group)
permission_group.set_allows_action(defines.input_action.use_artillery_remote, false)
force.technologies['artillery'].enabled = false
force.technologies['artillery-shell-range-1'].enabled = false
force.technologies['artillery-shell-speed-1'].enabled = false
force.recipes['artillery-turret'].enabled = false
force.recipes['artillery-wagon'].enabled = false
force.recipes['artillery-targeting-remote'].enabled = false
force.recipes['artillery-shell'].enabled = false
end
local function disable_spidertron(force, permission_group)
permission_group.set_allows_action(defines.input_action.send_spidertron, false)
force.technologies['spidertron'].enabled = false
force.recipes['spidertron'].enabled = false
force.recipes['spidertron-remote'].enabled = false
end
local function disable_rockets(force)
force.technologies['rocketry'].enabled = false
force.technologies['explosive-rocketry'].enabled = false
force.recipes['rocket-launcher'].enabled = false
force.recipes['rocket'].enabled = false
force.recipes['explosive-rocket'].enabled = false
end
local function disable_nukes(force)
force.technologies['atomic-bomb'].enabled = false
force.recipes['atomic-bomb'].enabled = false
end
local function disable_cluster_grenades(force)
force.recipes['cluster-grenade'].enabled = false
end
local function enable_radar(surface, force)
force.recipes['radar'].enabled = true
force.share_chart = true
force.clear_chart(surface.name)
end
local function disable_radar(surface, force)
force.recipes['radar'].enabled = false
force.share_chart = false
force.clear_chart(surface.name)
end
local function disable_achievements(permission_group)
permission_group.set_allows_action(defines.input_action.open_achievements_gui, false)
end
local function disable_tips_and_tricks(permission_group)
permission_group.set_allows_action(defines.input_action.open_tips_and_tricks_gui, false)
end
-- setup a team force
function Public.add_new_force(force_name)
local this = ScenarioTable.get_table()
-- disable permissions
local force = game.create_force(force_name)
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
local permission_group = game.permissions.create_group(force_name)
reset_permissions(permission_group)
enable_blueprints(permission_group)
enable_deconstruct(permission_group)
disable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
enable_radar(surface, force)
disable_achievements(permission_group)
disable_tips_and_tricks(permission_group)
-- friendly fire
force.friendly_fire = true
-- disable technologies
for _, recipe_name in pairs(all_force_enabled_recipes) do
force.recipes[recipe_name].enabled = true
end
force.research_queue_enabled = true
-- balance initial combat
CombatBalance.init_player_weapon_damage(force)
if (this.testing_mode == true) then
local e_force = game.forces['enemy']
e_force.set_friend(force, true) -- team force should not be attacked by turrets
e_force.set_cease_fire(force, true) -- team force should not be attacked by units
force.enable_all_prototypes()
force.research_all_technologies()
end
return force
end
function Public.reset_all_forces()
for _, force in pairs(game.forces) do
if force and force.valid then
if force.name ~= 'enemy' and force.name ~= 'player' and force.name ~= 'neutral' and force.name ~= 'rogue' then
game.merge_forces(force.name, 'player')
end
end
end
game.forces['enemy'].reset()
game.forces['neutral'].reset()
game.forces['player'].reset()
end
local function kill_force(force_name, cause)
local this = ScenarioTable.get_table()
local force = game.forces[force_name]
local town_center = this.town_centers[force_name]
local market = town_center.market
local position = market.position
local surface = market.surface
local balance = town_center.coin_balance
local town_name = town_center.town_name
surface.create_entity({name = 'big-artillery-explosion', position = position})
local is_suicide = cause and force_name == cause.force.name
for _, player in pairs(force.players) do
this.spawn_point[player.index] = nil
this.cooldowns_town_placement[player.index] = game.tick + 3600 * 5
this.buffs[player.index] = {}
if player.character then
player.character.die()
else
this.requests[player.index] = 'kill-character'
end
player.force = game.forces.player
Map.disable_world_map(player)
Public.set_player_color(player)
Public.give_key(player.index)
end
for _, e in pairs(surface.find_entities_filtered({force = force_name})) do
if e.valid then
if destroy_military_types[e.type] == true then
surface.create_entity({name = 'big-artillery-explosion', position = position})
e.die()
elseif destroy_robot_types[e.type] == true then
surface.create_entity({name = 'explosion', position = position})
e.die()
elseif destroy_wall_types[e.type] == true then
e.die()
elseif storage_types[e.type] ~= true then -- spare chests
local random = math_random()
if random > 0.5 or e.health == nil then
e.die()
elseif random < 0.25 then
e.health = e.health * math_random()
end
end
end
end
local r = 27
for _, e in pairs(surface.find_entities_filtered({area = {{position.x - r, position.y - r}, {position.x + r, position.y + r}}, force = 'neutral', type = 'resource'})) do
if e.name ~= 'crude-oil' then
e.destroy()
end
end
game.merge_forces(force_name, 'neutral')
this.town_centers[force_name] = nil
delete_chart_tag_for_all_forces(market)
-- reward the killer
local message
if is_suicide then
message = town_name .. ' has given up'
elseif cause == nil or not cause.valid or cause.force == nil then
message = town_name .. ' has fallen to an unknown entity (DEBUG ID 0)!' -- TODO: remove after some testing
elseif cause.force.name == 'player' or cause.force.name == 'rogue' then
local items = {name = 'coin', count = balance}
town_center.coin_balance = 0
if balance > 0 then
if cause.can_insert(items) then
cause.insert(items)
else
local chest = surface.create_entity({name = 'steel-chest', position = position, force = 'neutral'})
chest.insert(items)
end
end
if cause.name == 'character' then
message = town_name .. ' has fallen to ' .. cause.player.name .. '!'
elseif cause.force.name == 'player' then
message = town_name .. ' has fallen to outlanders!'
elseif cause.force.name == 'rogue' then
message = town_name .. ' has fallen to rogues!'
else
message = town_name .. ' has fallen to an unknown entity (DEBUG ID 1)!' -- TODO: remove after some testing
end
elseif cause.force.name ~= 'enemy' then
if this.town_centers[cause.force.name] ~= nil then
local killer_town_center = this.town_centers[cause.force.name]
if balance > 0 then
killer_town_center.coin_balance = killer_town_center.coin_balance + balance
cause.force.print(balance .. ' coins have been transferred to your town')
end
if cause.name == 'character' then
message = town_name .. ' has fallen to ' .. cause.player.name .. ' from ' .. killer_town_center.town_name .. '!'
else
message = town_name .. ' has fallen to ' .. killer_town_center.town_name .. '!'
end
else
message = town_name .. ' has fallen to an unknown entity (DEBUG ID 2)!' -- TODO: remove after some testing
log('cause.force.name=' .. cause.force.name)
end
else
message = town_name .. ' has fallen to the biters!'
end
Server.to_discord_embed(message)
game.print('>> ' .. message, {255, 255, 0})
end
local function on_forces_merged()
local this = ScenarioTable.get_table()
local map_surface = game.get_surface(this.active_surface_index)
if not map_surface or not map_surface.valid then
return
end
-- Remove any ghosts that have been moved into neutral after a town is destroyed. This caused desyncs before.
for _, e in pairs(map_surface.find_entities_filtered({force = 'neutral', type = 'entity-ghost'})) do
if e.valid then
e.destroy()
end
end
end
local function setup_neutral_force()
local force = game.forces['neutral']
force.technologies['military'].researched = true
force.technologies['automation'].researched = true
force.technologies['logistic-science-pack'].researched = true
force.technologies['steel-processing'].researched = true
force.technologies['engine'].researched = true
force.recipes['submachine-gun'].enabled = true
force.recipes['engine-unit'].enabled = true
force.recipes['stone-brick'].enabled = false
force.recipes['radar'].enabled = false
force.recipes['lab'].enabled = false
force.recipes['automation-science-pack'].enabled = false
force.recipes['logistic-science-pack'].enabled = false
end
-- setup the player force (this is the default for Outlanders)
local function setup_player_force()
local this = ScenarioTable.get_table()
local force = game.forces.player
local permission_group = game.permissions.create_group('outlander')
-- disable permissions
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
reset_permissions(permission_group)
disable_blueprints(permission_group)
disable_deconstruct(permission_group)
disable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
disable_radar(surface, force)
disable_achievements(permission_group)
disable_tips_and_tricks(permission_group)
-- disable research
force.disable_research()
force.research_queue_enabled = false
-- friendly fire
force.friendly_fire = true
-- disable recipes
local recipes = force.recipes
for _, recipe_name in pairs(player_force_disabled_recipes) do
recipes[recipe_name].enabled = false
end
for _, recipe_name in pairs(all_force_enabled_recipes) do
recipes[recipe_name].enabled = true
end
CombatBalance.init_player_weapon_damage(force)
if (this.testing_mode == true) then
force.enable_all_prototypes()
end
end
local function setup_rogue_force()
local this = ScenarioTable.get_table()
local force = game.forces['rogue']
if game.forces['rogue'] == nil then
force = game.create_force('rogue')
end
local permission_group = game.permissions.create_group('rogue')
-- disable permissions
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
reset_permissions(permission_group)
disable_blueprints(permission_group)
disable_deconstruct(permission_group)
disable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
disable_radar(surface, force)
disable_achievements(permission_group)
disable_tips_and_tricks(permission_group)
-- disable research
force.disable_research()
force.research_queue_enabled = false
-- friendly fire
force.friendly_fire = true
-- disable recipes
local recipes = force.recipes
for _, recipe_name in pairs(player_force_disabled_recipes) do
recipes[recipe_name].enabled = false
end
for _, recipe_name in pairs(all_force_enabled_recipes) do
recipes[recipe_name].enabled = true
end
CombatBalance.init_player_weapon_damage(force)
if (this.testing_mode == true) then
force.enable_all_prototypes()
end
end
local function setup_enemy_force()
local this = ScenarioTable.get_table()
local e_force = game.forces['enemy']
e_force.evolution_factor = 1 -- this should never change since we are changing biter types on spawn
e_force.set_friend(game.forces.player, true) -- outlander force (player) should not be attacked by turrets
e_force.set_cease_fire(game.forces.player, true) -- outlander force (player) should not be attacked by units
if (this.testing_mode == true) then
e_force.set_friend(game.forces['rogue'], true) -- rogue force (rogue) should not be attacked by turrets
e_force.set_cease_fire(game.forces['rogue'], true) -- rogue force (rogue) should not be attacked by units
else
-- note, these don't prevent an outlander or rogue from attacking a unit or spawner, we need to handle separately
e_force.set_friend(game.forces['rogue'], false) -- rogue force (rogue) should be attacked by turrets
e_force.set_cease_fire(game.forces['rogue'], false) -- rogue force (rogue) should be attacked by units
end
end
local function reset_forces()
local players = game.players
local forces = game.forces
for i = 1, #players do
local player = players[i]
local force = forces[player.name]
if force then
game.merge_forces(force, 'player')
end
end
end
local function on_player_dropped_item(event)
local player = game.players[event.player_index]
local entity = event.entity
if entity.stack.name == 'coin' then
ally_town(player, entity)
return
end
if entity.stack.name == 'coal' then
declare_war(player, entity)
return
end
end
local function on_entity_damaged(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local cause = event.cause
local force = event.force
-- special case to handle enemies attacked by outlanders
if entity.force == game.forces['enemy'] then
if cause ~= nil then
if cause.type == 'character' and force.index == game.forces['player'].index then
local player = cause.player
if player and player.valid and force.index == game.forces['player'].index then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(player)
end
end
-- cars and tanks
if cause.type == 'car' or cause.type == 'tank' then
local driver = cause.get_driver()
if driver and driver.valid then
-- driver may be LuaEntity or LuaPlayer
local player = driver
if driver.object_name == 'LuaEntity' then
player = driver.player
end
if player and player.valid and player.force.index == game.forces['player'].index then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(player)
end
end
local passenger = cause.get_passenger()
if passenger and passenger.valid then
-- passenger may be LuaEntity or LuaPlayer
local player = passenger
if passenger.object_name == 'LuaEntity' then
player = passenger.player
end
if player and player.valid and player.force.index == game.forces['player'].index then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(player)
-- set the vehicle to rogue
cause.force = game.forces['rogue']
end
end
end
-- trains
if cause.type == 'locomotive' or cause.type == 'cargo-wagon' or cause.type == 'fluid-wagon' or cause.type == 'artillery-wagon' then
local train = cause.train
for _, passenger in pairs(train.passengers) do
if passenger and passenger.valid then
-- passenger may be LuaEntity or LuaPlayer
local player = passenger
if passenger.object_name == 'LuaEntity' then
player = passenger.player
end
if player and player.valid and player.force.index == game.forces['player'].index then
set_player_to_rogue(player)
-- set the vehicle to rogue
cause.force = game.forces['rogue']
end
end
end
end
-- combat robots
if cause.type == 'combat-robot' then
local owner = cause.combat_robot_owner
if owner and owner.valid and owner.force == game.forces['player'] then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(owner)
-- set the robot to rogue
cause.force = game.forces['rogue']
end
end
end
end
end
local function on_entity_died(event)
local entity = event.entity
local cause = event.cause
if entity and entity.valid and entity.name == 'market' then
kill_force(entity.force.name, cause)
end
end
local function on_post_entity_died(event)
local prototype = event.prototype.type
if prototype ~= 'character' then
return
end
local this = ScenarioTable.get_table()
local surface = game.get_surface(this.active_surface_index)
if not surface or not surface.valid then
return
end
local entities = surface.find_entities_filtered({position = event.position, radius = 1})
for _, e in pairs(entities) do
if e.type == 'character-corpse' then
Public.remove_key(e.character_corpse_player_index)
end
end
end
local function on_console_command(event)
set_town_color(event)
end
local function on_console_chat(event)
local player = game.players[event.player_index]
if string_match(string_lower(event.message), '%[armor%=') then
player.clear_console()
game.print('Viewing player armor is disabled')
end
end
function Public.initialize()
reset_forces()
setup_neutral_force()
setup_player_force()
setup_rogue_force()
setup_enemy_force()
end
Event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_post_entity_died, on_post_entity_died)
Event.add(defines.events.on_console_command, on_console_command)
Event.add(defines.events.on_console_chat, on_console_chat)
Event.add(defines.events.on_forces_merged, on_forces_merged)
return Public