mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
220 lines
6.9 KiB
Lua
220 lines
6.9 KiB
Lua
local Server = require 'utils.server'
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local Session = require 'utils.datastore.session_data'
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local Modifers = require 'utils.player_modifiers'
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local Public = require 'maps.mountain_fortress_v3.table'
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local Event = require 'utils.event'
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local mapkeeper = '[color=blue]Mapkeeper:[/color]'
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local function show_all_gui(player)
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for _, child in pairs(player.gui.top.children) do
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child.visible = true
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end
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end
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local function clear_spec_tag(player)
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if player.tag == '[Spectator]' then
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player.tag = ''
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end
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end
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local function reset_forces(new_surface, old_surface)
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for _, f in pairs(game.forces) do
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local spawn = {
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x = game.forces.player.get_spawn_position(old_surface).x,
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y = game.forces.player.get_spawn_position(old_surface).y
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}
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f.reset()
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f.reset_evolution()
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f.set_spawn_position(spawn, new_surface)
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end
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for _, tech in pairs(game.forces.player.technologies) do
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tech.researched = false
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game.forces.player.set_saved_technology_progress(tech, 0)
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end
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end
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local function teleport_players(surface)
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game.forces.player.set_spawn_position({-27, 25}, surface)
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local position = game.forces.player.get_spawn_position(surface)
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if not position then
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game.forces.player.set_spawn_position({-27, 25}, surface)
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position = game.forces.player.get_spawn_position(surface)
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end
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for _, player in pairs(game.connected_players) do
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player.teleport(surface.find_non_colliding_position('character', position, 3, 0, 5), surface)
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end
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end
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local function equip_players(player_starting_items, data)
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for _, player in pairs(game.players) do
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if player.character and player.character.valid then
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player.character.destroy()
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end
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if player.connected then
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if not player.character then
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player.set_controller({type = defines.controllers.god})
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player.create_character()
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end
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player.clear_items_inside()
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Modifers.update_player_modifiers(player)
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for item, amount in pairs(player_starting_items) do
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player.insert({name = item, count = amount})
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end
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show_all_gui(player)
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clear_spec_tag(player)
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else
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data.players[player.index] = nil
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Session.clear_player(player)
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game.remove_offline_players({player.index})
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end
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end
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end
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local function clear_scheduler(scheduler)
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scheduler.operation = nil
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scheduler.surface = nil
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scheduler.remove_surface = false
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scheduler.start_after = 0
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end
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local function scheduled_surface_clearing()
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local scheduler = Public.get('scheduler')
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if not scheduler.operation then
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return
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end
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local tick = game.tick
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if scheduler.start_after > tick then
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return
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end
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local operation = scheduler.operation
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if operation == 'warn' then
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game.print(mapkeeper .. ' Preparing to remove old entites and clearing surface - this might lag the server a bit.')
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scheduler.operation = 'player_clearing'
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scheduler.start_after = tick + 100
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elseif operation == 'player_clearing' then
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local surface = scheduler.surface
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if not surface or not surface.valid then
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clear_scheduler(scheduler)
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return
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end
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game.print(mapkeeper .. ' Removing old entities.')
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local ent = surface.find_entities_filtered {force = 'player', limit = 1000}
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for _, e in pairs(ent) do
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if e.valid then
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e.destroy()
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end
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end
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scheduler.operation = 'clear'
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scheduler.start_after = tick + 100
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elseif operation == 'clear' then
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local surface = scheduler.surface
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if not surface or not surface.valid then
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clear_scheduler(scheduler)
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return
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end
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game.print(mapkeeper .. ' Clearing old surface.')
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surface.clear()
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if scheduler.remove_surface then
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scheduler.operation = 'delete'
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else
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scheduler.operation = 'done'
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end
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scheduler.start_after = tick + 100
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elseif operation == 'delete' then
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local surface = scheduler.surface
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if not surface or not surface.valid then
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clear_scheduler(scheduler)
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return
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end
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game.print(mapkeeper .. ' Deleting old surface.')
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game.delete_surface(surface)
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scheduler.operation = 'done'
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scheduler.start_after = tick + 100
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elseif operation == 'done' then
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game.print(mapkeeper .. ' Done clearing old surface.')
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clear_scheduler(scheduler)
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end
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end
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function Public.soft_reset_map(old_surface, map_gen_settings, player_starting_items)
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local this = Public.get()
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if not this.soft_reset_counter then
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this.soft_reset_counter = 0
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end
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if not this.original_surface_name then
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this.original_surface_name = old_surface.name
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end
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this.soft_reset_counter = this.soft_reset_counter + 1
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local new_surface = game.create_surface(this.original_surface_name .. '_' .. tostring(this.soft_reset_counter), map_gen_settings)
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new_surface.request_to_generate_chunks({0, 0}, 0.1)
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new_surface.force_generate_chunk_requests()
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reset_forces(new_surface, old_surface)
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teleport_players(new_surface)
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equip_players(player_starting_items, this)
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Public.add_schedule_to_delete_surface(true)
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local radius = 512
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local area = {{x = -radius, y = -radius}, {x = radius, y = radius}}
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for _, entity in pairs(new_surface.find_entities_filtered {area = area, type = 'logistic-robot'}) do
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entity.destroy()
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end
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for _, entity in pairs(new_surface.find_entities_filtered {area = area, type = 'construction-robot'}) do
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entity.destroy()
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end
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local message = table.concat({mapkeeper .. ' Welcome to ', this.original_surface_name, '!'})
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local message_to_discord = table.concat({'** Welcome to ', this.original_surface_name, '! **'})
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if this.soft_reset_counter > 1 then
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message =
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table.concat(
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{
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mapkeeper,
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' The world has been reshaped, welcome to attempt number ',
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tostring(this.soft_reset_counter),
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'!'
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}
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)
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end
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game.print(message, {r = 0.98, g = 0.66, b = 0.22})
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Server.to_discord_embed(message_to_discord)
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return new_surface
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end
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function Public.add_schedule_to_delete_surface(remove_surface)
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local old_surface_index = Public.get('old_surface_index')
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local surface = game.get_surface(old_surface_index)
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if not surface or not surface.valid then
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return
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end
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local tick = game.tick
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local scheduler = Public.get('scheduler')
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scheduler.operation = 'warn'
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scheduler.surface = surface
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scheduler.remove_surface = remove_surface or false
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scheduler.start_after = tick + 500
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end
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Event.on_nth_tick(10, scheduled_surface_clearing)
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return Public
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