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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/modules/scrap_towny_ffa/team.lua
2021-02-06 12:42:10 -08:00

681 lines
24 KiB
Lua

local Public = {}
local table_size = table.size
local string_match = string.match
local string_lower = string.lower
local Table = require 'modules.scrap_towny_ffa.table'
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 function can_force_accept_member(force)
local ffatable = Table.get_table()
local town_centers = ffatable.town_centers
local size_of_town_centers = ffatable.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 + table_size(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
local function is_towny(force)
if force == game.forces["player"] or force == game.forces["rogue"] then return false end
return true
end
function Public.has_key(player)
local ffatable = Table.get_table()
if player == nil then return false end
return ffatable.key[player]
end
function Public.give_key(player)
local ffatable = Table.get_table()
if player == nil then return end
ffatable.key[player] = true
end
function Public.remove_key(player)
local ffatable = Table.get_table()
if player == nil then return end
ffatable.key[player] = false
end
function Public.set_player_color(player)
local ffatable = Table.get_table()
if player.force == game.forces["player"] then
player.color = outlander_color
player.chat_color = outlander_chat_color
return
end
if player.force == game.forces["rogue"] then
player.color = rogue_color
player.chat_color = rogue_chat_color
return
end
local town_center = ffatable.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 ffatable = Table.get_table()
if event.command ~= "color" then return end
local player = game.players[event.player_index]
local force = player.force
local town_center = ffatable.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
function Public.add_player_to_town(player, town_center)
local ffatable = Table.get_table()
local market = town_center.market
local force = market.force
local surface = market.surface
player.force = market.force
Public.remove_key(player)
ffatable.spawn_point[player.name] = force.get_spawn_position(surface)
game.permissions.get_group(force.name).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 = "raw-fish", count = 3 })
player.insert({ name = "coal", count = 3 })
end
function Public.set_player_to_outlander(player)
local ffatable = Table.get_table()
player.force = game.forces.player
if ffatable.spawn_point[player.name] then
ffatable.spawn_point[player.name] = nil
end
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]"
Public.set_player_color(player)
Public.give_key(player)
end
local function set_player_to_rogue(player)
local ffatable = Table.get_table()
player.force = game.forces["rogue"]
if ffatable.spawn_point[player.name] then
ffatable.spawn_point[player.name] = nil
end
if game.permissions.get_group("rogue") == nil then game.permissions.create_group("rogue") end
game.permissions.get_group("rogue").add_player(player)
player.tag = "[Rogue]"
Public.set_player_color(player)
end
local function ally_outlander(player, target)
local ffatable = Table.get_table()
local requesting_force = player.force
local target_force = target.force
-- don't handle request if target is not a town
if not is_towny(requesting_force) and not is_towny(target_force) then return false end
-- don't handle request to another town if already in a town
if is_towny(requesting_force) and is_towny(target_force) then return false end
-- handle the request
if not is_towny(requesting_force) and is_towny(target_force) then
ffatable.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 ffatable.requests[target_player.index] then
if ffatable.requests[target_player.index] == player.name then
if ffatable.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, ffatable.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
-- handle the approval
if is_towny(requesting_force) and not 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
ffatable.requests[player.index] = target_player.name
if ffatable.requests[target_player.index] then
if ffatable.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, ffatable.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
local function 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 == 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)
local ffatable = Table.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 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)
game.print(">> " .. player.name .. " has abandoned " .. target_force.name .. "'s Town!", { 255, 255, 0 })
ffatable.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 })
ffatable.requests[player.index] = nil
end
return
end
if not 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)
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(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 ffatable = Table.get_table()
local town_centers = ffatable.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
Public.add_chart_tag(force, market)
end
end
end
if game.forces["player"] ~= nil then game.forces["player"].clear_chart(game.surfaces["nauvis"]) end
if game.forces["rogue"] ~= nil then game.forces["rogue"].clear_chart(game.surfaces["nauvis"]) 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 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,
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 = false
force.technologies["artillery-shell-speed-1"].enabled = false
force.recipes["artillery-turret"].enabled = true
force.recipes["artillery-wagon"].enabled = true
force.recipes["artillery-targeting-remote"].enabled = true
force.recipes["artillery-shell"].enabled = true
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(force)
force.recipes["radar"].enabled = true
force.share_chart = true
force.clear_chart("nauvis")
end
local function disable_radar(force)
force.recipes["radar"].enabled = false
force.share_chart = false
force.clear_chart("nauvis")
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)
-- disable permissions
local force = game.create_force(force_name)
local permission_group = game.permissions.create_group(force_name)
reset_permissions(permission_group)
disable_blueprints(permission_group)
enable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
enable_radar(force)
disable_achievements(permission_group)
disable_tips_and_tricks(permission_group)
-- friendly fire
force.friendly_fire = true
-- disable technologies
force.research_queue_enabled = true
-- balance initial combat
force.set_ammo_damage_modifier("landmine", -0.75)
force.set_ammo_damage_modifier("grenade", -0.5)
end
local function kill_force(force_name)
local ffatable = Table.get_table()
local force = game.forces[force_name]
local market = ffatable.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
ffatable.requests[player.index] = "kill-character"
end
player.force = game.forces.player
Public.set_player_color(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")
ffatable.town_centers[force_name] = nil
ffatable.size_of_town_centers = ffatable.size_of_town_centers - 1
delete_chart_tag_for_all_forces(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", "radar" }
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", "arithmetic-combinator", "decider-combinator" }
-- setup the player force (this is the default for Outlanders)
local function setup_player_force()
local force = game.forces.player
local permission_group = game.permissions.create_group("outlander")
-- disable permissions
reset_permissions(permission_group)
disable_blueprints(permission_group)
disable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
disable_radar(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(player_force_enabled_recipes) do
recipes[recipe_name].enabled = true
end
force.set_ammo_damage_modifier("landmine", -0.75)
force.set_ammo_damage_modifier("grenade", -0.5)
end
local function setup_rogue_force()
local force_name = "rogue"
local force = game.create_force(force_name)
local permission_group = game.permissions.create_group(force_name)
-- disable permissions
reset_permissions(permission_group)
disable_blueprints(permission_group)
disable_artillery(force, permission_group)
disable_spidertron(force, permission_group)
disable_rockets(force)
disable_nukes(force)
disable_cluster_grenades(force)
disable_radar(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(player_force_enabled_recipes) do
recipes[recipe_name].enabled = true
end
force.set_ammo_damage_modifier("landmine", -0.75)
force.set_ammo_damage_modifier("grenade", -0.5)
end
local function setup_enemy_force()
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
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
-- note, these don't prevent an outlander or rogue from attacking a unit or spawner, we need to handle separately
end
local function on_player_dropped_item(event)
local player = game.players[event.player_index]
local entity = event.entity
if entity.stack.name == "raw-fish" then
ally_town(player, entity)
return
end
if entity.stack.name == "coal" then
declare_war(player, entity)
return
end
end
---- when a player dies, reveal their base to everyone
--local function on_player_died(event)
-- local player = game.players[event.player_index]
-- if not player.character then return end
-- if not player.character.valid then return end
-- reveal_entity_to_all(player.character)
--end
local function on_entity_damaged(event)
local entity = event.entity
if 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 == game.forces["player"] then
local player = cause.player
if force == game.forces["player"] 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 ~= nil and driver.force == game.forces["player"] then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(driver)
end
local passenger = cause.get_passenger()
if passenger ~= nil and passenger.force == game.forces["player"] then
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(passenger)
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 ~= nil and passenger.force == game.forces["player"] then
set_player_to_rogue(passenger)
end
end
end
-- combat robots
if cause.type == "combat-robot" and force == game.forces["player"] then
local owner = cause.last_user
-- set the force of the player to rogue until they die or create a town
set_player_to_rogue(owner)
end
end
end
end
local function on_entity_died(event)
local entity = event.entity
if entity.name == "market" then
kill_force(entity.force.name)
end
end
local function on_post_entity_died(event)
local prototype = event.prototype.type
if prototype ~= "character" then return end
local entities = game.surfaces[event.surface_index].find_entities_filtered({ position = event.position, radius = 1 })
for _, e in pairs(entities) do
if e.type == "character-corpse" then
Public.remove_key(e)
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(">> " .. player.name .. " is trying to gain an unfair advantage!")
end
end
function Public.initialize()
setup_player_force()
setup_rogue_force()
setup_enemy_force()
end
local on_init = function ()
local ffatable = Table.get_table()
ffatable.key = {}
ffatable.spawn_point = {}
ffatable.requests = {}
end
local Event = require 'utils.event'
Event.on_init(on_init)
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)
return Public