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ComfyFactorio/maps/mountain_fortress_v3/soft_reset.lua
2024-10-25 16:15:09 +02:00

180 lines
5.5 KiB
Lua

local Server = require 'utils.server'
local Public = require 'maps.mountain_fortress_v3.table'
local Event = require 'utils.event'
local mapkeeper = '[color=blue]Mapkeeper:[/color]'
local function reset_forces()
for _, f in pairs(game.forces) do
f.reset()
f.reset_evolution()
end
for _, tech in pairs(game.forces.player.technologies) do
tech.researched = false
tech.saved_progress = 0
end
end
local function teleport_players()
local surface = game.get_surface('nauvis')
if not surface or not surface.valid then
return
end
local adjusted_zones = Public.get('adjusted_zones')
local position
if adjusted_zones.reversed then
game.forces.player.set_spawn_position({ -27, -25 }, surface)
position = game.forces.player.get_spawn_position(surface)
if not position then
game.forces.player.set_spawn_position({ -27, -25 }, surface)
position = game.forces.player.get_spawn_position(surface)
end
else
game.forces.player.set_spawn_position({ -27, 25 }, surface)
position = game.forces.player.get_spawn_position(surface)
if not position then
game.forces.player.set_spawn_position({ -27, 25 }, surface)
position = game.forces.player.get_spawn_position(surface)
end
end
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position('character', position, 3, 0)
if pos then
player.teleport({ x = pos.x, y = pos.y }, surface)
else
player.teleport({ x = position.x, y = position.y }, surface)
end
end
end
local function clear_scheduler(scheduler)
scheduler.operation = nil
scheduler.surface = nil
scheduler.old_surface_name = nil
scheduler.remove_surface = false
scheduler.start_after = 0
end
local function scheduled_surface_clearing()
local scheduler = Public.get('scheduler')
if not scheduler.operation then
return
end
local tick = game.tick
if scheduler.start_after > tick then
return
end
local operation = scheduler.operation
if operation == 'warn' then
game.print(mapkeeper .. ' Preparing to remove old entites and clearing surface - this might lag the server a bit.')
scheduler.operation = 'player_clearing'
scheduler.start_after = tick + 100
elseif operation == 'player_clearing' then
local surface = scheduler.surface
if not surface or not surface.valid then
clear_scheduler(scheduler)
return
end
game.print(mapkeeper .. ' Removing old entities.')
local ent = surface.find_entities_filtered { force = 'player', limit = 1000 }
for _, e in pairs(ent) do
if e.valid then
e.destroy()
end
end
scheduler.operation = 'clear'
scheduler.start_after = tick + 100
elseif operation == 'clear' then
local surface = scheduler.surface
if not surface or not surface.valid then
clear_scheduler(scheduler)
return
end
game.print(mapkeeper .. ' Clearing old surface.')
surface.clear()
if scheduler.remove_surface then
scheduler.operation = 'delete'
else
scheduler.operation = 'done'
end
scheduler.start_after = tick + 100
elseif operation == 'delete' then
local surface = scheduler.surface
if not surface or not surface.valid then
clear_scheduler(scheduler)
return
end
game.print(mapkeeper .. ' Deleting old surface.')
scheduler.operation = 'done'
scheduler.start_after = tick + 100
elseif operation == 'done' then
game.print(mapkeeper .. ' Done clearing old surface.')
clear_scheduler(scheduler)
end
end
function Public.soft_reset_map(old_surface)
local this = Public.get()
if not this.soft_reset_counter then
this.soft_reset_counter = 0
end
if not this.original_surface_name then
this.original_surface_name = old_surface.name
end
this.soft_reset_counter = this.soft_reset_counter + 1
local nauvis = game.surfaces.nauvis
nauvis.clear(true)
-- nauvis.request_to_generate_chunks({ 0, 0 }, 1)
-- nauvis.force_generate_chunk_requests()
local radius = 512
local area = { { x = -radius, y = -radius }, { x = radius, y = radius } }
for _, entity in pairs(nauvis.find_entities_filtered { area = area, type = 'logistic-robot' }) do
entity.destroy()
end
for _, entity in pairs(nauvis.find_entities_filtered { area = area, type = 'construction-robot' }) do
entity.destroy()
end
local message = table.concat({ mapkeeper .. ' Welcome to Mtn Fortress!' })
local message_to_discord = table.concat({ '** Welcome to Mtn Fortress! **' })
if this.soft_reset_counter > 1 then
message =
table.concat(
{
mapkeeper,
' The world has been reshaped, welcome to attempt number ',
tostring(this.soft_reset_counter),
'!'
}
)
end
game.print(message, { r = 0.98, g = 0.66, b = 0.22 })
Server.to_discord_embed(message_to_discord)
return nauvis
end
Event.on_nth_tick(10, scheduled_surface_clearing)
Public.sr_teleport_players = teleport_players
Public.sr_reset_forces = reset_forces
return Public