1
0
mirror of https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git synced 2024-12-14 10:23:17 +02:00
FactorioScenarioMultiplayer.../separate_spawns.lua

407 lines
15 KiB
Lua
Raw Normal View History

-- separate_spawns.lua
-- Nov 2016
--
-- Code that handles everything regarding giving each player a separate spawn
-- Includes the GUI stuff
--------------------------------------------------------------------------------
-- EVENT RELATED FUNCTIONS
--------------------------------------------------------------------------------
-- When a new player is created, present the spawn options
-- Assign them to the main force so they can communicate with the team
-- without shouting.
function SeparateSpawnsPlayerCreated(event)
local player = game.players[event.player_index]
player.force = MAIN_FORCE
DisplayWelcomeTextGui(player)
end
-- Check if the player has a different spawn point than the default one
-- Make sure to give the default starting items
function SeparateSpawnsPlayerRespawned(event)
local player = game.players[event.player_index]
SendPlayerToSpawn(player)
end
-- This is the main function that creates the spawn area
-- Provides resources, land and a safe zone
function SeparateSpawnsGenerateChunk(event)
local surface = event.surface
local chunkArea = event.area
-- This handles chunk generation near player spawns
-- If it is near a player spawn, it does a few things like make the area
-- safe and provide a guaranteed area of land and water tiles.
SetupAndClearSpawnAreas(surface, chunkArea, global.uniqueSpawns)
end
-- Call this if a player leaves the game
-- Still seems to have a bug.
function FindUnusedSpawns(event)
local player = game.players[event.player_index]
if (player.online_time < MIN_ONLINE_TIME) then
DropGravestoneChests(player)
-- Clear out global variables for that player
if (global.playerSpawns[player.name] ~= nil) then
global.playerSpawns[player.name] = nil
end
-- Transfer or remove a shared spawn if player is owner
if (global.sharedSpawns[player.name] ~= nil) then
local teamMates = global.sharedSpawns[player.name].players
if (#teamMates >= 1) then
local newOwnerName = table.remove(teamMates)
TransferOwnershipOfSharedSpawn(player.name, newOwnerName)
else
global.sharedSpawns[player.name] = nil
end
end
-- If a uniqueSpawn was created for the player, mark it as unused.
if (global.uniqueSpawns[player.name] ~= nil) then
2018-01-27 03:41:02 +02:00
local spawnPos = global.uniqueSpawns[player.name].pos
-- Check if it was near someone else's base.
nearOtherSpawn = false
for _,otherSpawnPos in pairs(global.uniqueSpawns) do
if (getDistance(spawnPos, otherSpawnPos) < (CHUNK_SIZE*10)) then
nearOtherSpawn = true
end
end
if (ENABLE_ABANDONED_BASE_REMOVAL and not nearOtherSpawn) then
global.uniqueSpawns[player.name] = nil
SendBroadcastMsg(player.name .. "'s base was marked for immediate clean up because they left within "..MIN_ONLINE_TIME_IN_MINUTES.." minutes of joining.")
OarcRegrowthMarkForRemoval(spawnPos, 10)
global.chunk_regrow.force_removal_flag = game.tick
else
table.insert(global.unusedSpawns, global.uniqueSpawns[player.name])
global.uniqueSpawns[player.name] = nil
SendBroadcastMsg(player.name .. " base was freed up because they left within "..MIN_ONLINE_TIME_IN_MINUTES.." minutes of joining.")
end
end
-- remove that player's cooldown setting
if (global.playerCooldowns[player.name] ~= nil) then
global.playerCooldowns[player.name] = nil
end
-- Remove from shared spawn player slots (need to search all)
for _,sharedSpawn in pairs(global.sharedSpawns) do
for key,playerName in pairs(sharedSpawn.players) do
if (player.name == playerName) then
sharedSpawn.players[key] = nil;
end
end
end
-- Remove a force if this player created it and they are the only one on it
if ((#player.force.players <= 1) and (player.force.name ~= MAIN_FORCE)) then
game.merge_forces(player.force, MAIN_FORCE)
end
-- Remove the character completely
game.remove_offline_players({player})
end
end
--------------------------------------------------------------------------------
-- NON-EVENT RELATED FUNCTIONS
--------------------------------------------------------------------------------
-- Add a spawn to the shared spawn global
-- Used for tracking which players are assigned to it, where it is and if
-- it is open for new players to join
function CreateNewSharedSpawn(player)
global.sharedSpawns[player.name] = {openAccess=true,
position=global.playerSpawns[player.name],
players={}}
end
function TransferOwnershipOfSharedSpawn(prevOwnerName, newOwnerName)
-- Transfer the shared spawn global
global.sharedSpawns[newOwnerName] = global.sharedSpawns[prevOwnerName]
global.sharedSpawns[newOwnerName].openAccess = false
global.sharedSpawns[prevOwnerName] = nil
-- Transfer the unique spawn global
global.uniqueSpawns[newOwnerName] = global.uniqueSpawns[prevOwnerName]
global.uniqueSpawns[prevOwnerName] = nil
game.players[newOwnerName].print("You have been given ownership of this base!")
end
-- Returns the number of players currently online at the shared spawn
function GetOnlinePlayersAtSharedSpawn(ownerName)
if (global.sharedSpawns[ownerName] ~= nil) then
-- Does not count base owner
local count = 0
-- For each player in the shared spawn, check if online and add to count.
for _,player in pairs(game.connected_players) do
if (ownerName == player.name) then
count = count + 1
end
for _,playerName in pairs(global.sharedSpawns[ownerName].players) do
if (playerName == player.name) then
count = count + 1
end
end
end
return count
else
return 0
end
end
-- Get the number of currently available shared spawns
-- This means the base owner has enabled access AND the number of online players
-- is below the threshold.
function GetNumberOfAvailableSharedSpawns()
local count = 0
for ownerName,sharedSpawn in pairs(global.sharedSpawns) do
if (sharedSpawn.openAccess) then
if (GetOnlinePlayersAtSharedSpawn(ownerName) < MAX_ONLINE_PLAYERS_AT_SHARED_SPAWN) then
count = count+1
end
end
end
return count
end
-- Initializes the globals used to track the special spawn and player
-- status information
function InitSpawnGlobalsAndForces()
-- Containes an array of all player spawns
-- A secondary array tracks whether the character will respawn there.
if (global.playerSpawns == nil) then
global.playerSpawns = {}
end
if (global.uniqueSpawns == nil) then
global.uniqueSpawns = {}
end
if (global.sharedSpawns == nil) then
global.sharedSpawns = {}
end
if (global.unusedSpawns == nil) then
global.unusedSpawns = {}
end
if (global.playerCooldowns == nil) then
global.playerCooldowns = {}
end
2017-12-15 22:43:03 +02:00
if (global.waitingBuddies == nil) then
global.waitingBuddies = {}
end
if (global.delayedSpawns == nil) then
global.delayedSpawns = {}
end
if (global.buddySpawnOptions == nil) then
global.buddySpawnOptions = {}
end
game.create_force(MAIN_FORCE)
game.forces[MAIN_FORCE].set_spawn_position(game.forces["player"].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
if ENABLE_SHARED_TEAM_VISION then
game.forces[MAIN_FORCE].share_chart = true
end
SetCeaseFireBetweenAllForces()
SetFriendlyBetweenAllForces()
-- AntiGriefing(game.forces[MAIN_FORCE])
end
function DoesPlayerHaveCustomSpawn(player)
for name,spawnPos in pairs(global.playerSpawns) do
if (player.name == name) then
return true
end
end
return false
end
function ChangePlayerSpawn(player, pos)
global.playerSpawns[player.name] = pos
global.playerCooldowns[player.name] = {setRespawn=game.tick}
end
function QueuePlayerForDelayedSpawn(player, spawn, moatEnabled)
-- If we get a valid spawn point, setup the area
if ((spawn.x ~= 0) and (spawn.y ~= 0)) then
global.uniqueSpawns[player.name] = {pos=spawn,moat=moatEnabled}
player.print("Generating your spawn now, please wait 10 seconds...")
player.surface.request_to_generate_chunks(spawn, 4)
delayedTick = game.tick + 10*TICKS_PER_SECOND
table.insert(global.delayedSpawns, {player=player, spawn=spawn, moatEnabled=moatEnabled, delayedTick=delayedTick})
else
DebugPrint("THIS SHOULD NOT EVER HAPPEN! Spawn failed!")
SendBroadcastMsg("ERROR!! Failed to create spawn point for: " .. player.name)
end
end
-- Check a table to see if there are any players waiting to spawn
-- Check if we are past the delayed tick count
-- Spawn the players and remove them from the table.
function DelayedSpawnOnTick()
if ((game.tick % (30)) == 1) then
if ((global.delayedSpawns ~= nil) and (#global.delayedSpawns > 0)) then
for i=#global.delayedSpawns,1,-1 do
delayedSpawn = global.delayedSpawns[i]
if (delayedSpawn.delayedTick < game.tick) then
SendPlayerToNewSpawnAndCreateIt(delayedSpawn.player, delayedSpawn.spawn, delayedSpawn.moatEnabled)
table.remove(global.delayedSpawns, i)
end
end
end
end
end
function SendPlayerToNewSpawnAndCreateIt(player, spawn, moatEnabled)
-- Make sure the area is super safe.
ClearNearbyEnemies(spawn, SAFE_AREA_TILE_DIST, game.surfaces[GAME_SURFACE_NAME])
-- Create the spawn resources here
CreateWaterStrip(game.surfaces[GAME_SURFACE_NAME],
{x=spawn.x+WATER_SPAWN_OFFSET_X, y=spawn.y+WATER_SPAWN_OFFSET_Y},
WATER_SPAWN_LENGTH)
CreateWaterStrip(game.surfaces[GAME_SURFACE_NAME],
{x=spawn.x+WATER_SPAWN_OFFSET_X, y=spawn.y+WATER_SPAWN_OFFSET_Y+1},
WATER_SPAWN_LENGTH)
GenerateStartingResources(surface, spawn)
-- Send the player to that position
player.teleport(spawn, GAME_SURFACE_NAME)
GivePlayerStarterItems(player)
end
function SendPlayerToSpawn(player)
if (DoesPlayerHaveCustomSpawn(player)) then
player.teleport(global.playerSpawns[player.name], GAME_SURFACE_NAME)
else
player.teleport(game.forces[MAIN_FORCE].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
end
end
function SendPlayerToRandomSpawn(player)
local numSpawns = TableLength(global.uniqueSpawns)
local rndSpawn = math.random(0,numSpawns)
local counter = 0
if (rndSpawn == 0) then
player.teleport(game.forces[MAIN_FORCE].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
else
counter = counter + 1
for name,spawn in pairs(global.uniqueSpawns) do
if (counter == rndSpawn) then
player.teleport(spawn.pos)
break
end
counter = counter + 1
end
end
end
function CreatePlayerCustomForce(player)
local newForce = nil
-- Check if force already exists
if (game.forces[player.name] ~= nil) then
DebugPrint("Force already exists!")
player.force = game.forces[player.name]
return game.forces[player.name]
-- Create a new force using the player's name
elseif (TableLength(game.forces) < MAX_FORCES) then
newForce = game.create_force(player.name)
if ENABLE_SHARED_TEAM_VISION then
newForce.share_chart = true
end
player.force = newForce
SetCeaseFireBetweenAllForces()
SetFriendlyBetweenAllForces()
SendBroadcastMsg(player.name.." has started their own team!")
else
player.force = MAIN_FORCE
player.print("Sorry, no new teams can be created. You were assigned to the default team instead.")
end
return newForce
end
-- For each force, if it's a valid force, chart the chunk that all active players
-- are in.
-- I have no idea how compute intensive this function is. If it starts to lag the game
-- we'll have to figure out how to change it.
-- function ShareVisionBetweenPlayers()
-- if ((game.tick % 10) == 0) then
-- for _,force in pairs(game.forces) do
-- if (force ~= nil) then
-- if ((force.name ~= enemy) and
-- (force.name ~= neutral) and
-- (force.name ~= player)) then
-- for _,player in pairs(game.connected_players) do
-- force.chart(GAME_SURFACE_NAME,
-- {{player.position.x-(2*CHUNK_SIZE),
-- player.position.y-(2*CHUNK_SIZE)},
-- {player.position.x+(2*CHUNK_SIZE),
-- player.position.y+(2*CHUNK_SIZE)}})
-- end
-- end
-- end
-- end
-- end
-- end
-- For each force, if it's a valid force, chart the chunk that was just scanned
-- for all forces.
-- I have no idea how compute intensive this function is. If it starts to lag the game
-- we'll have to figure out how to change it.
-- function ShareRadarBetweenForces(event)
-- for _,force in pairs(game.forces) do
-- if (force ~= nil) then
-- if ((force.name ~= enemy) and
-- (force.name ~= neutral) and
-- (force.name ~= player)) then
-- for _,player in pairs(game.connected_players) do
-- force.chart(GAME_SURFACE_NAME,
-- {{event.chunk_position.x*CHUNK_SIZE,
-- event.chunk_position.y*CHUNK_SIZE},
-- {event.chunk_position.x*CHUNK_SIZE,
-- event.chunk_position.y*CHUNK_SIZE}})
-- end
-- end
-- end
-- end
-- end