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FactorioScenarioMultiplayer.../control.lua

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-- control.lua
-- Mar 2019
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-- Oarc's Separated Spawn Scenario
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--
-- I wanted to create a scenario that allows you to spawn in separate locations
-- From there, I ended up adding a bunch of other minor/major features
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--
-- Credit:
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-- Tags - Taken from WOGs scenario
-- Rocket Silo - Taken from Frontier as an idea
--
-- Feel free to re-use anything you want. It would be nice to give me credit
-- if you can.
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-- To keep the scenario more manageable (for myself) I have done the following:
-- 1. Keep all event calls in control.lua (here)
-- 2. Put all config options in config.lua and provided an example-config.lua file too.
-- 3. Put other stuff into their own files where possible.
-- 4. Put all other files into lib folder
-- 5. Provided an examples folder for example/recommended map gen settings
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-- Generic Utility Includes
require("lib/oarc_utils")
-- Other soft-mod type features.
require("lib/frontier_silo")
require("lib/tag")
require("lib/game_opts")
require("lib/player_list")
require("lib/rocket_launch")
require("lib/admin_commands")
require("lib/regrowth_map")
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require("lib/shared_chests")
require("lib/notepad")
require("lib/map_features")
require("lib/oarc_buy")
require("lib/auto_decon_miners")
-- For Philip. I currently do not use this and need to add proper support for
-- commands like this in the future.
-- require("lib/rgcommand")
-- require("lib/helper_commands")
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-- Main Configuration File
require("config")
-- Save all config settings to global table.
require("lib/oarc_global_cfg.lua")
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-- Scenario Specific Includes
require("lib/separate_spawns")
require("lib/separate_spawns_guis")
require("lib/oarc_enemies")
require("lib/oarc_gui_tabs")
-- compatibility with mods
require("compat/factoriomaps")
-- Create a new surface so we can modify map settings at the start.
GAME_SURFACE_NAME="oarc"
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commands.add_command("trigger-map-cleanup",
"Force immediate removal of all expired chunks (unused chunk removal mod)",
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RegrowthForceRemoveChunksCmd)
--------------------------------------------------------------------------------
-- ALL EVENT HANLDERS ARE HERE IN ONE PLACE!
--------------------------------------------------------------------------------
----------------------------------------
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-- On Init - only runs once the first
-- time the game starts
----------------------------------------
script.on_init(function(event)
-- FIRST
InitOarcConfig()
-- Regrowth (always init so we can enable during play.)
RegrowthInit()
-- Create new game surface
CreateGameSurface()
-- MUST be before other stuff, but after surface creation.
InitSpawnGlobalsAndForces()
-- Frontier Silo Area Generation
if (global.ocfg.frontier_rocket_silo and not global.ocfg.enable_magic_factories) then
SpawnSilosAndGenerateSiloAreas()
end
-- Everyone do the shuffle. Helps avoid always starting at the same location.
-- Needs to be done after the silo spawning.
if (global.ocfg.enable_vanilla_spawns) then
global.vanillaSpawns = FYShuffle(global.vanillaSpawns)
log("Vanilla spawns:")
log(serpent.block(global.vanillaSpawns))
end
Compat.handle_factoriomaps()
if (global.ocfg.enable_chest_sharing) then
SharedChestInitItems()
end
if (global.ocfg.enable_magic_factories) then
MagicFactoriesInit()
end
OarcMapFeatureInitGlobalCounters()
OarcAutoDeconOnInit()
-- Display starting point text as a display of dominance.
RenderPermanentGroundText(game.surfaces[GAME_SURFACE_NAME], {x=-29,y=-30}, 40, "OARC", {0.9, 0.7, 0.3, 0.8})
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rendering.draw_sprite{sprite="item/coin",
render_layer=30,
target={0,0},
surface=game.surfaces[GAME_SURFACE_NAME],
tint={r = 0.1, g = 0.1, b = 0.1, a = 0.1},
x_scale=80,
y_scale=80}
end)
script.on_load(function()
Compat.handle_factoriomaps()
end)
----------------------------------------
-- Rocket launch event
-- Used for end game win conditions / unlocking late game stuff
----------------------------------------
script.on_event(defines.events.on_rocket_launched, function(event)
RocketLaunchEvent(event)
end)
----------------------------------------
-- Chunk Generation
----------------------------------------
script.on_event(defines.events.on_chunk_generated, function(event)
if (event.surface.name ~= GAME_SURFACE_NAME) then return end
if global.ocfg.enable_regrowth then
RegrowthChunkGenerate(event)
end
if global.ocfg.enable_undecorator then
UndecorateOnChunkGenerate(event)
end
SeparateSpawnsGenerateChunk(event)
CreateHoldingPen(event.surface, event.area)
end)
----------------------------------------
-- Gui Click
----------------------------------------
script.on_event(defines.events.on_gui_click, function(event)
-- Don't interfere with other mod related stuff.
if (event.element.get_mod() ~= nil) then return end
if global.ocfg.enable_tags then
TagGuiClick(event)
end
WelcomeTextGuiClick(event)
SpawnOptsGuiClick(event)
SpawnCtrlGuiClick(event)
SharedSpwnOptsGuiClick(event)
BuddySpawnOptsGuiClick(event)
BuddySpawnWaitMenuClick(event)
BuddySpawnRequestMenuClick(event)
SharedSpawnJoinWaitMenuClick(event)
ClickOarcGuiButton(event)
ClickOarcStoreButton(event)
GameOptionsGuiClick(event)
end)
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script.on_event(defines.events.on_gui_checked_state_changed, function (event)
SpawnOptsRadioSelect(event)
SpawnCtrlGuiOptionsSelect(event)
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end)
script.on_event(defines.events.on_gui_selected_tab_changed, function (event)
TabChangeOarcGui(event)
TabChangeOarcStore(event)
end)
----------------------------------------
-- Player Events
----------------------------------------
script.on_event(defines.events.on_player_joined_game, function(event)
PlayerJoinedMessages(event)
ServerWriteFile("player_events", game.players[event.player_index].name .. " joined the game." .. "\n")
end)
script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
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-- Move the player to the game surface immediately.
player.teleport({x=0,y=0}, GAME_SURFACE_NAME)
if global.ocfg.enable_long_reach then
GivePlayerLongReach(player)
end
SeparateSpawnsPlayerCreated(event.player_index, true)
InitOarcGuiTabs(player)
InitOarcStoreGuiTabs(player)
end)
script.on_event(defines.events.on_player_respawned, function(event)
SeparateSpawnsPlayerRespawned(event)
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PlayerRespawnItems(event)
if global.ocfg.enable_long_reach then
GivePlayerLongReach(game.players[event.player_index])
end
end)
script.on_event(defines.events.on_player_left_game, function(event)
ServerWriteFile("player_events", game.players[event.player_index].name .. " left the game." .. "\n")
local player = game.players[event.player_index]
-- If players leave early, say goodbye.
if (player and (player.online_time < (global.ocfg.minimum_online_time * TICKS_PER_MINUTE))) then
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log("Player left early: " .. player.name)
SendBroadcastMsg(player.name .. "'s base was marked for immediate clean up because they left within "..global.ocfg.minimum_online_time.." minutes of joining.")
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RemoveOrResetPlayer(player, true, true, true, true)
end
end)
-- script.on_event(defines.events.on_player_removed, function(event)
-- Player is already deleted when this is called.
-- end)
----------------------------------------
-- On tick events. Stuff that needs to happen at regular intervals.
-- Delayed events, delayed spawns, ...
----------------------------------------
script.on_event(defines.events.on_tick, function(event)
if global.ocfg.enable_regrowth then
RegrowthOnTick()
RegrowthForceRemovalOnTick()
end
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DelayedSpawnOnTick()
if global.ocfg.enable_chest_sharing then
SharedChestsOnTick()
end
if global.ocfg.enable_magic_factories then
MagicFactoriesOnTick()
end
TimeoutSpeechBubblesOnTick()
FadeoutRenderOnTick()
if global.ocfg.enable_miner_decon then
OarcAutoDeconOnTick()
end
end)
script.on_event(defines.events.on_sector_scanned, function (event)
if global.ocfg.enable_regrowth then
RegrowthSectorScan(event)
end
end)
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----------------------------------------
-- Various on "built" events
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----------------------------------------
script.on_event(defines.events.on_built_entity, function(event)
if global.ocfg.enable_autofill then
Autofill(event)
end
if global.ocfg.enable_regrowth then
if (event.created_entity.surface.name ~= GAME_SURFACE_NAME) then return end
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RegrowthMarkAreaSafeGivenTilePos(event.created_entity.position, 2, false)
end
if global.ocfg.enable_anti_grief then
SetItemBlueprintTimeToLive(event)
end
if global.ocfg.frontier_rocket_silo then
BuildSiloAttempt(event)
end
end)
script.on_event(defines.events.on_robot_built_entity, function (event)
if global.ocfg.enable_regrowth then
if (event.created_entity.surface.name ~= GAME_SURFACE_NAME) then return end
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RegrowthMarkAreaSafeGivenTilePos(event.created_entity.position, 2, false)
end
if global.ocfg.frontier_rocket_silo then
BuildSiloAttempt(event)
end
end)
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script.on_event(defines.events.on_player_built_tile, function (event)
if global.ocfg.enable_regrowth then
if (game.surfaces[event.surface_index].name ~= GAME_SURFACE_NAME) then return end
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for k,v in pairs(event.tiles) do
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RegrowthMarkAreaSafeGivenTilePos(v.position, 2, false)
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end
end
end)
----------------------------------------
-- On script_raised_built. This should help catch mods that
-- place items that don't count as player_built and robot_built.
-- Specifically FARL.
----------------------------------------
script.on_event(defines.events.script_raised_built, function(event)
if global.ocfg.enable_regrowth then
if (event.entity.surface.name ~= GAME_SURFACE_NAME) then return end
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RegrowthMarkAreaSafeGivenTilePos(event.entity.position, 2, false)
end
end)
----------------------------------------
-- Shared chat, so you don't have to type /s
-- But you do lose your player colors across forces.
----------------------------------------
script.on_event(defines.events.on_console_chat, function(event)
if (event.player_index) then
ServerWriteFile("server_chat", game.players[event.player_index].name .. ": " .. event.message .. "\n")
end
if (global.ocfg.enable_shared_chat) then
if (event.player_index ~= nil) then
ShareChatBetweenForces(game.players[event.player_index], event.message)
end
end
end)
----------------------------------------
-- On Research Finished
-- This is where you can permanently remove researched techs
----------------------------------------
script.on_event(defines.events.on_research_finished, function(event)
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-- Never allows players to build rocket-silos in "frontier" mode.
if global.ocfg.frontier_rocket_silo and not global.ocfg.frontier_allow_build then
RemoveRecipe(event.research.force, "rocket-silo")
end
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if global.ocfg.lock_goodies_rocket_launch and
(not global.ocore.satellite_sent or not global.ocore.satellite_sent[event.research.force.name]) then
for _,v in ipairs(LOCKED_RECIPES) do
RemoveRecipe(event.research.force, v.r)
end
end
if global.ocfg.enable_loaders then
EnableLoaders(event)
end
end)
----------------------------------------
-- On Entity Spawned and On Biter Base Built
-- This is where I modify biter spawning based on location and other factors.
----------------------------------------
script.on_event(defines.events.on_entity_spawned, function(event)
if (global.ocfg.modified_enemy_spawning) then
ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end)
script.on_event(defines.events.on_biter_base_built, function(event)
if (global.ocfg.modified_enemy_spawning) then
ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end)
----------------------------------------
-- On unit group finished gathering
-- This is where I remove biter waves on offline players
----------------------------------------
script.on_event(defines.events.on_unit_group_finished_gathering, function(event)
if (global.ocfg.enable_offline_protect) then
OarcModifyEnemyGroup(event.group)
end
end)
----------------------------------------
-- On Corpse Timed Out
-- Save player's stuff so they don't lose it if they can't get to the corpse fast enough.
----------------------------------------
script.on_event(defines.events.on_character_corpse_expired, function(event)
DropGravestoneChestFromCorpse(event.corpse)
end)
----------------------------------------
-- On Gui Text Change
-- For capturing text entry.
----------------------------------------
script.on_event(defines.events.on_gui_text_changed, function(event)
NotepadOnGuiTextChange(event)
end)
----------------------------------------
-- On Gui Closed
-- For capturing player escaping custom GUI so we can close it using ESC key.
----------------------------------------
script.on_event(defines.events.on_gui_closed, function(event)
OarcGuiOnGuiClosedEvent(event)
OarcStoreOnGuiClosedEvent(event)
end)
----------------------------------------
-- On enemies killed
-- For coin generation and stuff
----------------------------------------
script.on_event(defines.events.on_post_entity_died, function(event)
if (game.surfaces[event.surface_index].name ~= GAME_SURFACE_NAME) then return end
CoinsFromEnemiesOnPostEntityDied(event)
end,
{{filter="type", type = "unit"}, {filter="type", type = "unit-spawner"}, {filter="type", type = "turret"}})
----------------------------------------
-- Scripted auto decon for miners...
----------------------------------------
script.on_event(defines.events.on_resource_depleted, function(event)
if global.ocfg.enable_miner_decon then
OarcAutoDeconOnResourceDepleted(event)
end
end)