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FactorioScenarioMultiplayer.../control.lua

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-- Sep 2024
-- ____ _____ _____
-- / __ \ /\ | __ \ / ____|
-- | | | | / \ | |__) | |
-- | | | |/ /\ \ | _ /| |
-- | |__| / ____ \| | \ \| |____
-- \____/_/ \_\_| \_\\_____|
-- Oarc's Separated Spawn MOD V2
-- I decided to rewrite my old scenario due to the coming changes in Factorio V2.0 and its new Space Age Expansion.
-- Change Overview:
-- Support the scenario "as a mod" ONLY. Scenario merely provides a way to overwrite settings on_init.
-- Removed a lot of unnecessary feature bloat.
-- Move text to locale files where possible.
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-- Major Features:
-- Core feature allows for a safe, separate spawn area for each player.
-- Players can choose to spawn with friends (buddy spawn) or join other bases.
-- Offline protection from enemy attacks.
-- Chunk cleanup to keep save file size down.
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-- Sharing of electricity and items between players.
require("lib/oarc_utils")
require("lib/config")
require("lib/config_parser")
require("lib/regrowth_map")
require("lib/holding_pen")
require("lib/separate_spawns")
require("lib/separate_spawns_guis")
require("lib/oarc_gui_tabs")
require("lib/offline_protection")
require("lib/scaled_enemies")
require("lib/sharing")
-- TODO: Possibly remove this later?
require("lib/oarc_tests")
require("lib/oarc_commands")
--------------------------------------------------------------------------------
-- On Init - Only runs once the first time the game starts
--------------------------------------------------------------------------------
script.on_init(function(event)
-- If init has already been run, we immediately hard error.
-- This is NOT supported. Checking for this force is just an easy dumb way to do it.
if (game.forces[ABANDONED_FORCE_NAME] ~= nil) then
error("It appears as though this mod is trying to re-run on_init. If you removed the mod and re-added it again, this is NOT supported. You have to rollback to a previous save where the mod was enabled.")
return
end
ValidateAndLoadConfig()
RegrowthInit()
InitSpawnGlobalsAndForces()
CreateHoldingPenSurface() -- Must be after init spawn globals?
-- Useful for debugging and if players choose not to use the provided empty scenario.
if remote.interfaces["freeplay"] then
log("Freeplay interface detected. Disabling various freeplay features now!")
remote.call("freeplay", "set_skip_intro", true)
remote.call("freeplay", "set_disable_crashsite", true)
remote.call("freeplay", "set_created_items", {})
remote.call("freeplay", "set_respawn_items", {})
end
-- If there are any players that already exist, init them now.
for _,player in pairs(game.players) do
SeparateSpawnsInitPlayer(player.index)
end
game.technology_notifications_enabled = false
end)
--------------------------------------------------------------------------------
-- On Load - Only for setting up some table stuff that shouldn't change during gameplay!
--------------------------------------------------------------------------------
script.on_load(function()
SetupOCFGModKeys()
end)
--------------------------------------------------------------------------------
-- On Configuration Changed - Only runs when the mod configuration changes
--------------------------------------------------------------------------------
script.on_configuration_changed(function(data)
for _,player in pairs(game.players) do
RecreateOarcGui(player) -- Reset the players GUI
end
end)
script.on_event(defines.events.on_runtime_mod_setting_changed, function(event)
if (not StringStartsWith(event.setting, "oarc-mod")) then return end
RuntimeModSettingChanged(event)
end)
----------------------------------------
-- Player Events
----------------------------------------
script.on_event(defines.events.on_player_created, function(event)
SeparateSpawnsInitPlayer(event.player_index)
end)
script.on_event(defines.events.on_player_respawned, function(event)
SeparateSpawnsPlayerRespawned(event)
end)
script.on_event(defines.events.on_player_left_game, function(event)
SeparateSpawnsPlayerLeft(event)
end)
-- This does NOT do what I expected, it triggers anytime the VIEW changes, not the character moving.
-- script.on_event(defines.events.on_player_changed_surface, function(event)
-- SeparateSpawnsPlayerChangedSurface(event)
-- end)
script.on_event(defines.events.on_rocket_launched, function(event)
log("Rocket launched!")
log(serpent.block(event))
end)
script.on_event(defines.events.on_player_driving_changed_state, function (event)
local entity = event.entity
--If a player gets in or out of a vehicle, mark the area as safe so we don't delete the vehicle by accident.
--Only world eater will clean up these chunks over time if it is enabled.
if storage.ocfg.regrowth.enable_regrowth and (entity ~= nil) then
RegrowthMarkAreaSafeGivenTilePos(entity.surface.name, entity.position, 1, false)
end
log("Player driving changed state")
log(serpent.block(event))
-- Track the surfaces whenever driving state changes for a cargo-pod ONLY.
-- This triggers events for surface changes when using the standard space travel method.
if (entity ~= nil) and (entity.name == "cargo-pod") then
local player = game.players[event.player_index]
-- Check if driving flag is set
if (player.driving) then
log("Player is driving a cargo-pod")
end
SeparateSpawnsUpdatePlayerSurface(player, entity.surface.name)
end
end)
script.on_event(defines.events.on_research_finished, function(event)
if (storage.ocfg.gameplay.enable_shared_team_chat) then
local research = event.research
SendBroadcastMsg({"oarc-research-finished", research.force.name, research.name}, { color = research.force.color, sound = defines.print_sound.never })
end
end)
-- script.on_event(defines.events.on_cargo_pod_finished_ascending, function (event)
-- log("Cargo pod finished ascending")
-- log(serpent.block(event))
-- end)
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----------------------------------------
-- CUSTOM OARC Events (shown here for demo and logging purposes)
----------------------------------------
---@class OarcCustomEventBase
---@field mod_name string
---@field name integer --For custom events, this is the event ID
---@field tick integer
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---@class OarcModOnSpawnChoicesGuiDisplayedEvent: OarcCustomEventBase
---@field player_index integer
---@field gui_element LuaGuiElement
script.on_event("oarc-mod-on-spawn-choices-gui-displayed", function(event)
log("EVENT - oarc-mod-on-spawn-choices-gui-displayed:" .. serpent.block(event --[[@as OarcModOnSpawnChoicesGuiDisplayedEvent]]))
-- The 4 main sub sections are called: spawn_settings_frame, solo_spawn_frame, shared_spawn_frame, and buddy_spawn_frame
end)
---@class OarcModOnSpawnCreatedEvent: OarcCustomEventBase
---@field spawn_data OarcUniqueSpawn
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script.on_event("oarc-mod-on-spawn-created", function(event)
log("EVENT - oarc-mod-on-spawn-created:" .. serpent.block(event --[[@as OarcModOnSpawnCreatedEvent]]))
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end)
---@class OarcModOnSpawnRemoveRequestEvent: OarcCustomEventBase
---@field spawn_data OarcUniqueSpawn
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script.on_event("oarc-mod-on-spawn-remove-request", function(event)
log("EVENT - oarc-mod-on-spawn-remove-request:" .. serpent.block(event --[[@as OarcModOnSpawnRemoveRequestEvent]]))
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end)
---@class OarcModOnPlayerResetEvent: OarcCustomEventBase
---@field player_index integer
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script.on_event("oarc-mod-on-player-reset", function(event)
log("EVENT - oarc-mod-on-player-reset:" .. serpent.block(event --[[@as OarcModOnPlayerResetEvent]]))
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end)
---@class OarcModOnPlayerSpawnedEvent: OarcCustomEventBase
---@field player_index integer
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---@field first_spawn boolean
---@field is_host boolean
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script.on_event("oarc-mod-on-player-spawned", function(event)
log("EVENT - oarc-mod-on-player-spawned:" .. serpent.block(event --[[@as OarcModOnPlayerSpawnedEvent]]))
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end)
---@class OarcModCharacterSurfaceChangedEvent: OarcCustomEventBase
---@field player_index integer
---@field old_surface_name string
---@field new_surface_name string
script.on_event("oarc-mod-character-surface-changed", function(event)
log("EVENT - oarc-mod-character-surface-changed:" .. serpent.block(event --[[@as OarcModCharacterSurfaceChangedEvent]]))
--This is just here so I don't get lua warnings about unused variables.
---@type OarcModCharacterSurfaceChangedEvent
local custom_event = event --[[@as OarcModCharacterSurfaceChangedEvent]]
local player = game.players[custom_event.player_index]
SeparateSpawnsPlayerChangedSurface(player, custom_event.old_surface_name, custom_event.new_surface_name)
end)
---@class OarcModOnChunkGeneratedNearSpawnEvent: OarcCustomEventBase
---@field surface LuaSurface
---@field chunk_area BoundingBox
---@field spawn_data OarcUniqueSpawn
-- script.on_event("oarc-mod-on-chunk-generated-near-spawn", function(event)
-- I wouldn't recommend any logging inside this event as it is called for every chunk generated near a spawn.
-- log("EVENT - oarc-mod-on-chunk-generated-near-spawn:" .. serpent.block(event --[[@as OarcModOnChunkGeneratedNearSpawnEvent]]))
-- end)
---@class OarcModOnConfigChangedEvent: OarcCustomEventBase
-- script.on_event("oarc-mod-on-config-changed", function(event)
-- This can get called quite a lot during init or importing of settings.
-- log("EVENT - oarc-mod-on-config-changed:" .. serpent.block(event --[[@as OarcModOnConfigChangedEvent]]))
-- end)
-- I raise this event whenever teleporting the player!
script.on_event(defines.events.script_raised_teleported, function(event)
local entity = event.entity
if entity.type == "character" and entity.player then
SeparateSpawnsUpdatePlayerSurface(entity.player, entity.surface.name)
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)
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if (storage.ocfg.gameplay.enable_shared_team_chat) then
if (event.player_index ~= nil) then
ShareChatBetweenForces(game.players[event.player_index], event.message)
end
end
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)
DelayedSpawnOnTick()
FadeoutRenderOnTick()
OnTickNilCharacterTeleportQueue()
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthOnTick()
end
RegrowthForceRemovalOnTick() -- Allows for abandoned base cleanup without regrowth enabled.
if storage.ocfg.gameplay.modified_enemy_spawning then
RemoveDemolishersInWarningZone(event)
end
end)
----------------------------------------
-- Chunk Generation
----------------------------------------
script.on_event(defines.events.on_chunk_generated, function(event)
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthChunkGenerate(event)
end
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CreateHoldingPenChunks(event)
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if storage.ocfg.gameplay.modified_enemy_spawning then
DowngradeWormsDistanceBasedOnChunkGenerate(event)
DowngradeAndReduceEnemiesOnChunkGenerate(event)
end
SeparateSpawnsGenerateChunk(event)
end)
----------------------------------------
-- Radar Scanning
----------------------------------------
script.on_event(defines.events.on_sector_scanned, function (event)
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthSectorScan(event)
end
end)
----------------------------------------
-- Surface Generation
----------------------------------------
-- This is not called when the default surface "nauvis" is created as it will always exist!
script.on_event(defines.events.on_surface_created, function(event)
local surface = game.surfaces[event.surface_index]
log("Surface created: " .. surface.name)
if IsSurfaceBlacklisted(surface.name) then return end
SeparateSpawnsSurfaceCreated(event)
RegrowthSurfaceCreated(event)
end)
script.on_event(defines.events.on_pre_surface_deleted, function(event)
local surface = game.surfaces[event.surface_index]
log("Surface deleted: " .. surface.name)
if IsSurfaceBlacklisted(surface.name) then return end
SeparateSpawnsSurfaceDeleted(event)
RegrowthSurfaceDeleted(event)
end)
----------------------------------------
-- Various on "built" events
----------------------------------------
script.on_event(defines.events.on_built_entity, function(event)
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 2, false)
end
-- For tracking spidertrons...
RegrowthOnBuiltEntity(event)
end)
script.on_event(defines.events.on_robot_built_entity, function (event)
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 2, false)
end
end)
script.on_event(defines.events.on_player_built_tile, function (event)
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if storage.ocfg.regrowth.enable_regrowth then
for _,v in pairs(event.tiles) do
RegrowthMarkAreaSafeGivenTilePos(game.surfaces[event.surface_index].name, v.position, 2, false)
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)
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if storage.ocfg.regrowth.enable_regrowth then
RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 2, false)
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)
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if (storage.ocfg.gameplay.modified_enemy_spawning) then
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ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end)
script.on_event(defines.events.on_biter_base_built, function(event)
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if (storage.ocfg.gameplay.modified_enemy_spawning) then
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ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end)
script.on_event(defines.events.on_segment_entity_created, function(event)
if storage.ocfg.gameplay.modified_enemy_spawning then
TrackDemolishers(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)
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if (storage.ocfg.gameplay.enable_offline_protection) then
OarcModifyEnemyGroup(event)
end
end)
----------------------------------------
-- On enemies killed
-- For coin generation and stuff
----------------------------------------
script.on_event(defines.events.on_post_entity_died, function(event)
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if storage.ocfg.coin_generation.enabled then
CoinsFromEnemiesOnPostEntityDied(event)
end
end,
{{filter="type", type = "unit"}, {filter="type", type = "unit-spawner"}, {filter="type", type = "turret"}})
script.on_event(defines.events.on_entity_damaged, function(event)
if storage.ocfg.gameplay.scale_spawner_damage then
ApplySpawnerDamageScaling(event)
end
end,
{{filter="type", type = "unit-spawner"}})
----------------------------------------
-- Gui Events
----------------------------------------
script.on_event(defines.events.on_gui_click, function(event)
if not event.element.valid then return end
SeparateSpawnsGuiClick(event)
OarcGuiTabsClick(event)
end)
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
script.on_event(defines.events.on_gui_checked_state_changed, function (event)
if not event.element.valid then return end
SeparateSpawnsGuiCheckedStateChanged(event)
OarcGuiTabsCheckedStateChanged(event)
end)
script.on_event(defines.events.on_gui_selected_tab_changed, function (event)
if not event.element.valid then return end
OarcGuiTabsSelectedTabChanged(event)
end)
-- For capturing player escaping custom GUI so we can close it using ESC key.
script.on_event(defines.events.on_gui_closed, function(event)
OarcGuiClosed(event)
end)
--- For sliders and other value changing elements.
script.on_event(defines.events.on_gui_value_changed, function(event)
if not event.element.valid then return end
SeparateSpawnsGuiValueChanged(event)
OarcGuiTabsValueChanged(event)
end)
--- For dropdowns and listboxes.
script.on_event(defines.events.on_gui_selection_state_changed, function(event)
if not event.element.valid then return end
SeparateSpawnsGuiSelectionStateChanged(event)
OarcGuiTabsSelectionStateChanged(event)
end)
script.on_event(defines.events.on_gui_text_changed, function(event)
if not event.element.valid then return end
OarcGuiTabsTextChanged(event)
end)
script.on_event(defines.events.on_gui_confirmed, function(event)
if not event.element.valid then return end
OarcGuiTabsConfirmed(event)
end)
script.on_event(defines.events.on_gui_elem_changed, function(event)
if not event.element.valid then return end
OarcGuiTabsElemChanged(event)
end)
----------------------------------------
-- Remote Interface
----------------------------------------
local oarc_mod_interface =
{
get_mod_settings = function()
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return storage.ocfg
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end,
get_unique_spawns = function()
return storage.unique_spawns
end,
get_player_home_spawn = function(player_name)
return FindPlayerHomeSpawn(player_name)
end,
get_player_primary_spawn = function(player_name)
return FindPrimaryUniqueSpawn(player_name)
end,
}
remote.add_interface("oarc_mod", oarc_mod_interface)