mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-12 10:13:58 +02:00
Added RSO, tags, frontier silo, multiple improvements
This commit is contained in:
parent
46f0905059
commit
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119
config.lua
Normal file
119
config.lua
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@ -0,0 +1,119 @@
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-- config.lua
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-- Configuration Options
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--------------------------------------------------------------------------------
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-- Useful constants
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--------------------------------------------------------------------------------
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CHUNK_SIZE = 32
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MAX_FORCES = 64
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--------------------------------------------------------------------------------
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WELCOME_MSG = "Welcome to Oarc's server! This is a BETA test of my custom scenario."
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GAME_MODE_MSG = "In the current game mode, a satellite must be launched from the rocket silo to the far east to win!"
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-- GAME_MODE_MSG = "The current game mode is just basic vanilla!"
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MODULES_ENABLED = "Mods Enabled: Separate Spawns, RSO, Gravestone Chests"
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-- MODULES_ENABLED = "Mods Enabled: Gravestone-Chests"
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--------------------------------------------------------------------------------
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-- Module Enables
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-- These enables are not fully tested! For example, disable separate spawns
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-- will probably break the frontier rocket silo mode
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--------------------------------------------------------------------------------
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-- Separate spawns
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FRONTIER_ROCKET_SILO_MODE = true
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-- Frontier style rocket silo mode
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ENABLE_SEPARATE_SPAWNS = true
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-- Enable Scenario version of RSO
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ENABLE_RSO = true
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-- Enable Gravestone Chests
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ENABLE_GRAVESTONE_CHESTS = true
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-- Enable Undecorator
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ENABLE_UNDECORATOR = true
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-- DEBUG prints for me
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global.oarcDebugEnabled = false
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global.spawnDebugEnabled = false
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--------------------------------------------------------------------------------
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-- Spawn Options
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--------------------------------------------------------------------------------
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---------------------------------------
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-- Distance Options
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---------------------------------------
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-- Distance in chunks
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FAR_MIN_DIST = 50
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FAR_MAX_DIST = 125
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---------------------------------------
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-- Resource Options
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---------------------------------------
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-- Start resource amounts
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START_IRON_AMOUNT = 1500
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START_COPPER_AMOUNT = 1500
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START_STONE_AMOUNT = 1500
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START_COAL_AMOUNT = 1500
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START_OIL_AMOUNT = 30000
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---------------------------------------
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-- Safe Spawn Area Options
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---------------------------------------
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-- Safe area has no aliens
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-- +/- this in x and y direction
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SAFE_AREA_TILE_DIST = 300
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-- Warning area has reduced aliens
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-- +/- this in x and y direction
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WARNING_AREA_TILE_DIST = 500
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-- 1 : X (spawners alive : spawners destroyed) in this area
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WARN_AREA_REDUCTION_RATIO = 15
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-- Create a circle of land area for the spawn
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ENFORCE_LAND_AREA_TILE_DIST = 40
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---------------------------------------
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-- Other Forces/Teams Options
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---------------------------------------
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-- Enable if people can join their own teams
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ENABLE_OTHER_TEAMS = false
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-- Main force is what default players join
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MAIN_FORCE = "main_force"
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---------------------------------------
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-- Alien Options
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---------------------------------------
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-- Disable enemy expansion
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ENEMY_EXPANSION = false
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-- Divide the alien factors by this number to reduce it (or multiply if < 1)
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ENEMY_POLLUTION_FACTOR_DIVISOR = 10
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ENEMY_DESTROY_FACTOR_DIVISOR = 2
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--------------------------------------------------------------------------------
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-- Frontier Options
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--------------------------------------------------------------------------------
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SILO_CHUNK_DISTANCE_X = 250
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SILO_DISTANCE_X = SILO_CHUNK_DISTANCE_X*CHUNK_SIZE + CHUNK_SIZE/2
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SILO_DISTANCE_Y = 16
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-- Should be in the middle of a chunk
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SILO_POSITION = {x = SILO_DISTANCE_X, y = SILO_DISTANCE_Y}
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975
control.lua
975
control.lua
@ -13,903 +13,39 @@
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-- if they were not already.
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-- TODO
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-- Anti griefer? Drop all items on leaving?
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-- Better long term goal like frontier
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-- Better interaction with other forces?
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-- To do:
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-- Clean up text around spawn choices.
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-- Make rocket silo more obvious, try to spawn a train station
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-- Add longreach
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-- config options
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-- Near spawn option is on the edge of generated chunks
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-- On a large map, this may be quite far from spawn.
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local MIN_CHUNK_SPAWN_DIST = 2
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-- Far spawn options is this number of chunks past generated area
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local FAR_CHUNK_SPAWN_DIST = 10
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local FAR_MIN_DIST = 1000^2
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local FAR_MAX_DIST = 6000^2
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-- Start resource amountsmm
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local START_IRON_AMOUNT = 1500
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local START_COPPER_AMOUNT = 1000
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local START_STONE_AMOUNT = 1500
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local START_COAL_AMOUNT = 1500
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local START_OIL_AMOUNT = 20000
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-- Safe area has no aliens
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-- +/- this in x and y direction
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local SAFE_AREA_TILE_DIST = 250
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-- Warning area has reduced aliens
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-- +/- this in x and y direction
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local WARNING_AREA_TILE_DIST = 500
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-- 1 : X (spawners alive : spawners destroyed) in this area
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local WARN_AREA_REDUCTION_RATIO = 15
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-- Create a circle of land area for the spawn
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local ENFORCE_LAND_AREA_TILE_DIST = 40
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local ENFORCE_LAND_AREA_TILE_DIST_SQUARED = ENFORCE_LAND_AREA_TILE_DIST^2
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-- Main force is what default players join
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local MAIN_FORCE = "main_force"
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local ENABLE_OTHER_TEAMS = false
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-- Disable enemy expansion
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local ENEMY_EXPANSION = false
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-- Divide the alien factors by this number to reduce it (or multiply if < 1)
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local ENEMY_POLLUTION_FACTOR_DIVISOR = 10
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local ENEMY_DESTROY_FACTOR_DIVISOR = 1
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-- Useful constants
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local CHUNK_SIZE = 32
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local MAX_FORCES = 64
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-- Print debug only to me while testing.
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-- Should remove this if you are hosting it yourself.
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local function DebugPrint(msg)
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if ((game.players["Oarc"] ~= nil) and (global.oarcDebugEnabled)) then
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game.players["Oarc"].print("DEBUG: " .. msg)
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end
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end
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-- Simple function to get total number of items in table
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function TableLength(T)
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local count = 0
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for _ in pairs(T) do count = count + 1 end
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return count
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end
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-- Give player these default items.
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local function GivePlayerItems(player)
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player.insert{name="pistol", count=1}
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player.insert{name="firearm-magazine", count=10}
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end
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-- Additional starter only items
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local function GivePlayerStarterItems(player)
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GivePlayerItems(player)
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player.insert{name="iron-plate", count=8}
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player.insert{name="burner-mining-drill", count = 1}
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player.insert{name="stone-furnace", count = 1}
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end
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-- Check if given position is in area bounding box
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local function CheckIfInArea(point, area)
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if ((point.x > area.left_top.x) and (point.x < area.right_bottom.x)) then
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if ((point.y > area.left_top.y) and (point.y < area.right_bottom.y)) then
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return true
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end
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end
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return false
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end
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-- Ceasefire
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-- All forces are always neutral
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local function SetCeaseFireBetweenAllForces()
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for name,team in pairs(game.forces) do
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if name ~= "neutral" and name ~= "enemy" then
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for x,y in pairs(game.forces) do
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if x ~= "neutral" and x ~= "enemy" then
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team.set_cease_fire(x,true)
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end
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end
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end
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end
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end
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-- Broadcast messages
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local function SendBroadcastMsg(msg)
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for name,player in pairs(game.players) do
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player.print(msg)
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end
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end
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local function CreateNewSpawnCoordinates(spawn_distance, recursion_max)
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local position = {x=0,y=0}
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local chunkPos = {x=0,y=0}
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local randVec = {x=0,y=0}
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-- Create a random direction vector to look in
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while ((randVec.x == 0) and (randVec.y == 0))
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do
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randVec.x = math.random(-3,3)
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randVec.y = math.random(-3,3)
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end
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DebugPrint("direction: x=" .. randVec.x .. ", y=" .. randVec.y)
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while(true)
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do
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-- Set some absolute limits.
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if ((math.abs(chunkPos.x) > 1000) or (math.abs(chunkPos.y) > 1000)) then
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break
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-- If chunk is already generated, keep looking
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elseif (game.surfaces["nauvis"].is_chunk_generated(chunkPos)) then
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chunkPos.x = chunkPos.x + randVec.x*spawn_distance
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chunkPos.y = chunkPos.y + randVec.y*spawn_distance
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-- Found a possible ungenerated area
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else
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chunkPos.x = chunkPos.x + (randVec.x*spawn_distance)
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chunkPos.y = chunkPos.y + (randVec.y*spawn_distance)
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-- If it's still ungenerated even further out, use that position.
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if (not game.surfaces["nauvis"].is_chunk_generated(chunkPos)) then
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position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
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position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
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break
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end
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end
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end
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-- Very dangerous and stupid recursive call.
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if (spawn_distance == FAR_CHUNK_SPAWN_DIST) then
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local distSqrd = position.x^2 + position.y^2
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if ((distSqrd < FAR_MIN_DIST) or (distSqrd > FAR_MAX_DIST)) then
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if (recursion_max == 0) then
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return {x=0,y=0}
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else
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DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
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return CreateNewSpawnCoordinates(spawn_distance, recursion_max-1)
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end
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end
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end
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DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
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return position
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end
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local my_label_style = {
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minimal_width = 450,
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maximal_width = 450,
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font_color = {r=1,g=1,b=1}
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}
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local my_note_style = {
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minimal_width = 450,
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maximal_height = 10,
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font = "default-small-semibold",
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font_color = {r=1,g=0.5,b=0.5}
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}
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local my_warning_style = {
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minimal_width = 450,
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maximal_width = 450,
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font_color = {r=1,g=0.1,b=0.1}
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}
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function ApplyStyle (guiIn, styleIn)
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for k,v in pairs(styleIn) do
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guiIn.style[k]=v
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end
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end
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function DisplaySpawnOptions(player)
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player.gui.center.add{name = "spawn_opts",
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type = "frame",
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direction = "vertical",
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caption="Spawn Options"}
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local spawnGui = player.gui.center.spawn_opts
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spawnGui.style.maximal_width = 450
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spawnGui.style.maximal_height = 650
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spawnGui.add{name = "warning_lbl1", type = "label",
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caption="CHOOSE CAREFULLY - YOU ONLY GET ONE CUSTOM SPAWN POINT!"}
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spawnGui.add{name = "warning_spacer", type = "label",
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caption=" "}
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ApplyStyle(spawnGui.warning_lbl1, my_warning_style)
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ApplyStyle(spawnGui.warning_spacer, my_label_style)
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spawnGui.add{name = "normal_spawn",
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type = "button",
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caption="Default Spawn"}
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spawnGui.add{name = "normal_spawn_lbl1", type = "label",
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caption="This is the default spawn behavior of a vanilla game."}
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spawnGui.add{name = "normal_spawn_lbl2", type = "label",
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caption="You join the default team in the center of the map."}
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spawnGui.add{name = "normal_spawn_spacer", type = "label",
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caption=" "}
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ApplyStyle(spawnGui.normal_spawn_lbl1, my_label_style)
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ApplyStyle(spawnGui.normal_spawn_lbl2, my_label_style)
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ApplyStyle(spawnGui.normal_spawn_spacer, my_label_style)
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spawnGui.add{name = "isolated_spawn",
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type = "button",
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caption="Isolated Spawn"}
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spawnGui.add{name = "isolated_spawn_far",
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type = "button",
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caption="Isolated Spawn (Far Away)"}
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spawnGui.add{name = "isolated_spawn_lbl1", type = "label",
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caption="You are spawned in a new area, with starting resources."}
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spawnGui.add{name = "isolated_spawn_lbl2", type = "label",
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caption="You will still be part of the default team."}
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spawnGui.add{name = "isolated_spawn_spacer", type = "label",
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caption=" "}
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ApplyStyle(spawnGui.isolated_spawn_lbl1, my_label_style)
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ApplyStyle(spawnGui.isolated_spawn_lbl2, my_label_style)
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ApplyStyle(spawnGui.isolated_spawn_spacer, my_label_style)
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if (ENABLE_OTHER_TEAMS) then
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spawnGui.add{name = "new_force",
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type = "button",
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caption="Separate Team"}
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spawnGui.add{name = "new_force_far",
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type = "button",
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caption="Separate Team (Far Away)"}
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spawnGui.add{name = "new_force_lbl1", type = "label",
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caption="You are spawned in a new area, with starting resources."}
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spawnGui.add{name = "new_force_lbl2", type = "label",
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caption="You will be on your own team. (No shared vision or research with others.)"}
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spawnGui.add{name = "new_force_lbl3", type = "label",
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caption="Do not choose this option if you are new to the game!"}
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spawnGui.add{name = "new_force_spacer", type = "label",
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caption=" "}
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ApplyStyle(spawnGui.new_force_lbl1, my_label_style)
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ApplyStyle(spawnGui.new_force_lbl2, my_warning_style)
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ApplyStyle(spawnGui.new_force_lbl3, my_warning_style)
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ApplyStyle(spawnGui.new_force_spacer, my_label_style)
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spawnGui.add{name = "note_lbl1", type = "label",
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caption="All members of a team share map vision and research."}
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spawnGui.add{name = "note_lbl2", type = "label",
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caption="To talk to someone on a different team, you need to use /s to shout."}
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spawnGui.add{name = "note_lbl3", type = "label",
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caption="All teams are neutral. This is still a cooperative PvE game... NOT PVP!"}
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ApplyStyle(spawnGui.note_lbl1, my_note_style)
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ApplyStyle(spawnGui.note_lbl2, my_note_style)
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ApplyStyle(spawnGui.note_lbl3, my_note_style)
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end
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spawnGui.add{name = "note_lbl4", type = "label",
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caption="Far away spawn is between 1000-6000 distance units away from the center of the map."}
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spawnGui.add{name = "note_lbl5", type = "label",
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caption="Isolated spawns are dangerous! You will have to fight to reach other players."}
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spawnGui.add{name = "note_lbl6", type = "label",
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caption="You can change your spawn options when you die."}
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ApplyStyle(spawnGui.note_lbl4, my_note_style)
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ApplyStyle(spawnGui.note_lbl5, my_note_style)
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end
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function DisplayRespawnContinueOption(player)
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player.gui.center.add{name = "respawn_continue_opts",
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type = "frame",
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direction = "vertical",
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caption="Respawn Options"}
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local respawnGui = player.gui.center.respawn_continue_opts
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respawnGui.style.maximal_width = 450
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respawnGui.style.maximal_height = 550
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respawnGui.add{name = "respawn_continue",
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type = "button",
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caption="Continue"}
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respawnGui.add{name = "respawn_continue_lbl1", type = "label",
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caption="Continue at your current spawn location."}
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respawnGui.add{name = "respawn_continue_spacer", type = "label",
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caption=" "}
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ApplyStyle(respawnGui.respawn_continue_lbl1, my_label_style)
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ApplyStyle(respawnGui.respawn_continue_spacer, my_label_style)
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respawnGui.add{name = "respawn_change",
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type = "button",
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caption="Change Spawn"}
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respawnGui.add{name = "respawn_change_lbl1", type = "label",
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caption="Allow you to change your spawn and team."}
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respawnGui.add{name = "respawn_change_spacer", type = "label",
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caption=" "}
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ApplyStyle(respawnGui.respawn_change_lbl1, my_label_style)
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ApplyStyle(respawnGui.respawn_change_spacer, my_label_style)
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end
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function DisplayRespawnOptions(player)
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player.gui.center.add{name = "respawn_opts",
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type = "frame",
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direction = "vertical",
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caption="Respawn Options"}
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local respawnGui = player.gui.center.respawn_opts
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respawnGui.style.maximal_width = 450
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respawnGui.style.maximal_height = 750
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-- Basically a cancel button to avoid choosing a different spawn.
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respawnGui.add{name = "respawn_continue",
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type = "button",
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caption="Cancel"}
|
||||
respawnGui.add{name = "respawn_continue_lbl1", type = "label",
|
||||
caption="Continue with current spawn."}
|
||||
respawnGui.add{name = "respawn_continue_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_continue_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_continue_spacer, my_label_style)
|
||||
|
||||
respawnGui.add{name = "respawn_mainforce",
|
||||
type = "button",
|
||||
caption="Use Default Spawn"}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl1", type = "label",
|
||||
caption="This will join the default team."}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl2", type = "label",
|
||||
caption="If you are on another team all your research will be lost!"}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl3", type = "label",
|
||||
caption="You will spawn at the default spawn point in the center."}
|
||||
respawnGui.add{name = "respawn_mainforce_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_spacer, my_label_style)
|
||||
|
||||
|
||||
respawnGui.add{name = "respawn_custom_spawn",
|
||||
type = "button",
|
||||
caption="Custom Spawn"}
|
||||
respawnGui.add{name = "respawn_custom_lbl1", type = "label",
|
||||
caption="This will join the default team."}
|
||||
respawnGui.add{name = "respawn_custom_lbl2", type = "label",
|
||||
caption="If you are on another team all your research will be lost!"}
|
||||
respawnGui.add{name = "respawn_custom_lbl3", type = "label",
|
||||
caption="You will spawn at your previous custom spawn point."}
|
||||
respawnGui.add{name = "respawn_custom_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_spacer, my_label_style)
|
||||
|
||||
if (ENABLE_OTHER_TEAMS) then
|
||||
respawnGui.add{name = "respawn_custom_team",
|
||||
type = "button",
|
||||
caption="Custom Team Spawn"}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl1", type = "label",
|
||||
caption="This will join your own custom team."}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl2", type = "label",
|
||||
caption="You will have your own map vision and research tree. Use /s to talk to others."}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl3", type = "label",
|
||||
caption="You will spawn at your previous custom spawn point."}
|
||||
respawnGui.add{name = "respawn_custom_team_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_spacer, my_label_style)
|
||||
end
|
||||
|
||||
if (global.enableRespawnSurprise == true) then
|
||||
respawnGui.add{name = "respawn_surpise",
|
||||
type = "button",
|
||||
caption="Surprise me!"}
|
||||
end
|
||||
|
||||
respawnGui.add{name = "respawn_note1", type = "label",
|
||||
caption="You cannot generate new custom spawn points."}
|
||||
ApplyStyle(respawnGui.respawn_note1, my_note_style)
|
||||
end
|
||||
|
||||
function GenerateStartingResources(player)
|
||||
local surface = player.surface
|
||||
|
||||
-- Generate stone
|
||||
local stonePos = {x=player.position.x-25,
|
||||
y=player.position.y-31}
|
||||
|
||||
-- Generate coal
|
||||
local coalPos = {x=player.position.x-25,
|
||||
y=player.position.y-16}
|
||||
|
||||
-- Generate copper ore
|
||||
local copperOrePos = {x=player.position.x-25,
|
||||
y=player.position.y+0}
|
||||
|
||||
-- Generate iron ore
|
||||
local ironOrePos = {x=player.position.x-25,
|
||||
y=player.position.y+15}
|
||||
|
||||
-- Tree generation is taken care of in chunk generation
|
||||
|
||||
-- Generate oil patches
|
||||
surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
|
||||
position={player.position.x-30, player.position.y-2}})
|
||||
surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
|
||||
position={player.position.x-30, player.position.y+2}})
|
||||
|
||||
for y=0, 15 do
|
||||
for x=0, 15 do
|
||||
if ((x-7)^2 + (y - 7)^2 < 7^2) then
|
||||
surface.create_entity({name="iron-ore", amount=START_IRON_AMOUNT,
|
||||
position={ironOrePos.x+x, ironOrePos.y+y}})
|
||||
surface.create_entity({name="copper-ore", amount=START_COPPER_AMOUNT,
|
||||
position={copperOrePos.x+x, copperOrePos.y+y}})
|
||||
surface.create_entity({name="stone", amount=START_STONE_AMOUNT,
|
||||
position={stonePos.x+x, stonePos.y+y}})
|
||||
surface.create_entity({name="coal", amount=START_COAL_AMOUNT,
|
||||
position={coalPos.x+x, coalPos.y+y}})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function RemoveDecorationsArea(surface, area )
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = area, type="decorative"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
local function ClearNearbyEnemies(player)
|
||||
local safeArea = {left_top=
|
||||
{x=player.position.x-SAFE_AREA_TILE_DIST,
|
||||
y=player.position.y-SAFE_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=player.position.x+SAFE_AREA_TILE_DIST,
|
||||
y=player.position.y+SAFE_AREA_TILE_DIST}}
|
||||
|
||||
for _, entity in pairs(player.surface.find_entities_filtered{area = safeArea, force = "enemy"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function DoesPlayerHaveCustomSpawn(player)
|
||||
for name,spawnPos in pairs(global.playerSpawns) do
|
||||
if (player.name == name) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function DoesPlayerHaveActiveCustomSpawn(player)
|
||||
if (DoesPlayerHaveCustomSpawn(player)) then
|
||||
return global.activePlayerSpawns[player.name]
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
local function ActivatePlayerCustomSpawn(player, value)
|
||||
for name,_ in pairs(global.playerSpawns) do
|
||||
if (player.name == name) then
|
||||
global.activePlayerSpawns[player.name] = value
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function CreatePlayerCustomForce(player)
|
||||
local newForce = nil
|
||||
|
||||
-- Check if force already exists
|
||||
if (game.forces[player.name] ~= nil) then
|
||||
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)
|
||||
player.force = newForce
|
||||
SetCeaseFireBetweenAllForces()
|
||||
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
|
||||
|
||||
local function SendPlayerToNewSpawnAndCreateIt(player, spawn)
|
||||
-- Send the player to that position
|
||||
player.teleport(spawn)
|
||||
GivePlayerStarterItems(player)
|
||||
|
||||
-- If we get a valid spawn point, setup the area
|
||||
if (spawn ~= {x=0,y=0}) then
|
||||
GenerateStartingResources(player)
|
||||
ClearNearbyEnemies(player)
|
||||
end
|
||||
end
|
||||
|
||||
local function SendPlayerToActiveSpawn(player)
|
||||
if (DoesPlayerHaveActiveCustomSpawn(player)) then
|
||||
player.teleport(global.playerSpawns[player.name])
|
||||
else
|
||||
player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
|
||||
end
|
||||
end
|
||||
|
||||
local function SendPlayerToRandomSpawn(player)
|
||||
local numSpawns = TableLength(global.playerSpawns)
|
||||
local rndSpawn = math.random(0,numSpawns)
|
||||
local counter = 0
|
||||
|
||||
if (rndSpawn == 0) then
|
||||
player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
|
||||
else
|
||||
counter = counter + 1
|
||||
for name,spawnPos in pairs(global.playerSpawns) do
|
||||
if (counter == rndSpawn) then
|
||||
player.teleport(spawnPos)
|
||||
break
|
||||
end
|
||||
counter = counter + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- 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.
|
||||
script.on_event(defines.events.on_player_created, function(event)
|
||||
local player = game.players[event.player_index]
|
||||
player.force = MAIN_FORCE
|
||||
DisplaySpawnOptions(player)
|
||||
player.print("Welcome to Oarc's server! Now with oil spots, better respawn menus and gravestone chests!")
|
||||
end)
|
||||
|
||||
|
||||
-- Create the appropriate force & spawn when player selects their choice
|
||||
script.on_event(defines.events.on_gui_click, function (event)
|
||||
|
||||
local player = game.players[event.player_index]
|
||||
local buttonClicked = event.element.name
|
||||
|
||||
-- Only clear gui if a valid button was clicked!!
|
||||
if ((buttonClicked == "normal_spawn") or
|
||||
(buttonClicked == "isolated_spawn") or
|
||||
(buttonClicked == "isolated_spawn_far") or
|
||||
(buttonClicked == "new_force") or
|
||||
(buttonClicked == "new_force_far") or
|
||||
(buttonClicked == "respawn_continue") or
|
||||
(buttonClicked == "respawn_change") or
|
||||
(buttonClicked == "respawn_custom_team") or
|
||||
(buttonClicked == "respawn_custom_spawn") or
|
||||
(buttonClicked == "respawn_surpise") or
|
||||
(buttonClicked == "respawn_mainforce")) then
|
||||
|
||||
|
||||
|
||||
if (player.gui.center.spawn_opts ~= nil) then
|
||||
player.gui.center.spawn_opts.destroy()
|
||||
end
|
||||
if (player.gui.center.respawn_opts ~= nil) then
|
||||
player.gui.center.respawn_opts.destroy()
|
||||
end
|
||||
if (player.gui.center.respawn_continue_opts ~= nil) then
|
||||
player.gui.center.respawn_continue_opts.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
-- In this option, the vanilla spawn is used and the player is
|
||||
-- part of the main force.
|
||||
if (buttonClicked == "normal_spawn") then
|
||||
player.force = MAIN_FORCE
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " joined the main force!")
|
||||
|
||||
-- In this option, the player gets a separate spawn point
|
||||
-- but is still part of the main force.
|
||||
elseif ((buttonClicked == "isolated_spawn") or (buttonClicked == "isolated_spawn_far")) then
|
||||
player.force = MAIN_FORCE
|
||||
|
||||
-- Create a new spawn point
|
||||
local newSpawn = {}
|
||||
if (buttonClicked == "isolated_spawn_far") then
|
||||
newSpawn = CreateNewSpawnCoordinates(FAR_CHUNK_SPAWN_DIST, 20)
|
||||
else
|
||||
newSpawn = CreateNewSpawnCoordinates(MIN_CHUNK_SPAWN_DIST, 20)
|
||||
end
|
||||
global.playerSpawns[player.name] = newSpawn
|
||||
global.activePlayerSpawns[player.name] = true
|
||||
|
||||
SendPlayerToNewSpawnAndCreateIt(player, newSpawn)
|
||||
if (buttonClicked == "isolated_spawn") then
|
||||
SendBroadcastMsg(player.name .. " joined the main force from a distance!")
|
||||
elseif (buttonClicked == "isolated_spawn_far") then
|
||||
SendBroadcastMsg(player.name .. " joined the main force from a great distance!")
|
||||
end
|
||||
|
||||
-- In this option, the player is given a new force and a
|
||||
-- separate spawn point
|
||||
elseif ((buttonClicked == "new_force") or (buttonClicked == "new_force_far")) then
|
||||
|
||||
-- Create a new force using the player's name
|
||||
local newForce = CreatePlayerCustomForce(player)
|
||||
|
||||
-- Create a new spawn point
|
||||
local newSpawn = {}
|
||||
if (buttonClicked == "new_force_far") then
|
||||
newSpawn = CreateNewSpawnCoordinates(FAR_CHUNK_SPAWN_DIST, 20)
|
||||
else
|
||||
newSpawn = CreateNewSpawnCoordinates(MIN_CHUNK_SPAWN_DIST, 20)
|
||||
end
|
||||
global.playerSpawns[player.name] = newSpawn
|
||||
global.activePlayerSpawns[player.name] = true
|
||||
|
||||
-- Set the new spawn point
|
||||
if (newForce ~= nil) then
|
||||
newForce.set_spawn_position(newSpawn, "nauvis")
|
||||
end
|
||||
|
||||
SendPlayerToNewSpawnAndCreateIt(player, newSpawn)
|
||||
SendBroadcastMsg(player.name .. " is going it alone!")
|
||||
|
||||
-- Continue to respawn on your own team at that location
|
||||
elseif (buttonClicked == "respawn_continue") then
|
||||
GivePlayerItems(player)
|
||||
|
||||
|
||||
-- If changing your spawn behavior
|
||||
elseif (buttonClicked == "respawn_change") then
|
||||
if (DoesPlayerHaveCustomSpawn(player)) then
|
||||
DisplayRespawnOptions(player)
|
||||
else
|
||||
DisplaySpawnOptions(player)
|
||||
end
|
||||
|
||||
-- Respawn with the main force in the default location
|
||||
elseif (buttonClicked == "respawn_mainforce") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Deactivate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, false)
|
||||
player.teleport(player.force.get_spawn_position("nauvis"))
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to base!")
|
||||
|
||||
-- Respawn in your already generated custom spawn area on the main team
|
||||
elseif (buttonClicked == "respawn_custom_spawn") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, true)
|
||||
SendPlayerToActiveSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to their outpost!")
|
||||
|
||||
-- Respawn in your already generated custom spawn area but on your own
|
||||
-- force. This force is created new if it doesn't exist.
|
||||
elseif (buttonClicked == "respawn_custom_team") then
|
||||
|
||||
-- Create a new force using the player's name
|
||||
local newForce = CreatePlayerCustomForce(player)
|
||||
|
||||
-- Set the new spawn point
|
||||
if (newForce ~= nil) then
|
||||
newForce.set_spawn_position(global.playerSpawns[player.name], "nauvis")
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, true)
|
||||
SendPlayerToActiveSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to their outpost alone!")
|
||||
|
||||
-- lol wut
|
||||
elseif (buttonClicked == "respawn_surpise") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
SendPlayerToRandomSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is surprised!")
|
||||
|
||||
end
|
||||
end)
|
||||
|
||||
-- local testFlag = false
|
||||
|
||||
-- Check if the player has a different spawn point than the default one
|
||||
-- Make sure to give the default starting items
|
||||
script.on_event(defines.events.on_player_respawned, function(event)
|
||||
local player = game.players[event.player_index]
|
||||
|
||||
-- local testSpawn
|
||||
-- if testFlag then
|
||||
-- testSpawn = CreateNewSpawnCoordinates(FAR_CHUNK_SPAWN_DIST, 20)
|
||||
-- else
|
||||
-- testSpawn = CreateNewSpawnCoordinates(MIN_CHUNK_SPAWN_DIST, 20)
|
||||
-- end
|
||||
-- testFlag = not testFlag
|
||||
-- player.teleport(testSpawn)
|
||||
-- DebugPrint("Test Spawn: " .. testSpawn.x .. "," .. testSpawn.y)
|
||||
|
||||
|
||||
-- If a player has an active spawn, use it.
|
||||
if (DoesPlayerHaveActiveCustomSpawn(player)) then
|
||||
player.teleport(global.playerSpawns[player.name])
|
||||
end
|
||||
|
||||
-- Display the respawn continue option
|
||||
DisplayRespawnContinueOption(player)
|
||||
end)
|
||||
|
||||
|
||||
-- New spawn area tile generation and enemy clearing must go here
|
||||
script.on_event(defines.events.on_chunk_generated, function(event)
|
||||
local surface = event.surface
|
||||
if surface.name ~= "nauvis" then return end
|
||||
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.
|
||||
for name,spawnPos in pairs(global.playerSpawns) do
|
||||
|
||||
local landArea = {left_top=
|
||||
{x=spawnPos.x-ENFORCE_LAND_AREA_TILE_DIST,
|
||||
y=spawnPos.y-ENFORCE_LAND_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+ENFORCE_LAND_AREA_TILE_DIST,
|
||||
y=spawnPos.y+ENFORCE_LAND_AREA_TILE_DIST}}
|
||||
|
||||
local safeArea = {left_top=
|
||||
{x=spawnPos.x-SAFE_AREA_TILE_DIST,
|
||||
y=spawnPos.y-SAFE_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+SAFE_AREA_TILE_DIST,
|
||||
y=spawnPos.y+SAFE_AREA_TILE_DIST}}
|
||||
|
||||
local warningArea = {left_top=
|
||||
{x=spawnPos.x-WARNING_AREA_TILE_DIST,
|
||||
y=spawnPos.y-WARNING_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+WARNING_AREA_TILE_DIST,
|
||||
y=spawnPos.y+WARNING_AREA_TILE_DIST}}
|
||||
|
||||
local chunkAreaCenter = {x=chunkArea.left_top.x+(CHUNK_SIZE/2),
|
||||
y=chunkArea.left_top.y+(CHUNK_SIZE/2)}
|
||||
|
||||
|
||||
|
||||
-- Make chunks near a spawn safe by removing enemies
|
||||
if CheckIfInArea(chunkAreaCenter,safeArea) then
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
-- Create a warning area with reduced enemies
|
||||
elseif CheckIfInArea(chunkAreaCenter,warningArea) then
|
||||
local counter = 0
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
|
||||
if ((counter % WARN_AREA_REDUCTION_RATIO) ~= 0) then
|
||||
entity.destroy()
|
||||
end
|
||||
counter = counter + 1
|
||||
end
|
||||
|
||||
-- Remove all big and huge worms
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "medium-worm-turret"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "big-worm-turret"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Fill in any water to make sure we have guaranteed land mass at the spawn point.
|
||||
if CheckIfInArea(chunkAreaCenter,landArea) then
|
||||
|
||||
-- remove trees in the immediate areas?
|
||||
for key, entity in pairs(surface.find_entities_filtered({area=chunkArea, type= "tree"})) do
|
||||
if ((spawnPos.x - entity.position.x)^2 + (spawnPos.y - entity.position.y)^2 < ENFORCE_LAND_AREA_TILE_DIST^2) then
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
local dirtTiles = {}
|
||||
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
|
||||
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
|
||||
|
||||
-- This ( X^2 + Y^2 ) is used to calculate if something
|
||||
-- is inside a circle area.
|
||||
local distVar = math.floor((spawnPos.x - i)^2 + (spawnPos.y - j)^2)
|
||||
|
||||
-- Fill in all unexpected water in a circle
|
||||
if (distVar < ENFORCE_LAND_AREA_TILE_DIST_SQUARED) then
|
||||
if (surface.get_tile(i,j).collides_with("water-tile")) then
|
||||
table.insert(dirtTiles, {name = "grass", position ={i,j}})
|
||||
end
|
||||
end
|
||||
|
||||
-- Create a circle of trees around the spawn point.
|
||||
if ((distVar < ENFORCE_LAND_AREA_TILE_DIST_SQUARED-200) and
|
||||
(distVar > ENFORCE_LAND_AREA_TILE_DIST_SQUARED-260)) then
|
||||
surface.create_entity({name="tree-01", amount=1, position={i, j}})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
surface.set_tiles(dirtTiles)
|
||||
end
|
||||
|
||||
-- Provide a guaranteed spot of water to use for power generation
|
||||
if CheckIfInArea(spawnPos,chunkArea) then
|
||||
local waterTiles = {{name = "water", position ={spawnPos.x+0,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+1,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+2,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+3,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+4,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+5,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+6,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+7,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+8,spawnPos.y-30}}}
|
||||
-- DebugPrint("Setting water tiles in this chunk! " .. chunkArea.left_top.x .. "," .. chunkArea.left_top.y)
|
||||
surface.set_tiles(waterTiles)
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove decor to save on file size
|
||||
RemoveDecorationsArea(surface, chunkArea)
|
||||
end)
|
||||
require("event")
|
||||
require("config")
|
||||
require("rso_control") -- MUST LOAD THIS before other modifications to chunk generation
|
||||
require("oarc_utils")
|
||||
require("separate_spawns")
|
||||
require("tag")
|
||||
|
||||
-- On init stuff
|
||||
script.on_init(function(event)
|
||||
|
||||
-- Containes an array of all player spawns
|
||||
-- A secondary array tracks whether the character will respawn there.
|
||||
if (global.playerSpawns == nil) then
|
||||
global.playerSpawns = {}
|
||||
global.activePlayerSpawns = {}
|
||||
if ENABLE_SEPARATE_SPAWNS then
|
||||
-- For separate spawns stuff required on init
|
||||
InitSpawnGlobalsAndForces()
|
||||
|
||||
-- Adjust alien params
|
||||
game.map_settings.enemy_evolution.time_factor=0
|
||||
game.map_settings.enemy_evolution.destroy_factor = game.map_settings.enemy_evolution.destroy_factor / ENEMY_DESTROY_FACTOR_DIVISOR
|
||||
game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor / ENEMY_POLLUTION_FACTOR_DIVISOR
|
||||
game.map_settings.enemy_expansion.enabled = ENEMY_EXPANSION
|
||||
end
|
||||
|
||||
-- Adjust alien params
|
||||
game.map_settings.enemy_evolution.time_factor=0
|
||||
game.map_settings.enemy_evolution.destroy_factor = game.map_settings.enemy_evolution.destroy_factor / ENEMY_DESTROY_FACTOR_DIVISOR
|
||||
game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor / ENEMY_POLLUTION_FACTOR_DIVISOR
|
||||
game.map_settings.enemy_expansion.enabled = ENEMY_EXPANSION
|
||||
|
||||
game.create_force(MAIN_FORCE)
|
||||
game.forces[MAIN_FORCE].set_spawn_position(game.forces["player"].get_spawn_position("nauvis"), "nauvis")
|
||||
SetCeaseFireBetweenAllForces()
|
||||
if FRONTIER_ROCKET_SILO_MODE then
|
||||
game.forces[MAIN_FORCE].chart(game.surfaces["nauvis"], {{SILO_POSITION.x-CHUNK_SIZE, SILO_POSITION.y-CHUNK_SIZE}, {SILO_POSITION.x+CHUNK_SIZE, SILO_POSITION.y+CHUNK_SIZE}})
|
||||
end
|
||||
end)
|
||||
|
||||
|
||||
-- Freeplay rocket launch info
|
||||
-- Slightly modified for my purposes
|
||||
script.on_event(defines.events.on_rocket_launched, function(event)
|
||||
local force = event.rocket.force
|
||||
if event.rocket.get_item_count("satellite") == 0 then
|
||||
@ -940,66 +76,3 @@ script.on_event(defines.events.on_rocket_launched, function(event)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
-- Return steel chest entity (or nil)
|
||||
local function DropEmptySteelChest(player)
|
||||
local pos = player.surface.find_non_colliding_position("steel-chest", player.position, 15, 1)
|
||||
if not pos then
|
||||
return nil
|
||||
end
|
||||
local grave = player.surface.create_entity{name="steel-chest", position=pos, force="neutral"}
|
||||
return grave
|
||||
end
|
||||
|
||||
-- My modified version of gravestone. Makes sure you get all items even if
|
||||
-- it requires multiple steel chests.
|
||||
script.on_event(defines.events.on_player_died, function(event)
|
||||
|
||||
local player = game.players[event.player_index]
|
||||
|
||||
-- Create the 1st chest to fill
|
||||
local grave = DropEmptySteelChest(player)
|
||||
if (grave == nil) then
|
||||
player.print("Not able to place a chest nearby! All items lost!")
|
||||
return
|
||||
end
|
||||
|
||||
-- Init the inventroy space counter
|
||||
local grave_inv = grave.get_inventory(defines.inventory.chest)
|
||||
local count = 0
|
||||
|
||||
-- Loop through a players different inventories
|
||||
-- Put it all into the chest
|
||||
-- If the chest is full, create a new chest.
|
||||
for i, id in ipairs{
|
||||
defines.inventory.player_armor,
|
||||
defines.inventory.player_main,
|
||||
defines.inventory.player_quickbar,
|
||||
defines.inventory.player_guns,
|
||||
defines.inventory.player_ammo,
|
||||
defines.inventory.player_tools,
|
||||
defines.inventory.player_trash} do
|
||||
local inv = player.get_inventory(id)
|
||||
for j = 1, #inv do
|
||||
if inv[j].valid_for_read then
|
||||
count = count + 1
|
||||
|
||||
grave_inv[count].set_stack(inv[j])
|
||||
|
||||
if (count == #grave_inv) then
|
||||
count = 0
|
||||
grave = DropEmptySteelChest(player)
|
||||
if (grave == nil) then
|
||||
player.print("Not able to place a chest nearby! Some items lost!")
|
||||
return
|
||||
end
|
||||
grave_inv = grave.get_inventory(defines.inventory.chest)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
player.print("Successfully dropped your items into a chest! Go get them quick!")
|
||||
|
||||
end)
|
||||
|
269
drand.lua
Normal file
269
drand.lua
Normal file
@ -0,0 +1,269 @@
|
||||
--[[------------------------------------
|
||||
RandomLua v0.3.1
|
||||
Pure Lua Pseudo-Random Numbers Generator
|
||||
Under the MIT license.
|
||||
copyright(c) 2011 linux-man
|
||||
--]]------------------------------------
|
||||
|
||||
local _M = {}
|
||||
local mod = math.fmod
|
||||
local floor = math.floor
|
||||
local abs = math.abs
|
||||
|
||||
local function normalize(n) --keep numbers at (positive) 32 bits
|
||||
return n % 0x80000000
|
||||
end
|
||||
|
||||
local function bit_and(a, b)
|
||||
local r = 0
|
||||
local m = 0
|
||||
for m = 0, 31 do
|
||||
if (a % 2 == 1) and (b % 2 == 1) then r = r + 2^m end
|
||||
if a % 2 ~= 0 then a = a - 1 end
|
||||
if b % 2 ~= 0 then b = b - 1 end
|
||||
a = a / 2 b = b / 2
|
||||
end
|
||||
return normalize(r)
|
||||
end
|
||||
|
||||
local function bit_or(a, b)
|
||||
local r = 0
|
||||
local m = 0
|
||||
for m = 0, 31 do
|
||||
if (a % 2 == 1) or (b % 2 == 1) then r = r + 2^m end
|
||||
if a % 2 ~= 0 then a = a - 1 end
|
||||
if b % 2 ~= 0 then b = b - 1 end
|
||||
a = a / 2 b = b / 2
|
||||
end
|
||||
return normalize(r)
|
||||
end
|
||||
|
||||
local function bit_xor(a, b)
|
||||
local r = 0
|
||||
local m = 0
|
||||
for m = 0, 31 do
|
||||
if a % 2 ~= b % 2 then r = r + 2^m end
|
||||
if a % 2 ~= 0 then a = a - 1 end
|
||||
if b % 2 ~= 0 then b = b - 1 end
|
||||
a = a / 2 b = b / 2
|
||||
end
|
||||
return normalize(r)
|
||||
end
|
||||
|
||||
local function seed()
|
||||
--return normalize(tonumber(tostring(os.time()):reverse()))
|
||||
return normalize(os.time())
|
||||
end
|
||||
|
||||
--Mersenne twister
|
||||
mersenne_twister = {}
|
||||
mersenne_twister.__index = mersenne_twister
|
||||
|
||||
function mersenne_twister:randomseed(s)
|
||||
if not s then s = seed() end
|
||||
self.mt[0] = normalize(s)
|
||||
for i = 1, 623 do
|
||||
self.mt[i] = normalize(0x6c078965 * bit_xor(self.mt[i-1], floor(self.mt[i-1] / 0x40000000)) + i)
|
||||
end
|
||||
end
|
||||
|
||||
function mersenne_twister:random(a, b)
|
||||
local y
|
||||
if self.index == 0 then
|
||||
for i = 0, 623 do
|
||||
--y = bit_or(floor(self.mt[i] / 0x80000000) * 0x80000000, self.mt[(i + 1) % 624] % 0x80000000)
|
||||
y = self.mt[(i + 1) % 624] % 0x80000000
|
||||
self.mt[i] = bit_xor(self.mt[(i + 397) % 624], floor(y / 2))
|
||||
if y % 2 ~= 0 then self.mt[i] = bit_xor(self.mt[i], 0x9908b0df) end
|
||||
end
|
||||
end
|
||||
y = self.mt[self.index]
|
||||
y = bit_xor(y, floor(y / 0x800))
|
||||
y = bit_xor(y, bit_and(normalize(y * 0x80), 0x9d2c5680))
|
||||
y = bit_xor(y, bit_and(normalize(y * 0x8000), 0xefc60000))
|
||||
y = bit_xor(y, floor(y / 0x40000))
|
||||
self.index = (self.index + 1) % 624
|
||||
if not a then return y / 0x80000000
|
||||
elseif not b then
|
||||
if a == 0 then return y
|
||||
else return 1 + (y % a)
|
||||
end
|
||||
else
|
||||
return a + (y % (b - a + 1))
|
||||
end
|
||||
end
|
||||
|
||||
function _M.twister(s)
|
||||
local temp = {}
|
||||
setmetatable(temp, mersenne_twister)
|
||||
temp.mt = {}
|
||||
temp.index = 0
|
||||
temp:randomseed(s)
|
||||
return temp
|
||||
end
|
||||
|
||||
--Linear Congruential Generator
|
||||
linear_congruential_generator = {}
|
||||
linear_congruential_generator.__index = linear_congruential_generator
|
||||
|
||||
function linear_congruential_generator:random(a, b)
|
||||
local y = (self.a * self.x + self.c) % self.m
|
||||
self.x = y
|
||||
if not a then return y / 0x10000
|
||||
elseif not b then
|
||||
if a == 0 then return y
|
||||
else return 1 + (y % a) end
|
||||
else
|
||||
return a + (y % (b - a + 1))
|
||||
end
|
||||
end
|
||||
|
||||
function linear_congruential_generator:randomseed(s)
|
||||
if not s then s = seed() end
|
||||
self.x = normalize(s)
|
||||
end
|
||||
|
||||
function _M.lcg(s, r)
|
||||
local temp = {}
|
||||
setmetatable(temp, linear_congruential_generator)
|
||||
temp.a, temp.c, temp.m = 1103515245, 12345, 0x10000 --from Ansi C
|
||||
if r then
|
||||
if r == 'nr' then temp.a, temp.c, temp.m = 1664525, 1013904223, 0x10000 --from Numerical Recipes.
|
||||
elseif r == 'mvc' then temp.a, temp.c, temp.m = 214013, 2531011, 0x10000 end--from MVC
|
||||
end
|
||||
temp:randomseed(s)
|
||||
return temp
|
||||
end
|
||||
|
||||
-- Multiply-with-carry
|
||||
multiply_with_carry = {}
|
||||
multiply_with_carry.__index = multiply_with_carry
|
||||
|
||||
function multiply_with_carry:random(a, b)
|
||||
local m = self.m
|
||||
local t = self.a * self.x + self.c
|
||||
local y = t % m
|
||||
self.x = y
|
||||
self.c = floor(t / m)
|
||||
if not a then return y / 0x10000
|
||||
elseif not b then
|
||||
if a == 0 then return y
|
||||
else return 1 + (y % a) end
|
||||
else
|
||||
local diff = 0
|
||||
if a == b then return a end
|
||||
if a < 0 then
|
||||
diff = abs(a)
|
||||
a = a + diff
|
||||
b = b + diff
|
||||
end
|
||||
return a + (y % (b - a + 1)) - diff
|
||||
end
|
||||
end
|
||||
|
||||
function multiply_with_carry:randomseed(s)
|
||||
if not s then s = seed() end
|
||||
self.c = self.ic
|
||||
self.x = normalize(s)
|
||||
end
|
||||
|
||||
function _M.mwc(s, r)
|
||||
local temp = {}
|
||||
setmetatable(temp, multiply_with_carry)
|
||||
temp.a, temp.c, temp.m = 1103515245, 12345, 0x10000 --from Ansi C
|
||||
if r then
|
||||
if r == 'nr' then temp.a, temp.c, temp.m = 1664525, 1013904223, 0x10000 --from Numerical Recipes.
|
||||
elseif r == 'mvc' then temp.a, temp.c, temp.m = 214013, 2531011, 0x10000 end--from MVC
|
||||
end
|
||||
temp.ic = temp.c
|
||||
temp:randomseed(s)
|
||||
return temp
|
||||
end
|
||||
|
||||
function _M.mwvc(s)
|
||||
return _M.mwc(s, 'mvc')
|
||||
end
|
||||
|
||||
local B = 0x10000
|
||||
|
||||
-- rough adaptation of Knuth float generator
|
||||
function _M.krandom( seedobj, fVal1, fVal2 )
|
||||
local ma = seedobj.ma
|
||||
local seed = seedobj.seed
|
||||
local mj, mk
|
||||
if seed < 0 or not ma then
|
||||
ma = {}
|
||||
seedobj.ma = ma
|
||||
mj = normalize( seed )
|
||||
mj = mod( mj, B )
|
||||
ma[55] = mj
|
||||
mk = 1
|
||||
for i = 1, 54 do
|
||||
local ii = mod( 21 * i, 55 )
|
||||
ma[ii] = mk
|
||||
mk = mj - mk
|
||||
if mk < 0 then mk = mk + B end
|
||||
mj = ma[ii]
|
||||
end
|
||||
for k = 1, 4 do
|
||||
for i = 1, 55 do
|
||||
ma[i] = ma[i] - ma[ 1 + mod( i + 30, 55) ]
|
||||
if ma[i] < 0 then ma[i] = ma[i] + B end
|
||||
end
|
||||
end
|
||||
seedobj.inext = 0
|
||||
seedobj.inextp = 31
|
||||
seedobj.seed = 1
|
||||
end -- if
|
||||
local inext = seedobj.inext
|
||||
local inextp = seedobj.inextp
|
||||
inext = inext + 1
|
||||
if inext == 56 then inext = 1 end
|
||||
seedobj.inext = inext
|
||||
inextp = inextp + 1
|
||||
if inextp == 56 then inextp = 1 end
|
||||
seedobj.inextp = inextp
|
||||
mj = ma[ inext ] - ma[ inextp ]
|
||||
if mj < 0 then mj = mj + B end
|
||||
ma[ inext ] = mj
|
||||
local temp_rand = mj / B
|
||||
if fVal2 then
|
||||
return floor( fVal1 + 0.5 + temp_rand * ( fVal2 - fVal1 ) )
|
||||
elseif fVal1 then
|
||||
return floor( temp_rand * fVal1 ) + 1
|
||||
else
|
||||
return temp_rand
|
||||
end
|
||||
end
|
||||
|
||||
-- Sys rand
|
||||
sys_rand = {}
|
||||
sys_rand.__index = sys_rand
|
||||
function sys_rand:random(a, b)
|
||||
local diff = 0
|
||||
if a and b and a == b then math.random(); return a end
|
||||
if a and b then
|
||||
if a < 0 then
|
||||
diff = abs(a)
|
||||
a = a + diff
|
||||
b = b + diff
|
||||
end
|
||||
return math.random(a, b) - diff
|
||||
end
|
||||
if a and a == 0 then return floor(math.random() * 0x10000) end
|
||||
if a then return math.random(a) end
|
||||
return math.random()
|
||||
end
|
||||
|
||||
function sys_rand:randomseed(s)
|
||||
-- ignore
|
||||
return
|
||||
end
|
||||
|
||||
function _M.sys_rand(s)
|
||||
local temp = {}
|
||||
setmetatable(temp, sys_rand)
|
||||
return temp
|
||||
end
|
||||
|
||||
return _M
|
123
event.lua
Normal file
123
event.lua
Normal file
@ -0,0 +1,123 @@
|
||||
--Event Capture
|
||||
--A 3Ra Gaming revision, original from Factorio-Stdlib by Afforess
|
||||
-- @module Event
|
||||
|
||||
function fail_if_missing(var, msg)
|
||||
if not var then
|
||||
if msg then
|
||||
error(msg, 3)
|
||||
else
|
||||
error("Missing value", 3)
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
Event = {
|
||||
_registry = {},
|
||||
core_events = {
|
||||
init = -1,
|
||||
load = -2,
|
||||
configuration_changed = -3,
|
||||
_register = function(id)
|
||||
if id == Event.core_events.init then
|
||||
script.on_init(function()
|
||||
Event.dispatch({name = Event.core_events.init, tick = game.tick})
|
||||
end)
|
||||
elseif id == Event.core_events.load then
|
||||
script.on_load(function()
|
||||
Event.dispatch({name = Event.core_events.load, tick = -1})
|
||||
end)
|
||||
elseif id == Event.core_events.configuration_changed then
|
||||
script.on_configuration_changed(function(data)
|
||||
Event.dispatch({name = Event.core_events.configuration_changed, tick = game.tick, data = data})
|
||||
end)
|
||||
end
|
||||
end
|
||||
}
|
||||
}
|
||||
|
||||
--- Registers a function for a given event
|
||||
-- @param event or array containing events to register
|
||||
-- @param handler Function to call when event is triggered
|
||||
-- @return #Event
|
||||
function Event.register(event, handler)
|
||||
fail_if_missing(event, "missing event argument")
|
||||
|
||||
if type(event) == "number" then
|
||||
event = {event}
|
||||
end
|
||||
|
||||
for _, event_id in pairs(event) do
|
||||
fail_if_missing(event_id, "missing event id")
|
||||
if handler == nil then
|
||||
Event._registry[event_id] = nil
|
||||
script.on_event(event_id, nil)
|
||||
else
|
||||
if not Event._registry[event_id] then
|
||||
Event._registry[event_id] = {}
|
||||
|
||||
if event_id >= 0 then
|
||||
script.on_event(event_id, Event.dispatch)
|
||||
else
|
||||
Event.core_events._register(event_id)
|
||||
end
|
||||
end
|
||||
table.insert(Event._registry[event_id], handler)
|
||||
end
|
||||
end
|
||||
return Event
|
||||
end
|
||||
|
||||
--- Calls the registerd handlers
|
||||
-- @param event LuaEvent as created by game.raise_event
|
||||
function Event.dispatch(event)
|
||||
fail_if_missing(event, "missing event argument")
|
||||
if Event._registry[event.name] then
|
||||
for _, handler in pairs(Event._registry[event.name]) do
|
||||
local metatbl = { __index = function(tbl, key) if key == '_handler' then return handler else return rawget(tbl, key) end end }
|
||||
setmetatable(event, metatbl)
|
||||
local success, err = pcall(handler, event)
|
||||
if not success then
|
||||
-- may be nil in on_load
|
||||
game.print(err)
|
||||
return
|
||||
end
|
||||
if err then
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Removes the handler from the event
|
||||
-- @param event event or array containing events to remove the handler
|
||||
-- @param handler to remove
|
||||
-- @return #Event
|
||||
function Event.remove(event, handler)
|
||||
fail_if_missing(event, "missing event argument")
|
||||
fail_if_missing(handler, "missing handler argument")
|
||||
|
||||
if type(event) == "number" then
|
||||
event = {event}
|
||||
end
|
||||
|
||||
for _, event_id in pairs(event) do
|
||||
fail_if_missing(event_id, "missing event id")
|
||||
if Event._registry[event_id] then
|
||||
for i=#Event._registry[event_id], 1, -1 do
|
||||
if Event._registry[event_id][i] == handler then
|
||||
table.remove(Event._registry[event_id], i)
|
||||
end
|
||||
end
|
||||
if #Event._registry[event_id] == 0 then
|
||||
Event._registry[event_id] = nil
|
||||
script.on_event(event_id, nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
return Event
|
||||
end
|
||||
|
||||
return Event
|
104
metaball.lua
Normal file
104
metaball.lua
Normal file
@ -0,0 +1,104 @@
|
||||
--[[--
|
||||
Metaball implementation for LUA by Dark
|
||||
For bruteforce usage, nor efficient nor fast
|
||||
|
||||
Force scales to from inf to 1 at R
|
||||
--]]--
|
||||
local _M = {}
|
||||
local sqrt = math.sqrt
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
local abs = math.abs
|
||||
local zero_value = 0x80000000
|
||||
|
||||
--Classic ball
|
||||
local MetaBall = {x=0, y=0, radius=0, goo=1, type="MetaBall"}
|
||||
MetaBall.__index = MetaBall
|
||||
_M.MetaBall=MetaBall
|
||||
|
||||
function MetaBall:new(x, y, radius, goo)
|
||||
goo = goo or 1
|
||||
return setmetatable({x=x, y=y, radius=radius, goo=goo}, MetaBall)
|
||||
end
|
||||
|
||||
function MetaBall:force(x, y)
|
||||
--Calculate force at point x y
|
||||
local force = sqrt( (x - self.x)^2 + (y - self.y)^2 )
|
||||
if force == 0 then return zero_value end
|
||||
return (self.radius / force)^self.goo
|
||||
end
|
||||
|
||||
--Ellipse
|
||||
local MetaEllipse = {x=0, y=0, radius=0, angle=0, x_scale=1, y_scale=1, type="MetaEllipse"}
|
||||
MetaEllipse.__index = MetaEllipse
|
||||
_M.MetaEllipse=MetaEllipse
|
||||
|
||||
function MetaEllipse:new(x, y, radius, angle, x_scale, y_scale, goo)
|
||||
angle = angle or 0
|
||||
x_scale = x_scale or 1
|
||||
y_scale = y_scale or 1
|
||||
goo = goo or 1
|
||||
cosa = cos(angle)
|
||||
sina = sin(angle)
|
||||
return setmetatable({x=x, y=y, radius=radius, angle=angle, x_scale=x_scale, y_scale=y_scale, goo=goo, cosa=cosa, sina=sina}, MetaEllipse)
|
||||
end
|
||||
|
||||
function MetaEllipse:force(x, y)
|
||||
--Calculate force at point x y
|
||||
local force = sqrt( (( (x - self.x)*self.cosa + (y - self.y)*self.sina )^2)/(self.x_scale) +
|
||||
(( (y - self.y)*self.cosa - (x - self.x)*self.sina )^2)/(self.y_scale) )
|
||||
if force == 0 then return zero_value end
|
||||
return (self.radius / force)^self.goo
|
||||
end
|
||||
|
||||
--SquareBalls
|
||||
local MetaSquare = {x=0, y=0, radius=0, angle=0, x_scale=1, y_scale=1, type="MetaSquare"}
|
||||
MetaSquare.__index = MetaSquare
|
||||
_M.MetaSquare=MetaSquare
|
||||
|
||||
function MetaSquare:new(x, y, radius, angle, x_scale, y_scale, goo)
|
||||
angle = angle or 0
|
||||
x_scale = x_scale or 1
|
||||
y_scale = y_scale or 1
|
||||
goo = goo or 1
|
||||
cosa = cos(angle)
|
||||
sina = sin(angle)
|
||||
return setmetatable({x=x, y=y, radius=radius, angle=angle, x_scale=x_scale, y_scale=y_scale, goo=goo, cosa=cosa, sina=sina}, MetaSquare)
|
||||
end
|
||||
|
||||
function MetaSquare:force(x, y)
|
||||
--Calculate force at point x y
|
||||
local force = ( abs( (x - self.x)*self.cosa + (y - self.y)*self.sina )/self.x_scale +
|
||||
abs( (y - self.y)*self.cosa - (x - self.x)*self.sina )/self.y_scale )
|
||||
if force == 0 then return zero_value end
|
||||
return (self.radius / force)^self.goo
|
||||
end
|
||||
|
||||
--Donuts
|
||||
local MetaDonut = {x=0, y=0, radius=0, angle=0, x_scale=1, y_scale=1, type="MetaDonut"}
|
||||
MetaDonut.__index = MetaDonut
|
||||
_M.MetaDonut=MetaDonut
|
||||
|
||||
function MetaDonut:new(x, y, out_r, int_r, angle, x_scale, y_scale, goo)
|
||||
angle = angle or 0
|
||||
x_scale = x_scale or 1
|
||||
y_scale = y_scale or 1
|
||||
goo = goo or 1
|
||||
cosa = cos(angle)
|
||||
sina = sin(angle)
|
||||
if int_r >= out_r then error("int_r >= out_r ("..int_r.." > "..out_r); return; end
|
||||
local radius = out_r--(out_r - int_r)*0.5
|
||||
local radius2 = int_r--(radius2 + radius)*0.5
|
||||
return setmetatable({x=x, y=y, radius=radius, radius2=radius2, x_scale=x_scale, y_scale=y_scale, goo=goo, cosa=cosa, sina=sina}, MetaDonut)
|
||||
end
|
||||
|
||||
function MetaDonut:force(x, y)
|
||||
--Calculate force at point x y
|
||||
local force = abs(self.radius - sqrt( (( (x - self.x)*self.cosa + (y - self.y)*self.sina )^2)/(self.x_scale) +
|
||||
(( (y - self.y)*self.cosa - (x - self.x)*self.sina )^2)/(self.y_scale) ))
|
||||
if force == 0 then return zero_value end
|
||||
return (self.radius2 / force)^self.goo
|
||||
|
||||
end
|
||||
|
||||
return _M
|
472
oarc_utils.lua
Normal file
472
oarc_utils.lua
Normal file
@ -0,0 +1,472 @@
|
||||
-- oarc_utils.lua
|
||||
--
|
||||
-- My general purpose utility functions for factorio
|
||||
-- Also contains some constants and gui styles
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Useful constants
|
||||
--------------------------------------------------------------------------------
|
||||
CHUNK_SIZE = 32
|
||||
MAX_FORCES = 64
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- GUI Label Styles
|
||||
--------------------------------------------------------------------------------
|
||||
my_label_style = {
|
||||
minimal_width = 450,
|
||||
maximal_width = 450,
|
||||
font_color = {r=1,g=1,b=1}
|
||||
}
|
||||
my_note_style = {
|
||||
minimal_width = 450,
|
||||
maximal_height = 10,
|
||||
font = "default-small-semibold",
|
||||
font_color = {r=1,g=0.5,b=0.5}
|
||||
}
|
||||
my_warning_style = {
|
||||
minimal_width = 450,
|
||||
maximal_width = 450,
|
||||
font_color = {r=1,g=0.1,b=0.1}
|
||||
}
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
--
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- Print debug only to me while testing.
|
||||
-- Should remove this if you are hosting it yourself.
|
||||
function DebugPrint(msg)
|
||||
if ((game.players["Oarc"] ~= nil) and (global.oarcDebugEnabled)) then
|
||||
game.players["Oarc"].print("DEBUG: " .. msg)
|
||||
end
|
||||
end
|
||||
|
||||
-- Broadcast messages
|
||||
function SendBroadcastMsg(msg)
|
||||
for name,player in pairs(game.connected_players) do
|
||||
player.print(msg)
|
||||
end
|
||||
end
|
||||
|
||||
-- Simple function to get total number of items in table
|
||||
function TableLength(T)
|
||||
local count = 0
|
||||
for _ in pairs(T) do count = count + 1 end
|
||||
return count
|
||||
end
|
||||
|
||||
-- Give player these default items.
|
||||
function GivePlayerItems(player)
|
||||
player.insert{name="pistol", count=1}
|
||||
player.insert{name="firearm-magazine", count=10}
|
||||
end
|
||||
|
||||
-- Additional starter only items
|
||||
function GivePlayerStarterItems(player)
|
||||
GivePlayerItems(player)
|
||||
player.insert{name="iron-plate", count=8}
|
||||
player.insert{name="burner-mining-drill", count = 1}
|
||||
player.insert{name="stone-furnace", count = 1}
|
||||
end
|
||||
|
||||
-- Check if given position is in area bounding box
|
||||
function CheckIfInArea(point, area)
|
||||
if ((point.x > area.left_top.x) and (point.x < area.right_bottom.x)) then
|
||||
if ((point.y > area.left_top.y) and (point.y < area.right_bottom.y)) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Ceasefire
|
||||
-- All forces are always neutral
|
||||
function SetCeaseFireBetweenAllForces()
|
||||
for name,team in pairs(game.forces) do
|
||||
if name ~= "neutral" and name ~= "enemy" then
|
||||
for x,y in pairs(game.forces) do
|
||||
if x ~= "neutral" and x ~= "enemy" then
|
||||
team.set_cease_fire(x,true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Undecorator
|
||||
function RemoveDecorationsArea(surface, area )
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = area, type="decorative"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
-- Apply a style option to a GUI
|
||||
function ApplyStyle (guiIn, styleIn)
|
||||
for k,v in pairs(styleIn) do
|
||||
guiIn.style[k]=v
|
||||
end
|
||||
end
|
||||
|
||||
-- Get a random 1 or -1
|
||||
function RandomNegPos()
|
||||
if (math.random(0,1) == 1) then
|
||||
return 1
|
||||
else
|
||||
return -1
|
||||
end
|
||||
end
|
||||
|
||||
-- Create a random direction vector to look in
|
||||
function GetRandomVector()
|
||||
local randVec = {x=0,y=0}
|
||||
while ((randVec.x == 0) and (randVec.y == 0)) do
|
||||
randVec.x = math.random(-3,3)
|
||||
randVec.y = math.random(-3,3)
|
||||
end
|
||||
DebugPrint("direction: x=" .. randVec.x .. ", y=" .. randVec.y)
|
||||
return randVec
|
||||
end
|
||||
|
||||
-- Check for ungenerated chunks around a specific chunk
|
||||
-- +/- chunkDist in x and y directions
|
||||
function IsChunkAreaUngenerated(chunkPos, chunkDist)
|
||||
for x=-chunkDist, chunkDist do
|
||||
for y=-chunkDist, chunkDist do
|
||||
local checkPos = {x=chunkPos.x+x,
|
||||
y=chunkPos.y+y}
|
||||
if (game.surfaces["nauvis"].is_chunk_generated(checkPos)) then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- Clear out enemies around an area with a certain distance
|
||||
function ClearNearbyEnemies(player, safeDist)
|
||||
local safeArea = {left_top=
|
||||
{x=player.position.x-safeDist,
|
||||
y=player.position.y-safeDist},
|
||||
right_bottom=
|
||||
{x=player.position.x+safeDist,
|
||||
y=player.position.y+safeDist}}
|
||||
|
||||
for _, entity in pairs(player.surface.find_entities_filtered{area = safeArea, force = "enemy"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
-- Function to find coordinates of ungenerated map area in a given direction
|
||||
-- starting from the center of the map
|
||||
function FindMapEdge(directionVec)
|
||||
local position = {x=0,y=0}
|
||||
local chunkPos = {x=0,y=0}
|
||||
|
||||
-- Keep checking chunks in the direction of the vector
|
||||
while(true) do
|
||||
|
||||
-- Set some absolute limits.
|
||||
if ((math.abs(chunkPos.x) > 1000) or (math.abs(chunkPos.y) > 1000)) then
|
||||
break
|
||||
|
||||
-- If chunk is already generated, keep looking
|
||||
elseif (game.surfaces["nauvis"].is_chunk_generated(chunkPos)) then
|
||||
chunkPos.x = chunkPos.x + directionVec.x
|
||||
chunkPos.y = chunkPos.y + directionVec.y
|
||||
|
||||
-- Found a possible ungenerated area
|
||||
else
|
||||
|
||||
chunkPos.x = chunkPos.x + directionVec.x
|
||||
chunkPos.y = chunkPos.y + directionVec.y
|
||||
|
||||
-- Check there are no generated chunks in a 10x10 area.
|
||||
if IsChunkAreaUngenerated(chunkPos, 5) then
|
||||
position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
|
||||
position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
|
||||
return position
|
||||
end
|
||||
|
||||
-- Find random coordinates within a given distance away
|
||||
-- maxTries is the recursion limit basically.
|
||||
function FindUngeneratedCoordinates(minDistChunks, maxDistChunks)
|
||||
local position = {x=0,y=0}
|
||||
local chunkPos = {x=0,y=0}
|
||||
|
||||
local maxTries = 100
|
||||
local tryCounter = 0
|
||||
|
||||
local minDistSqr = minDistChunks^2
|
||||
local maxDistSqr = maxDistChunks^2
|
||||
|
||||
while(true) do
|
||||
chunkPos.x = math.random(0,maxDistChunks) * RandomNegPos()
|
||||
chunkPos.y = math.random(0,maxDistChunks) * RandomNegPos()
|
||||
|
||||
local distSqrd = chunkPos.x^2 + chunkPos.y^2
|
||||
|
||||
-- Enforce a max number of tries
|
||||
tryCounter = tryCounter + 1
|
||||
if (tryCounter > maxTries) then
|
||||
break
|
||||
|
||||
-- Check that the distance is within the min,max specified
|
||||
elseif ((distSqrd < minDistSqr) or (distSqrd > maxDistSqr)) then
|
||||
-- Keep searching!
|
||||
|
||||
-- Check there are no generated chunks in a 10x10 area.
|
||||
elseif IsChunkAreaUngenerated(chunkPos, 5) then
|
||||
position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
|
||||
position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
|
||||
break -- SUCCESS
|
||||
end
|
||||
end
|
||||
|
||||
DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
|
||||
return position
|
||||
end
|
||||
|
||||
-- Return steel chest entity (or nil)
|
||||
function DropEmptySteelChest(player)
|
||||
local pos = player.surface.find_non_colliding_position("steel-chest", player.position, 15, 1)
|
||||
if not pos then
|
||||
return nil
|
||||
end
|
||||
local grave = player.surface.create_entity{name="steel-chest", position=pos, force="neutral"}
|
||||
return grave
|
||||
end
|
||||
|
||||
-- Gravestone soft mod. With my own modifications/improvements.
|
||||
function DropGravestoneChests(player)
|
||||
|
||||
local grave
|
||||
local count = 0
|
||||
|
||||
-- Use "game.player.cursorstack" to get items in player's hand.
|
||||
|
||||
-- Loop through a players different inventories
|
||||
-- Put it all into the chest
|
||||
-- If the chest is full, create a new chest.
|
||||
for i, id in ipairs{
|
||||
defines.inventory.player_armor,
|
||||
defines.inventory.player_main,
|
||||
defines.inventory.player_quickbar,
|
||||
defines.inventory.player_guns,
|
||||
defines.inventory.player_ammo,
|
||||
defines.inventory.player_tools,
|
||||
defines.inventory.player_trash} do
|
||||
local inv = player.get_inventory(id)
|
||||
if (not inv.is_empty()) then
|
||||
for j = 1, #inv do
|
||||
if inv[j].valid_for_read then
|
||||
|
||||
-- Create a chest when counter is reset
|
||||
if (count == 0) then
|
||||
grave = DropEmptySteelChest(player)
|
||||
if (grave == nil) then
|
||||
player.print("Not able to place a chest nearby! Some items lost!")
|
||||
return
|
||||
end
|
||||
grave_inv = grave.get_inventory(defines.inventory.chest)
|
||||
end
|
||||
count = count + 1
|
||||
|
||||
grave_inv[count].set_stack(inv[j])
|
||||
|
||||
-- Reset counter when chest is full
|
||||
if (count == #grave_inv) then
|
||||
count = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (grave ~= nil) then
|
||||
player.print("Successfully dropped your items into a chest! Go get them quick!")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Enforce a circle of land, also adds trees in a ring around the area.
|
||||
function CreateCropCircle(surface, centerPos, chunkArea, tileRadius)
|
||||
|
||||
local tileRadSqr = tileRadius^2
|
||||
|
||||
local dirtTiles = {}
|
||||
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
|
||||
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
|
||||
|
||||
-- This ( X^2 + Y^2 ) is used to calculate if something
|
||||
-- is inside a circle area.
|
||||
local distVar = math.floor((centerPos.x - i)^2 + (centerPos.y - j)^2)
|
||||
|
||||
-- Fill in all unexpected water in a circle
|
||||
if (distVar < tileRadSqr) then
|
||||
if (surface.get_tile(i,j).collides_with("water-tile")) then
|
||||
table.insert(dirtTiles, {name = "grass", position ={i,j}})
|
||||
end
|
||||
end
|
||||
|
||||
-- Create a circle of trees around the spawn point.
|
||||
if ((distVar < tileRadSqr-200) and
|
||||
(distVar > tileRadSqr-260)) then
|
||||
surface.create_entity({name="tree-01", amount=1, position={i, j}})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
surface.set_tiles(dirtTiles)
|
||||
end
|
||||
|
||||
-- THIS DOES NOT WORK IN SCENARIOS!
|
||||
-- function DisableVanillaResouresAndEnemies()
|
||||
|
||||
-- local map_gen_ctrls = game.surfaces["nauvis"].map_gen_settings.autoplace_controls
|
||||
|
||||
-- map_gen_ctrls["coal"].size = "none"
|
||||
-- map_gen_ctrls["stone"].size = "none"
|
||||
-- map_gen_ctrls["iron-ore"].size = "none"
|
||||
-- map_gen_ctrls["copper-ore"].size = "none"
|
||||
-- map_gen_ctrls["crude-oil"].size = "none"
|
||||
-- map_gen_ctrls["enemy-base"].size = "none"
|
||||
-- end
|
||||
|
||||
-- Create a rocket silo
|
||||
function CreateRocketSilo(surface, chunkArea)
|
||||
if CheckIfInArea(SILO_POSITION, chunkArea) then
|
||||
|
||||
-- Delete any entities beneat the silo?
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = {{SILO_POSITION.x-5, SILO_POSITION.y-6},{SILO_POSITION.x+6, SILO_POSITION.y+6}}}) do
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
-- Set tiles below the silo
|
||||
local tiles = {}
|
||||
local i = 1
|
||||
for dx = -6,6 do
|
||||
for dy = -7,6 do
|
||||
tiles[i] = {name = "grass", position = {SILO_POSITION.x+dx, SILO_POSITION.y+dy}}
|
||||
i=i+1
|
||||
end
|
||||
end
|
||||
surface.set_tiles(tiles, false)
|
||||
tiles = {}
|
||||
i = 1
|
||||
for dx = -5,5 do
|
||||
for dy = -6,5 do
|
||||
tiles[i] = {name = "concrete", position = {SILO_POSITION.x+dx, SILO_POSITION.y+dy}}
|
||||
i=i+1
|
||||
end
|
||||
end
|
||||
surface.set_tiles(tiles, true)
|
||||
|
||||
-- Create silo and assign to main force
|
||||
local silo = surface.create_entity{name = "rocket-silo", position = {SILO_POSITION.x+0.5, SILO_POSITION.y}, force = MAIN_FORCE}
|
||||
silo.destructible = false
|
||||
silo.minable = false
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove rocket silo from recipes
|
||||
function RemoveRocketSiloRecipe(event)
|
||||
local recipes = event.research.force.recipes
|
||||
if recipes["rocket-silo"] then
|
||||
recipes["rocket-silo"].enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
-- Generates the rocket silo during chunk generation event
|
||||
-- Includes a crop circle
|
||||
function GenerateRocketSiloChunk(event)
|
||||
local surface = event.surface
|
||||
if surface.name ~= "nauvis" then return end
|
||||
local chunkArea = event.area
|
||||
|
||||
local chunkAreaCenter = {x=chunkArea.left_top.x+(CHUNK_SIZE/2),
|
||||
y=chunkArea.left_top.y+(CHUNK_SIZE/2)}
|
||||
local safeArea = {left_top=
|
||||
{x=SILO_POSITION.x-150,
|
||||
y=SILO_POSITION.y-150},
|
||||
right_bottom=
|
||||
{x=SILO_POSITION.x+150,
|
||||
y=SILO_POSITION.y+150}}
|
||||
|
||||
|
||||
-- Clear enemies directly next to the rocket
|
||||
if CheckIfInArea(chunkAreaCenter,safeArea) then
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
-- Create rocket silo
|
||||
CreateRocketSilo(surface, chunkArea)
|
||||
CreateCropCircle(surface, SILO_POSITION, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
|
||||
end
|
||||
|
||||
-- Display messages to a user everytime they join
|
||||
function PlayerJoinedMessages(event)
|
||||
local player = game.players[event.player_index]
|
||||
player.print(WELCOME_MSG)
|
||||
player.print(GAME_MODE_MSG)
|
||||
player.print(MODULES_ENABLED)
|
||||
end
|
||||
|
||||
-- Create the gravestone chests for a player when they die
|
||||
function CreateGravestoneChestsOnDeath(event)
|
||||
DropGravestoneChests(game.players[event.player_index])
|
||||
end
|
||||
|
||||
-- Remove decor to save on file size
|
||||
function UndecorateOnChunkGenerate(event)
|
||||
local surface = event.surface
|
||||
local chunkArea = event.area
|
||||
RemoveDecorationsArea(surface, chunkArea)
|
||||
end
|
||||
|
||||
-- Give player items on respawn
|
||||
-- Intended to be the default behavior when not using separate spawns
|
||||
function PlayerRespawnItems(event)
|
||||
GivePlayerItems(game.players[event.player_index])
|
||||
end
|
||||
|
||||
function PlayerSpawnItems(event)
|
||||
GivePlayerStarterItems(game.players[event.player_index])
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Register events
|
||||
-- These must be placed after the functions that are referenced!
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
Event.register(defines.events.on_player_joined_game, PlayerJoinedMessages)
|
||||
|
||||
-- Rocket SIlo "frontier" mode
|
||||
if FRONTIER_ROCKET_SILO_MODE then
|
||||
Event.register(defines.events.on_chunk_generated, GenerateRocketSiloChunk)
|
||||
Event.register(defines.events.on_research_finished, RemoveRocketSiloRecipe)
|
||||
end
|
||||
|
||||
if ENABLE_GRAVESTONE_CHESTS then
|
||||
Event.register(defines.events.on_player_died, CreateGravestoneChestsOnDeath)
|
||||
end
|
||||
|
||||
if ENABLE_UNDECORATOR then
|
||||
Event.register(defines.events.on_chunk_generated, UndecorateOnChunkGenerate)
|
||||
end
|
||||
|
||||
-- Separate teams mod does the starting items itself
|
||||
if not ENABLE_SEPARATE_SPAWNS then
|
||||
Event.register(defines.events.on_player_created, PlayerSpawnItems)
|
||||
Event.register(defines.events.on_player_respawned, PlayerRespawnItems)
|
||||
end
|
52
rso_config.lua
Normal file
52
rso_config.lua
Normal file
@ -0,0 +1,52 @@
|
||||
|
||||
debug_enabled = false
|
||||
debug_items_enabled = false
|
||||
|
||||
region_size = 7 -- alternative mean to control how further away resources would be, default - 256 tiles or 8 chunks
|
||||
-- each region is region_size*region_size chunks
|
||||
-- each chunk is 32*32 tiles
|
||||
|
||||
use_donut_shapes = false -- setting this to false will remove donuts from possible resource layouts
|
||||
|
||||
starting_area_size = 1 -- starting area in regions, safe from random nonsense
|
||||
|
||||
absolute_resource_chance = 0.60 -- chance to spawn an resource in a region
|
||||
starting_richness_mult = 1 -- multiply starting area richness for resources
|
||||
global_richness_mult = 1 -- multiply richness for all resources except starting area
|
||||
global_size_mult = 1 -- multiply size for all ores, doesn't affect starting area
|
||||
|
||||
absolute_enemy_chance = 0.25 -- chance to spawn enemies per sector (can be more then one base if spawned)
|
||||
enemy_base_size_multiplier = 1 -- all base sizes will be multiplied by this - larger number means bigger bases
|
||||
|
||||
multi_resource_active = true -- global switch for multi resource chances
|
||||
multi_resource_richness_factor = 0.60 -- any additional resource is multiplied by this value times resources-1
|
||||
multi_resource_size_factor = 0.90
|
||||
multi_resource_chance_diminish = 0.6 -- diminishing effect factor on multi_resource_chance
|
||||
|
||||
min_amount=250 -- default value for minimum amount of resource in single pile
|
||||
|
||||
richness_distance_factor=0.7 -- exponent for richness distance factor calculation
|
||||
size_distance_factor=0.1 -- exponent for size distance factor calculation
|
||||
|
||||
deterministic = true -- set to false to use system for all decisions math.random
|
||||
|
||||
-- mode is no longer used by generation process - it autodetects endless resources
|
||||
-- endless_resource_mode = false -- if true, the size of each resource is modified by the following modifier. Use with the endless resources mod.
|
||||
endless_resource_mode_sizeModifier = 0.80
|
||||
|
||||
disableEnemyExpansion = false -- allows for disabling of in-game biter base building
|
||||
use_RSO_biter_spawning = true -- enables spawning of biters controlled by RSO mod - less enemies around with more space between bases
|
||||
use_vanilla_biter_spawning = false -- enables using of vanilla spawning
|
||||
|
||||
biter_ratio_segment=1 --the ratio components determining how many biters to spitters will be spawned
|
||||
spitter_ratio_segment=1 --eg. 1 and 1 -> equal number of biters and spitters, 10 and 1 -> 10 times as many biters to spitters
|
||||
|
||||
useEnemiesInPeaceMod = false -- additional override for peace mod detection - when set to true it will spawn enemies normally, needs to have enemies enabled in peace mod
|
||||
|
||||
ignoreMapGenSettings = true -- stops the default behaviour of reading map gen settings
|
||||
|
||||
fluidResourcesFactor = 20 -- temporary factor for calculation of resource %-ages for fluids
|
||||
|
||||
useResourceCollisionDetection = true -- enables avoidace calculations to reduce ores overlaping of each other
|
||||
resourceCollisionDetectionRatio = 0.8 -- at least this much of ore field needs to be placable to spawn it
|
||||
resourceCollisionFieldSkip = true -- determines if ore field should be skipped completely if placement based on ratio failed
|
1364
rso_control.lua
Normal file
1364
rso_control.lua
Normal file
File diff suppressed because it is too large
Load Diff
159
rso_resource_config.lua
Normal file
159
rso_resource_config.lua
Normal file
@ -0,0 +1,159 @@
|
||||
|
||||
local function fillVanillaConfig()
|
||||
|
||||
config["iron-ore"] = {
|
||||
type="resource-ore",
|
||||
|
||||
-- general spawn params
|
||||
allotment=100, -- how common resource is
|
||||
spawns_per_region={min=1, max=1}, --number of chunks
|
||||
richness=18000, -- resource_ore has only one richness value - resource-liquid has min/max
|
||||
|
||||
size={min=20, max=30}, -- rough radius of area, too high value can produce square shaped areas
|
||||
min_amount=350,
|
||||
|
||||
-- resource provided at starting location
|
||||
-- probability: 1 = 100% chance to be in starting area
|
||||
-- 0 = resource is not in starting area
|
||||
starting={richness=8000, size=25, probability=1},
|
||||
|
||||
multi_resource_chance=0.20, -- absolute value
|
||||
multi_resource={
|
||||
["iron-ore"] = 2, -- ["resource_name"] = allotment
|
||||
['copper-ore'] = 4,
|
||||
["coal"] = 4,
|
||||
["stone"] = 4,
|
||||
}
|
||||
}
|
||||
|
||||
config["copper-ore"] = {
|
||||
type="resource-ore",
|
||||
|
||||
allotment=100,
|
||||
spawns_per_region={min=1, max=1},
|
||||
richness=16000,
|
||||
size={min=20, max=30},
|
||||
min_amount=350,
|
||||
|
||||
starting={richness=6000, size=25, probability=1},
|
||||
|
||||
multi_resource_chance=0.20,
|
||||
multi_resource={
|
||||
["iron-ore"] = 4,
|
||||
['copper-ore'] = 2,
|
||||
["coal"] = 4,
|
||||
["stone"] = 4,
|
||||
}
|
||||
}
|
||||
|
||||
config["coal"] = {
|
||||
type="resource-ore",
|
||||
|
||||
allotment=80,
|
||||
|
||||
spawns_per_region={min=1, max=1},
|
||||
size={min=15, max=25},
|
||||
richness=13000,
|
||||
min_amount=350,
|
||||
|
||||
starting={richness=6000, size=20, probability=1},
|
||||
|
||||
multi_resource_chance=0.30,
|
||||
multi_resource={
|
||||
["crude-oil"] = 1,
|
||||
["iron-ore"] = 3,
|
||||
['copper-ore'] = 3,
|
||||
}
|
||||
}
|
||||
|
||||
config["stone"] = {
|
||||
type="resource-ore",
|
||||
|
||||
allotment=60,
|
||||
spawns_per_region={min=1, max=1},
|
||||
richness=11000,
|
||||
size={min=15, max=20},
|
||||
min_amount=250,
|
||||
|
||||
starting={richness=5000, size=16, probability=1},
|
||||
|
||||
multi_resource_chance=0.30,
|
||||
multi_resource={
|
||||
["coal"] = 4,
|
||||
["iron-ore"] = 3,
|
||||
['copper-ore'] = 3,
|
||||
}
|
||||
}
|
||||
|
||||
config["crude-oil"] = {
|
||||
type="resource-liquid",
|
||||
minimum_amount=10000,
|
||||
allotment=70,
|
||||
spawns_per_region={min=1, max=2},
|
||||
richness={min=10000, max=30000}, -- richness per resource spawn
|
||||
size={min=2, max=5},
|
||||
|
||||
starting={richness=20000, size=2, probability=1},
|
||||
|
||||
multi_resource_chance=0.20,
|
||||
multi_resource={
|
||||
["coal"] = 4,
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
local function fillEnemies()
|
||||
|
||||
config["enemy-base"] = {
|
||||
type="entity",
|
||||
force="enemy",
|
||||
clear_range = {6, 6},
|
||||
|
||||
spawns_per_region={min=2,max=4},
|
||||
size={min=2,max=4},
|
||||
size_per_region_factor=0.4,
|
||||
richness=1,
|
||||
|
||||
absolute_probability=absolute_enemy_chance, -- chance to spawn in region
|
||||
probability_distance_factor=1.15, -- relative increase per region
|
||||
max_probability_distance_factor=3.0, -- absolute value
|
||||
|
||||
along_resource_probability=0.20, -- chance to spawn in resource chunk anyway, absolute value. Can happen once per resource.
|
||||
|
||||
sub_spawn_probability=0.3, -- chance for this entity to spawn anything from sub_spawns table, absolute value
|
||||
sub_spawn_size={min=1, max=2}, -- in same chunk
|
||||
sub_spawn_distance_factor=1.04,
|
||||
sub_spawn_max_distance_factor=3,
|
||||
sub_spawns={
|
||||
["small-worm-turret"]={
|
||||
min_distance=2,
|
||||
allotment=200,
|
||||
allotment_distance_factor=0.9,
|
||||
clear_range = {2, 2},
|
||||
},
|
||||
["medium-worm-turret"]={
|
||||
min_distance=4,
|
||||
allotment=100,
|
||||
allotment_distance_factor=1.05,
|
||||
clear_range = {2, 2},
|
||||
},
|
||||
["big-worm-turret"]={
|
||||
min_distance=6,
|
||||
allotment=100,
|
||||
allotment_distance_factor=1.15,
|
||||
clear_range = {2, 2},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
function loadResourceConfig()
|
||||
|
||||
config={}
|
||||
|
||||
fillVanillaConfig()
|
||||
fillEnemies()
|
||||
|
||||
return config
|
||||
end
|
644
separate_spawns.lua
Normal file
644
separate_spawns.lua
Normal file
@ -0,0 +1,644 @@
|
||||
-- Separate spawns
|
||||
-- Code that handles everything regarding giving each player a separate spawn
|
||||
-- Includes the GUI stuff
|
||||
|
||||
require("event")
|
||||
|
||||
-- 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 PlayerCreated(event)
|
||||
local player = game.players[event.player_index]
|
||||
player.force = MAIN_FORCE
|
||||
DisplaySpawnOptions(player)
|
||||
end
|
||||
|
||||
|
||||
-- Check if the player has a different spawn point than the default one
|
||||
-- Make sure to give the default starting items
|
||||
function PlayerRespawned(event)
|
||||
local player = game.players[event.player_index]
|
||||
|
||||
-- If a player has an active spawn, use it.
|
||||
if (DoesPlayerHaveActiveCustomSpawn(player)) then
|
||||
player.teleport(global.playerSpawns[player.name])
|
||||
end
|
||||
|
||||
-- Display the respawn continue option
|
||||
DisplayRespawnContinueOption(player)
|
||||
end
|
||||
|
||||
-- Create the appropriate force & spawn when player selects their choice
|
||||
function SpawnGuiClick(event)
|
||||
local player = game.players[event.player_index]
|
||||
local buttonClicked = event.element.name
|
||||
|
||||
-- Only clear gui if a valid button was clicked!!
|
||||
if ((buttonClicked == "normal_spawn") or
|
||||
(buttonClicked == "isolated_spawn") or
|
||||
(buttonClicked == "isolated_spawn_far") or
|
||||
(buttonClicked == "new_force") or
|
||||
(buttonClicked == "new_force_far") or
|
||||
(buttonClicked == "respawn_continue") or
|
||||
(buttonClicked == "respawn_change") or
|
||||
(buttonClicked == "respawn_custom_team") or
|
||||
(buttonClicked == "respawn_custom_spawn") or
|
||||
(buttonClicked == "respawn_surpise") or
|
||||
(buttonClicked == "respawn_mainforce")) then
|
||||
|
||||
if not global.spawnDebugEnabled then
|
||||
if (player.gui.center.spawn_opts ~= nil) then
|
||||
player.gui.center.spawn_opts.destroy()
|
||||
end
|
||||
if (player.gui.center.respawn_opts ~= nil) then
|
||||
player.gui.center.respawn_opts.destroy()
|
||||
end
|
||||
if (player.gui.center.respawn_continue_opts ~= nil) then
|
||||
player.gui.center.respawn_continue_opts.destroy()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- In this option, the vanilla spawn is used and the player is
|
||||
-- part of the main force.
|
||||
if (buttonClicked == "normal_spawn") then
|
||||
player.force = MAIN_FORCE
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " joined the main force!")
|
||||
|
||||
-- In this option, the player gets a separate spawn point
|
||||
-- but is still part of the main force.
|
||||
elseif ((buttonClicked == "isolated_spawn") or (buttonClicked == "isolated_spawn_far")) then
|
||||
player.force = MAIN_FORCE
|
||||
|
||||
-- Create a new spawn point
|
||||
local newSpawn = {}
|
||||
if (buttonClicked == "isolated_spawn_far") then
|
||||
newSpawn = FindUngeneratedCoordinates(FAR_MIN_DIST,FAR_MAX_DIST)
|
||||
else
|
||||
newSpawn = FindMapEdge(GetRandomVector())
|
||||
end
|
||||
global.playerSpawns[player.name] = newSpawn
|
||||
global.activePlayerSpawns[player.name] = true
|
||||
|
||||
SendPlayerToNewSpawnAndCreateIt(player, newSpawn)
|
||||
if (buttonClicked == "isolated_spawn") then
|
||||
SendBroadcastMsg(player.name .. " joined the main force from a distance!")
|
||||
elseif (buttonClicked == "isolated_spawn_far") then
|
||||
SendBroadcastMsg(player.name .. " joined the main force from a great distance!")
|
||||
end
|
||||
|
||||
-- In this option, the player is given a new force and a
|
||||
-- separate spawn point
|
||||
elseif ((buttonClicked == "new_force") or (buttonClicked == "new_force_far")) then
|
||||
|
||||
-- Create a new force using the player's name
|
||||
local newForce = CreatePlayerCustomForce(player)
|
||||
|
||||
-- Create a new spawn point
|
||||
local newSpawn = {}
|
||||
if (buttonClicked == "new_force_far") then
|
||||
newSpawn = FindUngeneratedCoordinates(FAR_MIN_DIST,FAR_MAX_DIST)
|
||||
else
|
||||
newSpawn = FindMapEdge(GetRandomVector())
|
||||
end
|
||||
global.playerSpawns[player.name] = newSpawn
|
||||
global.activePlayerSpawns[player.name] = true
|
||||
|
||||
-- Set the new spawn point
|
||||
if (newForce ~= nil) then
|
||||
newForce.set_spawn_position(newSpawn, "nauvis")
|
||||
end
|
||||
|
||||
SendPlayerToNewSpawnAndCreateIt(player, newSpawn)
|
||||
SendBroadcastMsg(player.name .. " is going it alone!")
|
||||
|
||||
-- Continue to respawn on your own team at that location
|
||||
elseif (buttonClicked == "respawn_continue") then
|
||||
GivePlayerItems(player)
|
||||
|
||||
|
||||
-- If changing your spawn behavior
|
||||
elseif (buttonClicked == "respawn_change") then
|
||||
if (DoesPlayerHaveCustomSpawn(player)) then
|
||||
DisplayRespawnOptions(player)
|
||||
else
|
||||
DisplaySpawnOptions(player)
|
||||
end
|
||||
|
||||
-- Respawn with the main force in the default location
|
||||
elseif (buttonClicked == "respawn_mainforce") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Deactivate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, false)
|
||||
player.teleport(player.force.get_spawn_position("nauvis"))
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to base!")
|
||||
|
||||
-- Respawn in your already generated custom spawn area on the main team
|
||||
elseif (buttonClicked == "respawn_custom_spawn") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, true)
|
||||
SendPlayerToActiveSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to their outpost!")
|
||||
|
||||
-- Respawn in your already generated custom spawn area but on your own
|
||||
-- force. This force is created new if it doesn't exist.
|
||||
elseif (buttonClicked == "respawn_custom_team") then
|
||||
|
||||
-- Create a new force using the player's name
|
||||
local newForce = CreatePlayerCustomForce(player)
|
||||
|
||||
-- Set the new spawn point
|
||||
if (newForce ~= nil) then
|
||||
newForce.set_spawn_position(global.playerSpawns[player.name], "nauvis")
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
ActivatePlayerCustomSpawn(player, true)
|
||||
SendPlayerToActiveSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is returning to their outpost alone!")
|
||||
|
||||
-- lol wut
|
||||
elseif (buttonClicked == "respawn_surpise") then
|
||||
|
||||
-- Remove custom force if it exists
|
||||
if (player.force.name ~= MAIN_FORCE) then
|
||||
game.merge_forces(player.name, MAIN_FORCE)
|
||||
end
|
||||
|
||||
-- Activate the stored spawn point
|
||||
SendPlayerToRandomSpawn(player)
|
||||
GivePlayerStarterItems(player)
|
||||
SendBroadcastMsg(player.name .. " is surprised!")
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- This is the main function that creates the spawn area
|
||||
-- Provides resources, land and a safe zone
|
||||
function GenerateChunk(event)
|
||||
local surface = event.surface
|
||||
if surface.name ~= "nauvis" then return end
|
||||
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.
|
||||
for name,spawnPos in pairs(global.playerSpawns) do
|
||||
|
||||
local landArea = {left_top=
|
||||
{x=spawnPos.x-ENFORCE_LAND_AREA_TILE_DIST,
|
||||
y=spawnPos.y-ENFORCE_LAND_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+ENFORCE_LAND_AREA_TILE_DIST,
|
||||
y=spawnPos.y+ENFORCE_LAND_AREA_TILE_DIST}}
|
||||
|
||||
local safeArea = {left_top=
|
||||
{x=spawnPos.x-SAFE_AREA_TILE_DIST,
|
||||
y=spawnPos.y-SAFE_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+SAFE_AREA_TILE_DIST,
|
||||
y=spawnPos.y+SAFE_AREA_TILE_DIST}}
|
||||
|
||||
local warningArea = {left_top=
|
||||
{x=spawnPos.x-WARNING_AREA_TILE_DIST,
|
||||
y=spawnPos.y-WARNING_AREA_TILE_DIST},
|
||||
right_bottom=
|
||||
{x=spawnPos.x+WARNING_AREA_TILE_DIST,
|
||||
y=spawnPos.y+WARNING_AREA_TILE_DIST}}
|
||||
|
||||
local chunkAreaCenter = {x=chunkArea.left_top.x+(CHUNK_SIZE/2),
|
||||
y=chunkArea.left_top.y+(CHUNK_SIZE/2)}
|
||||
|
||||
|
||||
|
||||
-- Make chunks near a spawn safe by removing enemies
|
||||
if CheckIfInArea(chunkAreaCenter,safeArea) then
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
-- Create a warning area with reduced enemies
|
||||
elseif CheckIfInArea(chunkAreaCenter,warningArea) then
|
||||
local counter = 0
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
|
||||
if ((counter % WARN_AREA_REDUCTION_RATIO) ~= 0) then
|
||||
entity.destroy()
|
||||
end
|
||||
counter = counter + 1
|
||||
end
|
||||
|
||||
-- Remove all big and huge worms
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "medium-worm-turret"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "big-worm-turret"}) do
|
||||
entity.destroy()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Fill in any water to make sure we have guaranteed land mass at the spawn point.
|
||||
if CheckIfInArea(chunkAreaCenter,landArea) then
|
||||
|
||||
-- remove trees in the immediate areas?
|
||||
for key, entity in pairs(surface.find_entities_filtered({area=chunkArea, type= "tree"})) do
|
||||
if ((spawnPos.x - entity.position.x)^2 + (spawnPos.y - entity.position.y)^2 < ENFORCE_LAND_AREA_TILE_DIST^2) then
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
CreateCropCircle(surface, spawnPos, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
|
||||
end
|
||||
|
||||
-- Provide a guaranteed spot of water to use for power generation
|
||||
if CheckIfInArea(spawnPos,chunkArea) then
|
||||
local waterTiles = {{name = "water", position ={spawnPos.x+0,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+1,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+2,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+3,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+4,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+5,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+6,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+7,spawnPos.y-30}},
|
||||
{name = "water", position ={spawnPos.x+8,spawnPos.y-30}}}
|
||||
-- DebugPrint("Setting water tiles in this chunk! " .. chunkArea.left_top.x .. "," .. chunkArea.left_top.y)
|
||||
surface.set_tiles(waterTiles)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
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 = {}
|
||||
global.activePlayerSpawns = {}
|
||||
end
|
||||
|
||||
game.create_force(MAIN_FORCE)
|
||||
game.forces[MAIN_FORCE].set_spawn_position(game.forces["player"].get_spawn_position("nauvis"), "nauvis")
|
||||
SetCeaseFireBetweenAllForces()
|
||||
end
|
||||
|
||||
function DisplaySpawnOptions(player)
|
||||
player.gui.center.add{name = "spawn_opts",
|
||||
type = "frame",
|
||||
direction = "vertical",
|
||||
caption="Spawn Options"}
|
||||
local spawnGui = player.gui.center.spawn_opts
|
||||
|
||||
spawnGui.style.maximal_width = 450
|
||||
spawnGui.style.maximal_height = 650
|
||||
|
||||
spawnGui.add{name = "warning_lbl1", type = "label",
|
||||
caption="You can only generate one custom spawn point!"}
|
||||
spawnGui.add{name = "warning_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(spawnGui.warning_lbl1, my_warning_style)
|
||||
ApplyStyle(spawnGui.warning_spacer, my_label_style)
|
||||
|
||||
spawnGui.add{name = "normal_spawn",
|
||||
type = "button",
|
||||
caption="Default Spawn"}
|
||||
spawnGui.add{name = "normal_spawn_lbl1", type = "label",
|
||||
caption="This is the default spawn behavior of a vanilla game."}
|
||||
spawnGui.add{name = "normal_spawn_lbl2", type = "label",
|
||||
caption="You join the default team in the center of the map."}
|
||||
spawnGui.add{name = "normal_spawn_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(spawnGui.normal_spawn_lbl1, my_label_style)
|
||||
ApplyStyle(spawnGui.normal_spawn_lbl2, my_label_style)
|
||||
ApplyStyle(spawnGui.normal_spawn_spacer, my_label_style)
|
||||
|
||||
spawnGui.add{name = "isolated_spawn",
|
||||
type = "button",
|
||||
caption="Isolated Spawn"}
|
||||
spawnGui.add{name = "isolated_spawn_far",
|
||||
type = "button",
|
||||
caption="Isolated Spawn (Far Away)"}
|
||||
spawnGui.add{name = "isolated_spawn_lbl1", type = "label",
|
||||
caption="You are spawned in a new area, with starting resources."}
|
||||
spawnGui.add{name = "isolated_spawn_lbl2", type = "label",
|
||||
caption="You will still be part of the default team."}
|
||||
spawnGui.add{name = "isolated_spawn_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(spawnGui.isolated_spawn_lbl1, my_label_style)
|
||||
ApplyStyle(spawnGui.isolated_spawn_lbl2, my_label_style)
|
||||
ApplyStyle(spawnGui.isolated_spawn_spacer, my_label_style)
|
||||
|
||||
|
||||
if (ENABLE_OTHER_TEAMS) then
|
||||
spawnGui.add{name = "new_force",
|
||||
type = "button",
|
||||
caption="Separate Team"}
|
||||
spawnGui.add{name = "new_force_far",
|
||||
type = "button",
|
||||
caption="Separate Team (Far Away)"}
|
||||
spawnGui.add{name = "new_force_lbl1", type = "label",
|
||||
caption="You are spawned in a new area, with starting resources."}
|
||||
spawnGui.add{name = "new_force_lbl2", type = "label",
|
||||
caption="You will be on your own team. (No shared vision or research with others.)"}
|
||||
spawnGui.add{name = "new_force_lbl3", type = "label",
|
||||
caption="Do not choose this option if you are new to the game!"}
|
||||
spawnGui.add{name = "new_force_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(spawnGui.new_force_lbl1, my_label_style)
|
||||
ApplyStyle(spawnGui.new_force_lbl2, my_warning_style)
|
||||
ApplyStyle(spawnGui.new_force_lbl3, my_warning_style)
|
||||
ApplyStyle(spawnGui.new_force_spacer, my_label_style)
|
||||
|
||||
|
||||
|
||||
spawnGui.add{name = "note_lbl1", type = "label",
|
||||
caption="All members of a team share map vision and research."}
|
||||
spawnGui.add{name = "note_lbl2", type = "label",
|
||||
caption="To talk to someone on a different team, you need to use /s to shout."}
|
||||
spawnGui.add{name = "note_lbl3", type = "label",
|
||||
caption="All teams are neutral. This is still a cooperative PvE game... NOT PVP!"}
|
||||
ApplyStyle(spawnGui.note_lbl1, my_note_style)
|
||||
ApplyStyle(spawnGui.note_lbl2, my_note_style)
|
||||
ApplyStyle(spawnGui.note_lbl3, my_note_style)
|
||||
end
|
||||
|
||||
spawnGui.add{name = "note_lbl4", type = "label",
|
||||
caption="Far away spawn is between " .. FAR_MIN_DIST*CHUNK_SIZE .. "-" .. FAR_MAX_DIST*CHUNK_SIZE .. " tiles away from the center of the map."}
|
||||
spawnGui.add{name = "note_lbl5", type = "label",
|
||||
caption="Isolated spawns are dangerous! You will have to fight to reach other players."}
|
||||
spawnGui.add{name = "note_lbl6", type = "label",
|
||||
caption="You can change your spawn options when you die."}
|
||||
|
||||
ApplyStyle(spawnGui.note_lbl4, my_note_style)
|
||||
ApplyStyle(spawnGui.note_lbl5, my_note_style)
|
||||
end
|
||||
|
||||
function DisplayRespawnContinueOption(player)
|
||||
|
||||
player.gui.center.add{name = "respawn_continue_opts",
|
||||
type = "frame",
|
||||
direction = "vertical",
|
||||
caption="Respawn Options"}
|
||||
local respawnGui = player.gui.center.respawn_continue_opts
|
||||
|
||||
respawnGui.style.maximal_width = 450
|
||||
respawnGui.style.maximal_height = 550
|
||||
|
||||
respawnGui.add{name = "respawn_continue",
|
||||
type = "button",
|
||||
caption="Continue"}
|
||||
respawnGui.add{name = "respawn_continue_lbl1", type = "label",
|
||||
caption="Continue at your current spawn location."}
|
||||
respawnGui.add{name = "respawn_continue_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_continue_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_continue_spacer, my_label_style)
|
||||
|
||||
respawnGui.add{name = "respawn_change",
|
||||
type = "button",
|
||||
caption="Change Spawn"}
|
||||
respawnGui.add{name = "respawn_change_lbl1", type = "label",
|
||||
caption="Allow you to change your spawn and team."}
|
||||
respawnGui.add{name = "respawn_change_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_change_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_change_spacer, my_label_style)
|
||||
end
|
||||
|
||||
function DisplayRespawnOptions(player)
|
||||
|
||||
player.gui.center.add{name = "respawn_opts",
|
||||
type = "frame",
|
||||
direction = "vertical",
|
||||
caption="Respawn Options"}
|
||||
local respawnGui = player.gui.center.respawn_opts
|
||||
|
||||
respawnGui.style.maximal_width = 450
|
||||
respawnGui.style.maximal_height = 750
|
||||
|
||||
-- Basically a cancel button to avoid choosing a different spawn.
|
||||
respawnGui.add{name = "respawn_continue",
|
||||
type = "button",
|
||||
caption="Cancel"}
|
||||
respawnGui.add{name = "respawn_continue_lbl1", type = "label",
|
||||
caption="Continue with current spawn."}
|
||||
respawnGui.add{name = "respawn_continue_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_continue_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_continue_spacer, my_label_style)
|
||||
|
||||
respawnGui.add{name = "respawn_mainforce",
|
||||
type = "button",
|
||||
caption="Use Default Spawn"}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl1", type = "label",
|
||||
caption="This will join the default team."}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl2", type = "label",
|
||||
caption="If you are on another team all your research will be lost!"}
|
||||
respawnGui.add{name = "respawn_mainforce_lbl3", type = "label",
|
||||
caption="You will spawn at the default spawn point in the center."}
|
||||
respawnGui.add{name = "respawn_mainforce_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_mainforce_spacer, my_label_style)
|
||||
|
||||
|
||||
respawnGui.add{name = "respawn_custom_spawn",
|
||||
type = "button",
|
||||
caption="Custom Spawn"}
|
||||
respawnGui.add{name = "respawn_custom_lbl1", type = "label",
|
||||
caption="This will join the default team."}
|
||||
respawnGui.add{name = "respawn_custom_lbl2", type = "label",
|
||||
caption="If you are on another team all your research will be lost!"}
|
||||
respawnGui.add{name = "respawn_custom_lbl3", type = "label",
|
||||
caption="You will spawn at your previous custom spawn point."}
|
||||
respawnGui.add{name = "respawn_custom_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_spacer, my_label_style)
|
||||
|
||||
if (ENABLE_OTHER_TEAMS) then
|
||||
respawnGui.add{name = "respawn_custom_team",
|
||||
type = "button",
|
||||
caption="Custom Team Spawn"}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl1", type = "label",
|
||||
caption="This will join your own custom team."}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl2", type = "label",
|
||||
caption="You will have your own map vision and research tree. Use /s to talk to others."}
|
||||
respawnGui.add{name = "respawn_custom_team_lbl3", type = "label",
|
||||
caption="You will spawn at your previous custom spawn point."}
|
||||
respawnGui.add{name = "respawn_custom_team_spacer", type = "label",
|
||||
caption=" "}
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl1, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl2, my_warning_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_lbl3, my_label_style)
|
||||
ApplyStyle(respawnGui.respawn_custom_team_spacer, my_label_style)
|
||||
end
|
||||
|
||||
if (global.enableRespawnSurprise == true) then
|
||||
respawnGui.add{name = "respawn_surpise",
|
||||
type = "button",
|
||||
caption="Surprise me!"}
|
||||
end
|
||||
|
||||
respawnGui.add{name = "respawn_note1", type = "label",
|
||||
caption="You cannot generate new custom spawn points."}
|
||||
ApplyStyle(respawnGui.respawn_note1, my_note_style)
|
||||
end
|
||||
|
||||
function GenerateStartingResources(player)
|
||||
local surface = player.surface
|
||||
|
||||
-- Generate stone
|
||||
local stonePos = {x=player.position.x-25,
|
||||
y=player.position.y-31}
|
||||
|
||||
-- Generate coal
|
||||
local coalPos = {x=player.position.x-25,
|
||||
y=player.position.y-16}
|
||||
|
||||
-- Generate copper ore
|
||||
local copperOrePos = {x=player.position.x-25,
|
||||
y=player.position.y+0}
|
||||
|
||||
-- Generate iron ore
|
||||
local ironOrePos = {x=player.position.x-25,
|
||||
y=player.position.y+15}
|
||||
|
||||
-- Tree generation is taken care of in chunk generation
|
||||
|
||||
-- Generate oil patches
|
||||
surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
|
||||
position={player.position.x-30, player.position.y-2}})
|
||||
surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
|
||||
position={player.position.x-30, player.position.y+2}})
|
||||
|
||||
for y=0, 15 do
|
||||
for x=0, 15 do
|
||||
if ((x-7)^2 + (y - 7)^2 < 7^2) then
|
||||
surface.create_entity({name="iron-ore", amount=START_IRON_AMOUNT,
|
||||
position={ironOrePos.x+x, ironOrePos.y+y}})
|
||||
surface.create_entity({name="copper-ore", amount=START_COPPER_AMOUNT,
|
||||
position={copperOrePos.x+x, copperOrePos.y+y}})
|
||||
surface.create_entity({name="stone", amount=START_STONE_AMOUNT,
|
||||
position={stonePos.x+x, stonePos.y+y}})
|
||||
surface.create_entity({name="coal", amount=START_COAL_AMOUNT,
|
||||
position={coalPos.x+x, coalPos.y+y}})
|
||||
end
|
||||
end
|
||||
end
|
||||
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 DoesPlayerHaveActiveCustomSpawn(player)
|
||||
if (DoesPlayerHaveCustomSpawn(player)) then
|
||||
return global.activePlayerSpawns[player.name]
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function ActivatePlayerCustomSpawn(player, value)
|
||||
for name,_ in pairs(global.playerSpawns) do
|
||||
if (player.name == name) then
|
||||
global.activePlayerSpawns[player.name] = value
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function CreatePlayerCustomForce(player)
|
||||
local newForce = nil
|
||||
|
||||
-- Check if force already exists
|
||||
if (game.forces[player.name] ~= nil) then
|
||||
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)
|
||||
player.force = newForce
|
||||
SetCeaseFireBetweenAllForces()
|
||||
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
|
||||
|
||||
function SendPlayerToNewSpawnAndCreateIt(player, spawn)
|
||||
-- Send the player to that position
|
||||
player.teleport(spawn)
|
||||
GivePlayerStarterItems(player)
|
||||
|
||||
-- If we get a valid spawn point, setup the area
|
||||
if (spawn ~= {x=0,y=0}) then
|
||||
GenerateStartingResources(player)
|
||||
ClearNearbyEnemies(player, SAFE_AREA_TILE_DIST)
|
||||
end
|
||||
end
|
||||
|
||||
function SendPlayerToActiveSpawn(player)
|
||||
if (DoesPlayerHaveActiveCustomSpawn(player)) then
|
||||
player.teleport(global.playerSpawns[player.name])
|
||||
else
|
||||
player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
|
||||
end
|
||||
end
|
||||
|
||||
function SendPlayerToRandomSpawn(player)
|
||||
local numSpawns = TableLength(global.playerSpawns)
|
||||
local rndSpawn = math.random(0,numSpawns)
|
||||
local counter = 0
|
||||
|
||||
if (rndSpawn == 0) then
|
||||
player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
|
||||
else
|
||||
counter = counter + 1
|
||||
for name,spawnPos in pairs(global.playerSpawns) do
|
||||
if (counter == rndSpawn) then
|
||||
player.teleport(spawnPos)
|
||||
break
|
||||
end
|
||||
counter = counter + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Register event functions
|
||||
-- These must be placed after the functions that are referenced!
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
if ENABLE_SEPARATE_SPAWNS then
|
||||
Event.register(defines.events.on_player_created, PlayerCreated)
|
||||
Event.register(defines.events.on_player_respawned, PlayerRespawned)
|
||||
Event.register(defines.events.on_gui_click, SpawnGuiClick)
|
||||
Event.register(defines.events.on_chunk_generated, GenerateChunk)
|
||||
end
|
59
tag.lua
Normal file
59
tag.lua
Normal file
@ -0,0 +1,59 @@
|
||||
function create_tag_gui(event)
|
||||
local player = game.players[event.player_index]
|
||||
if player.gui.top.tag == nil then
|
||||
player.gui.top.add{name="tag", type="button", caption="Tag"}
|
||||
end
|
||||
end
|
||||
|
||||
-- Tag list
|
||||
local roles = {
|
||||
{display_name = "[Solo]"},
|
||||
{display_name = "[Mining]"},
|
||||
{display_name = "[Power]"},
|
||||
{display_name = "[Oil]"},
|
||||
{display_name = "[Smelt]"},
|
||||
{display_name = "[Rail]"},
|
||||
{display_name = "[Defense]"},
|
||||
{display_name = "[Circuits]"},
|
||||
{display_name = "[Labs]"},
|
||||
{display_name = "[Logistics]"},
|
||||
{display_name = "[Misc]"},
|
||||
{display_name = "[Aliens]"},
|
||||
{display_name = "[Rocket]"},
|
||||
{display_name = "[AFK]"},
|
||||
{display_name = "Clear"}}
|
||||
|
||||
function expand_tag_gui(player)
|
||||
local frame = player.gui.left["tag-panel"]
|
||||
if (frame) then
|
||||
frame.destroy()
|
||||
else
|
||||
local frame = player.gui.left.add{type="frame", name="tag-panel", caption="What are you doing:"}
|
||||
for _, role in pairs(roles) do
|
||||
frame.add{type="button", caption=role.display_name, name=role.display_name}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function on_gui_click(event)
|
||||
if not (event and event.element and event.element.valid) then return end
|
||||
local player = game.players[event.element.player_index]
|
||||
local name = event.element.name
|
||||
|
||||
if (name == "tag") then
|
||||
expand_tag_gui(player)
|
||||
end
|
||||
|
||||
if (name == "Clear") then
|
||||
player.tag = ""
|
||||
return
|
||||
end
|
||||
for _, role in pairs(roles) do
|
||||
if (name == role.display_name) then
|
||||
player.tag = role.display_name end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
Event.register(defines.events.on_gui_click, on_gui_click)
|
||||
Event.register(defines.events.on_player_joined_game, create_tag_gui)
|
Loading…
Reference in New Issue
Block a user