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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:
Oarcinae 2016-11-25 16:20:41 -08:00
parent 46f0905059
commit 9339ce2964
11 changed files with 3389 additions and 951 deletions

119
config.lua Normal file
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@ -0,0 +1,119 @@
-- config.lua
-- Configuration Options
--------------------------------------------------------------------------------
-- Useful constants
--------------------------------------------------------------------------------
CHUNK_SIZE = 32
MAX_FORCES = 64
--------------------------------------------------------------------------------
WELCOME_MSG = "Welcome to Oarc's server! This is a BETA test of my custom scenario."
GAME_MODE_MSG = "In the current game mode, a satellite must be launched from the rocket silo to the far east to win!"
-- GAME_MODE_MSG = "The current game mode is just basic vanilla!"
MODULES_ENABLED = "Mods Enabled: Separate Spawns, RSO, Gravestone Chests"
-- MODULES_ENABLED = "Mods Enabled: Gravestone-Chests"
--------------------------------------------------------------------------------
-- Module Enables
-- These enables are not fully tested! For example, disable separate spawns
-- will probably break the frontier rocket silo mode
--------------------------------------------------------------------------------
-- Separate spawns
FRONTIER_ROCKET_SILO_MODE = true
-- Frontier style rocket silo mode
ENABLE_SEPARATE_SPAWNS = true
-- Enable Scenario version of RSO
ENABLE_RSO = true
-- Enable Gravestone Chests
ENABLE_GRAVESTONE_CHESTS = true
-- Enable Undecorator
ENABLE_UNDECORATOR = true
-- DEBUG prints for me
global.oarcDebugEnabled = false
global.spawnDebugEnabled = false
--------------------------------------------------------------------------------
-- Spawn Options
--------------------------------------------------------------------------------
---------------------------------------
-- Distance Options
---------------------------------------
-- Distance in chunks
FAR_MIN_DIST = 50
FAR_MAX_DIST = 125
---------------------------------------
-- Resource Options
---------------------------------------
-- Start resource amounts
START_IRON_AMOUNT = 1500
START_COPPER_AMOUNT = 1500
START_STONE_AMOUNT = 1500
START_COAL_AMOUNT = 1500
START_OIL_AMOUNT = 30000
---------------------------------------
-- Safe Spawn Area Options
---------------------------------------
-- Safe area has no aliens
-- +/- this in x and y direction
SAFE_AREA_TILE_DIST = 300
-- Warning area has reduced aliens
-- +/- this in x and y direction
WARNING_AREA_TILE_DIST = 500
-- 1 : X (spawners alive : spawners destroyed) in this area
WARN_AREA_REDUCTION_RATIO = 15
-- Create a circle of land area for the spawn
ENFORCE_LAND_AREA_TILE_DIST = 40
---------------------------------------
-- Other Forces/Teams Options
---------------------------------------
-- Enable if people can join their own teams
ENABLE_OTHER_TEAMS = false
-- Main force is what default players join
MAIN_FORCE = "main_force"
---------------------------------------
-- Alien Options
---------------------------------------
-- Disable enemy expansion
ENEMY_EXPANSION = false
-- Divide the alien factors by this number to reduce it (or multiply if < 1)
ENEMY_POLLUTION_FACTOR_DIVISOR = 10
ENEMY_DESTROY_FACTOR_DIVISOR = 2
--------------------------------------------------------------------------------
-- Frontier Options
--------------------------------------------------------------------------------
SILO_CHUNK_DISTANCE_X = 250
SILO_DISTANCE_X = SILO_CHUNK_DISTANCE_X*CHUNK_SIZE + CHUNK_SIZE/2
SILO_DISTANCE_Y = 16
-- Should be in the middle of a chunk
SILO_POSITION = {x = SILO_DISTANCE_X, y = SILO_DISTANCE_Y}

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@ -13,903 +13,39 @@
-- if they were not already.
-- TODO
-- Anti griefer? Drop all items on leaving?
-- Better long term goal like frontier
-- Better interaction with other forces?
-- To do:
-- Clean up text around spawn choices.
-- Make rocket silo more obvious, try to spawn a train station
-- Add longreach
-- config options
-- Near spawn option is on the edge of generated chunks
-- On a large map, this may be quite far from spawn.
local MIN_CHUNK_SPAWN_DIST = 2
-- Far spawn options is this number of chunks past generated area
local FAR_CHUNK_SPAWN_DIST = 10
local FAR_MIN_DIST = 1000^2
local FAR_MAX_DIST = 6000^2
-- Start resource amountsmm
local START_IRON_AMOUNT = 1500
local START_COPPER_AMOUNT = 1000
local START_STONE_AMOUNT = 1500
local START_COAL_AMOUNT = 1500
local START_OIL_AMOUNT = 20000
-- Safe area has no aliens
-- +/- this in x and y direction
local SAFE_AREA_TILE_DIST = 250
-- Warning area has reduced aliens
-- +/- this in x and y direction
local WARNING_AREA_TILE_DIST = 500
-- 1 : X (spawners alive : spawners destroyed) in this area
local WARN_AREA_REDUCTION_RATIO = 15
-- Create a circle of land area for the spawn
local ENFORCE_LAND_AREA_TILE_DIST = 40
local ENFORCE_LAND_AREA_TILE_DIST_SQUARED = ENFORCE_LAND_AREA_TILE_DIST^2
-- Main force is what default players join
local MAIN_FORCE = "main_force"
local ENABLE_OTHER_TEAMS = false
-- Disable enemy expansion
local ENEMY_EXPANSION = false
-- Divide the alien factors by this number to reduce it (or multiply if < 1)
local ENEMY_POLLUTION_FACTOR_DIVISOR = 10
local ENEMY_DESTROY_FACTOR_DIVISOR = 1
-- Useful constants
local CHUNK_SIZE = 32
local MAX_FORCES = 64
-- Print debug only to me while testing.
-- Should remove this if you are hosting it yourself.
local function DebugPrint(msg)
if ((game.players["Oarc"] ~= nil) and (global.oarcDebugEnabled)) then
game.players["Oarc"].print("DEBUG: " .. 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.
local function GivePlayerItems(player)
player.insert{name="pistol", count=1}
player.insert{name="firearm-magazine", count=10}
end
-- Additional starter only items
local 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
local 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
local 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
-- Broadcast messages
local function SendBroadcastMsg(msg)
for name,player in pairs(game.players) do
player.print(msg)
end
end
local function CreateNewSpawnCoordinates(spawn_distance, recursion_max)
local position = {x=0,y=0}
local chunkPos = {x=0,y=0}
local randVec = {x=0,y=0}
-- Create a random direction vector to look in
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)
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 + randVec.x*spawn_distance
chunkPos.y = chunkPos.y + randVec.y*spawn_distance
-- Found a possible ungenerated area
else
chunkPos.x = chunkPos.x + (randVec.x*spawn_distance)
chunkPos.y = chunkPos.y + (randVec.y*spawn_distance)
-- If it's still ungenerated even further out, use that position.
if (not game.surfaces["nauvis"].is_chunk_generated(chunkPos)) then
position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
break
end
end
end
-- Very dangerous and stupid recursive call.
if (spawn_distance == FAR_CHUNK_SPAWN_DIST) then
local distSqrd = position.x^2 + position.y^2
if ((distSqrd < FAR_MIN_DIST) or (distSqrd > FAR_MAX_DIST)) then
if (recursion_max == 0) then
return {x=0,y=0}
else
DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
return CreateNewSpawnCoordinates(spawn_distance, recursion_max-1)
end
end
end
DebugPrint("spawn: x=" .. position.x .. ", y=" .. position.y)
return position
end
local my_label_style = {
minimal_width = 450,
maximal_width = 450,
font_color = {r=1,g=1,b=1}
}
local my_note_style = {
minimal_width = 450,
maximal_height = 10,
font = "default-small-semibold",
font_color = {r=1,g=0.5,b=0.5}
}
local my_warning_style = {
minimal_width = 450,
maximal_width = 450,
font_color = {r=1,g=0.1,b=0.1}
}
function ApplyStyle (guiIn, styleIn)
for k,v in pairs(styleIn) do
guiIn.style[k]=v
end
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="CHOOSE CAREFULLY - YOU ONLY GET 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 1000-6000 distance units 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
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
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@ -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
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@ -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
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@ -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

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-- 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

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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

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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

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separate_spawns.lua Normal file
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-- 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
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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)