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https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-02-03 13:01:24 +02:00
Standardized on log() for debug printing.
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@ -171,7 +171,7 @@ function DelayedSiloCreationOnTick(surface)
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-- Delay the creation of the silos so we place them on already generated lands.
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if (not global.oarc_silos_generated and (game.tick >= SILO_NUM_SPAWNS*10*TICKS_PER_SECOND)) then
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DebugPrint("Frontier silos generated!")
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log("Frontier silos generated!")
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global.oarc_silos_generated = true
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GenerateAllSilos(surface)
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end
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@ -143,7 +143,7 @@ function GameOptionsGuiClick(event)
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local banPlayer = event.element.parent.ban_players_dropdown.get_item(pIndex)
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if (game.players[banPlayer]) then
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game.ban_player(banPlayer, "Banned from admin panel.")
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DebugPrint("Banning " .. banPlayer)
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log("Banning " .. banPlayer)
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end
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end
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end
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@ -155,7 +155,7 @@ function GameOptionsGuiClick(event)
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local resetPlayer = event.element.parent.ban_players_dropdown.get_item(pIndex)
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if (game.players[resetPlayer]) then
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SeparateSpawnsPlayerCreated(resetPlayer)
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DebugPrint("Resetting " .. resetPlayer)
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log("Resetting " .. resetPlayer)
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end
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end
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end
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@ -263,7 +263,7 @@ function GetRandomVector()
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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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log("direction: x=" .. randVec.x .. ", y=" .. randVec.y)
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return randVec
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end
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@ -329,7 +329,7 @@ function FindMapEdge(directionVec, surface)
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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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-- log("spawn: x=" .. position.x .. ", y=" .. position.y)
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return position
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end
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@ -354,7 +354,7 @@ function FindUngeneratedCoordinates(minDistChunks, maxDistChunks, surface)
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-- Enforce a max number of tries
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tryCounter = tryCounter + 1
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if (tryCounter > maxTries) then
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DebugPrint("FindUngeneratedCoordinates - Max Tries Hit!")
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log("FindUngeneratedCoordinates - Max Tries Hit!")
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break
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-- Check that the distance is within the min,max specified
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@ -369,7 +369,7 @@ function FindUngeneratedCoordinates(minDistChunks, maxDistChunks, surface)
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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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log("spawn: x=" .. position.x .. ", y=" .. position.y)
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return position
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end
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@ -543,7 +543,7 @@ function RemoveWormsInArea(surface, area, small, medium, big, behemoth)
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entity.destroy()
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end
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else
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DebugPrint("RemoveWormsInArea had empty worm_types list!")
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log("RemoveWormsInArea had empty worm_types list!")
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end
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end
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@ -98,7 +98,7 @@ end
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function OarcRegrowthCheckChunkEmpty(event)
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if ((event.entity.force ~= nil) and (event.entity.force ~= "neutral") and (event.entity.force ~= "enemy")) then
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if CheckChunkEmpty(event.entity.position) then
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DebugPrint("Resetting chunk timer."..event.entity.position.x.." "..event.entity.position.y)
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log("Resetting chunk timer."..event.entity.position.x.." "..event.entity.position.y)
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OarcRegrowthForceRefreshChunk(event.entity.position, 0)
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end
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end
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@ -249,7 +249,7 @@ function OarcRegrowthCheckArray()
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-- Increment Y
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if (global.chunk_regrow.y_index > global.chunk_regrow.max_y) then
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global.chunk_regrow.y_index = global.chunk_regrow.min_y
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DebugPrint("Finished checking regrowth array."..global.chunk_regrow.min_x.." "..global.chunk_regrow.max_x.." "..global.chunk_regrow.min_y.." "..global.chunk_regrow.max_y)
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log("Finished checking regrowth array."..global.chunk_regrow.min_x.." "..global.chunk_regrow.max_x.." "..global.chunk_regrow.min_y.." "..global.chunk_regrow.max_y)
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else
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global.chunk_regrow.y_index = global.chunk_regrow.y_index + 1
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end
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@ -296,7 +296,7 @@ function OarcRegrowthRemoveAllChunks()
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end
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else
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-- DebugPrint("Chunk no longer expired?")
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-- log("Chunk no longer expired?")
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end
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end
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end
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@ -68,7 +68,7 @@ function FindUnusedSpawns(event)
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end
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table.remove(global.delayedSpawns, i)
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DebugPrint("Removing player from delayed spawn queue: " .. player.name)
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log("Removing player from delayed spawn queue: " .. player.name)
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end
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end
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@ -94,7 +94,7 @@ function FindUnusedSpawns(event)
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nearOtherSpawn = false
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for spawnPlayerName,otherSpawnPos in pairs(global.uniqueSpawns) do
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if ((spawnPlayerName ~= player.name) and (getDistance(spawnPos, otherSpawnPos.pos) < (ENFORCE_LAND_AREA_TILE_DIST*3))) then
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DebugPrint("Won't remove base as it's close to another spawn: " .. spawnPlayerName)
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log("Won't remove base as it's close to another spawn: " .. spawnPlayerName)
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nearOtherSpawn = true
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end
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end
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@ -211,7 +211,7 @@ end
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function ModifyEnemySpawnsNearPlayerStartingAreas(event)
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if (not event.entity or not (event.entity.force.name == "enemy") or not event.entity.position) then
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DebugPrint("ModifyBiterSpawns - Unexpected use.")
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log("ModifyBiterSpawns - Unexpected use.")
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return
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end
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@ -224,21 +224,21 @@ function ModifyEnemySpawnsNearPlayerStartingAreas(event)
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if ((enemy_name == "big-biter") or (enemy_name == "behemoth-biter")) then
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event.entity.destroy()
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surface.create_entity{name = "medium-biter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded biter close to spawn.")
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log("Downgraded biter close to spawn.")
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elseif ((enemy_name == "big-spitter") or (enemy_name == "behemoth-spitter")) then
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event.entity.destroy()
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surface.create_entity{name = "medium-spitter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded spitter close to spawn.")
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log("Downgraded spitter close to spawn.")
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end
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elseif (getDistance(enemy_pos, spawn.pos) < REDUCED_DANGER_AREA_REDUCTION_RATIO) then
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if (enemy_name == "behemoth-biter") then
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event.entity.destroy()
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surface.create_entity{name = "medium-biter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded biter further from spawn.")
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log("Downgraded biter further from spawn.")
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elseif (enemy_name == "behemoth-spitter") then
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event.entity.destroy()
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surface.create_entity{name = "medium-spitter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded spitter further from spawn.")
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log("Downgraded spitter further from spawn.")
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end
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end
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end
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@ -481,7 +481,7 @@ function QueuePlayerForDelayedSpawn(playerName, spawn, moatEnabled, vanillaSpawn
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DisplayPleaseWaitForSpawnDialog(game.players[playerName], delay_spawn_seconds)
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else
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DebugPrint("THIS SHOULD NOT EVER HAPPEN! Spawn failed!")
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log("THIS SHOULD NOT EVER HAPPEN! Spawn failed!")
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SendBroadcastMsg("ERROR!! Failed to create spawn point for: " .. playerName)
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end
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end
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@ -572,7 +572,7 @@ function CreatePlayerCustomForce(player)
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-- Check if force already exists
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if (game.forces[player.name] ~= nil) then
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DebugPrint("Force already exists!")
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log("Force already exists!")
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player.force = game.forces[player.name]
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return game.forces[player.name]
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@ -622,7 +622,7 @@ function CreateVanillaSpawns(count, spacing)
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log("sqrt_half " .. sqrt_half)
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if (sqrt_count < 1) then
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DebugPrint("CreateVanillaSpawns less than 1!!")
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log("CreateVanillaSpawns less than 1!!")
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return
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end
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@ -695,7 +695,7 @@ function FindUnusedVanillaSpawn(surface, target_distance)
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spawn_pos.y = global.vanillaSpawns[best_key].y
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table.remove(global.vanillaSpawns, best_key)
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end
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DebugPrint("Found unused vanilla spawn: x=" .. spawn_pos.x .. ",y=" .. spawn_pos.y)
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log("Found unused vanilla spawn: x=" .. spawn_pos.x .. ",y=" .. spawn_pos.y)
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return spawn_pos
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end
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@ -27,7 +27,7 @@ local SPAWN_GUI_MAX_HEIGHT = 1000
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-- Meant to be display the first time a player joins.
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function DisplayWelcomeTextGui(player)
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if (TableLength(player.gui.center.children) > 0) then
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DebugPrint("DisplayWelcomeTextGui called while some other dialog is already displayed!")
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log("DisplayWelcomeTextGui called while some other dialog is already displayed!")
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return
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end
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player.gui.center.add{name = "welcome_msg",
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@ -68,7 +68,7 @@ function WelcomeTextGuiClick(event)
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local buttonClicked = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -84,12 +84,12 @@ end
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-- Display the spawn options and explanation
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function DisplaySpawnOptions(player)
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if (player == nil) then
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DebugPrint("DisplaySpawnOptions with no valid player...")
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log("DisplaySpawnOptions with no valid player...")
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return
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end
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if (player.gui.center.spawn_opts ~= nil) then
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DebugPrint("Tried to display spawn options when it was already displayed!")
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log("Tried to display spawn options when it was already displayed!")
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return
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end
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player.gui.center.add{name = "spawn_opts",
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@ -268,7 +268,7 @@ function SpawnOptsGuiClick(event)
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local elemName = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -353,7 +353,7 @@ function SpawnOptsGuiClick(event)
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-- If that fails, find a random map edge in a rand direction.
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if ((newSpawn.x == 0) and (newSpawn.y == 0)) then
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newSpawn = FindMapEdge(GetRandomVector(), player.surface)
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DebugPrint("Resorting to find map edge! x=" .. newSpawn.x .. ",y=" .. newSpawn.y)
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log("Resorting to find map edge! x=" .. newSpawn.x .. ",y=" .. newSpawn.y)
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end
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-- Create that player's spawn in the global vars
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@ -439,7 +439,7 @@ function SharedSpwnOptsGuiClick(event)
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local buttonClicked = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -512,7 +512,7 @@ function SharedSpawnJoinWaitMenuClick(event)
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local elemName = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -538,7 +538,7 @@ function SharedSpawnJoinWaitMenuClick(event)
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end
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end
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DebugPrint("ERROR! Failed to remove player from joinQueue!")
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log("ERROR! Failed to remove player from joinQueue!")
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end
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end
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@ -647,7 +647,7 @@ function SpawnCtrlGuiOptionsSelect(event)
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local name = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -679,7 +679,7 @@ function SpawnCtrlGuiClick(event)
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local elemName = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -876,7 +876,7 @@ function BuddySpawnOptsGuiClick(event)
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local elemName = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -1013,7 +1013,7 @@ function BuddySpawnWaitMenuClick(event)
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local elemName = event.element.name
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -1043,7 +1043,7 @@ end
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function DisplayBuddySpawnRequestMenu(player, requestingBuddyName)
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -1103,7 +1103,7 @@ function BuddySpawnRequestMenuClick(event)
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local requesterOptions = {}
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if not player then
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DebugPrint("Another gui click happened with no valid player...")
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log("Another gui click happened with no valid player...")
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return
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end
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@ -1124,7 +1124,7 @@ function BuddySpawnRequestMenuClick(event)
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if (requesterName == nil) then
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player.print("Error! Invalid buddy info...")
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DebugPrint("Error! Invalid buddy info...")
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log("Error! Invalid buddy info...")
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player.gui.center.buddy_request_menu.destroy()
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DisplaySpawnOptions(player)
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@ -1167,7 +1167,7 @@ function BuddySpawnRequestMenuClick(event)
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-- If that fails, find a random map edge in a rand direction.
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if ((newSpawn.x == 0) and (newSpawn.x == 0)) then
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newSpawn = FindMapEdge(GetRandomVector(), player.surface)
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DebugPrint("Resorting to find map edge! x=" .. newSpawn.x .. ",y=" .. newSpawn.y)
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log("Resorting to find map edge! x=" .. newSpawn.x .. ",y=" .. newSpawn.y)
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end
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-- Create that spawn in the global vars
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