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https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-04 09:43:00 +02:00
Modding interface updates.
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parent
e0e21da26f
commit
e80ceaa528
@ -5,6 +5,10 @@ Date: ????
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- Fix crash when player spawns due to missing surface configuration due to a missing migration.
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Changes:
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- Images losslessly compressed to reduce mod size. (Thanks plexpt!)
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Modding:
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- Adding first_spawn and is_host flags to oarc-mod-on-player-spawned event.
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- Add additional remote interfaces: get_unique_spawns, get_player_home_spawn, get_player_primary_spawn.
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- Adding new custom event: oarc-mod-on-spawn-choices-gui-displayed. Intended to let other modders customize the spawn choices GUI.
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---------------------------------------------------------------------------------------------------
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Version: 2.1.14
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Date: 2024-11-21
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25
control.lua
25
control.lua
@ -162,6 +162,15 @@ end)
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---@field name integer --For custom events, this is the event ID
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---@field tick integer
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---@class OarcModOnSpawnChoicesGuiDisplayedEvent: OarcCustomEventBase
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---@field player_index integer
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---@field gui_element LuaGuiElement
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script.on_event("oarc-mod-on-spawn-choices-gui-displayed", function(event)
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log("EVENT - oarc-mod-on-spawn-choices-gui-displayed:" .. serpent.block(event --[[@as OarcModOnSpawnChoicesGuiDisplayedEvent]]))
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-- The 4 main sub sections are called: spawn_settings_frame, solo_spawn_frame, shared_spawn_frame, and buddy_spawn_frame
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end)
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---@class OarcModOnSpawnCreatedEvent: OarcCustomEventBase
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---@field spawn_data OarcUniqueSpawn
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script.on_event("oarc-mod-on-spawn-created", function(event)
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@ -182,6 +191,8 @@ end)
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---@class OarcModOnPlayerSpawnedEvent: OarcCustomEventBase
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---@field player_index integer
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---@field first_spawn boolean
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---@field is_host boolean
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script.on_event("oarc-mod-on-player-spawned", function(event)
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log("EVENT - oarc-mod-on-player-spawned:" .. serpent.block(event --[[@as OarcModOnPlayerSpawnedEvent]]))
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end)
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@ -452,7 +463,19 @@ local oarc_mod_interface =
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{
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get_mod_settings = function()
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return storage.ocfg
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end
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end,
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get_unique_spawns = function()
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return storage.unique_spawns
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end,
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get_player_home_spawn = function(player_name)
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return FindPlayerHomeSpawn(player_name)
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end,
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get_player_primary_spawn = function(player_name)
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return FindPrimaryUniqueSpawn(player_name)
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end,
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}
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remote.add_interface("oarc_mod", oarc_mod_interface)
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12
data.lua
12
data.lua
@ -24,19 +24,24 @@ data:extend({
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oarc_linked_chest, oarc_linked_power,
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})
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-- See control.lua for the event type defs to see what each event provides you.
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data:extend({
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-- A player was presented with the spawn options
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{
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type = "custom-event",
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name = "oarc-mod-on-spawn-choices-gui-displayed",
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},
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-- A spawn area was created (and is finished generating)
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{
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type = "custom-event",
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name = "oarc-mod-on-spawn-created",
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-- Provides data table called spawn_data
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},
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-- A spawn area was REQUESTED to be removed. (Not that it has been removed already.)
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{
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type = "custom-event",
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name = "oarc-mod-on-spawn-remove-request",
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-- Provides data table called spawn_data
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},
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-- A player was reset (also called when a player is removed)
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@ -44,21 +49,18 @@ data:extend({
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{
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type = "custom-event",
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name = "oarc-mod-on-player-reset",
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-- Provides player_index
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},
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-- A player was spawned (sent to a new spawn OR joined a shared spawn)
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{
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type = "custom-event",
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name = "oarc-mod-on-player-spawned",
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-- Provides player_index
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},
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-- A player moved from surface to space platform
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{
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type = "custom-event",
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name = "oarc-mod-character-surface-changed",
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-- Provides player_index, old_surface_name, new_surface_name
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},
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})
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@ -543,7 +543,7 @@ function SpawnCtrlTabGuiClick(event)
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end
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-- Send player to the host's primary spawn.
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SendPlayerToNewSpawn(joining_player_name, primary_spawn.surface_name, true)
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SendPlayerToNewSpawn(joining_player_name, primary_spawn.surface_name, true, false)
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-- Render some welcoming text...
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DisplayWelcomeGroundTextAtSpawn(primary_spawn.surface_name, primary_spawn.position)
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@ -671,15 +671,16 @@ end
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---@param player_name string
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---@param surface_name string
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---@param first_spawn boolean
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---@param is_host boolean
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---@return nil
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function SendPlayerToNewSpawn(player_name, surface_name, first_spawn)
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function SendPlayerToNewSpawn(player_name, surface_name, first_spawn, is_host)
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local player = game.players[player_name]
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-- Check if player character is nil
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if (player.character == nil) then
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log("Player character is nil, can't send to spawn point just yet: " .. player_name)
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QueueNilCharacterForNewSpawnTeleport(player_name, surface_name, first_spawn)
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QueueNilCharacterForNewSpawnTeleport(player_name, surface_name, first_spawn, is_host)
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return
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end
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@ -694,10 +695,10 @@ function SendPlayerToNewSpawn(player_name, surface_name, first_spawn)
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-- Only first time spawns get starter items.
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if first_spawn then
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GivePlayerStarterItems(player)
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-- Trigger the event that player was spawned too.
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script.raise_event("oarc-mod-on-player-spawned", {player_index = player.index})
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end
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-- Trigger the event that player was spawned too.
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script.raise_event("oarc-mod-on-player-spawned", {player_index = player.index, first_spawn = first_spawn, is_host = is_host})
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end
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---Displays some welcoming text at the spawn point on the ground. Fades out over time.
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@ -865,51 +866,6 @@ end
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--]]
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-- ---Resets the player and destroys their force if they are not on the main one.
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-- ---@param player LuaPlayer
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-- ---@return nil
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-- function ResetPlayerAndDestroyForce(player)
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-- local player_old_force = player.force
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-- player.force = storage.ocfg.gameplay.main_force_name
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-- if ((#player_old_force.players == 0) and (player_old_force.name ~= storage.ocfg.gameplay.main_force_name)) then
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-- SendBroadcastMsg("Team " ..
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-- player_old_force.name .. " has been destroyed! All buildings will slowly be destroyed now.") --: localize
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-- log("DestroyForce - FORCE DESTROYED: " .. player_old_force.name)
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-- game.merge_forces(player_old_force, DESTROYED_FORCE_NAME)
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-- end
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-- RemoveOrResetPlayer(player, false, false, true, true)
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-- SeparateSpawnsInitPlayer(player.index)
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-- end
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-- ---Resets the player and merges their force into the abandoned_force.
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-- ---@param player LuaPlayer
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-- ---@return nil
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-- function ResetPlayerAndAbandonForce(player)
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-- local player_old_force = player.force
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-- player.force = storage.ocfg.gameplay.main_force_name
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-- if ((#player_old_force.players == 0) and (player_old_force.name ~= storage.ocfg.gameplay.main_force_name)) then
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-- SendBroadcastMsg("Team " .. player_old_force.name .. " has been abandoned!") --: localize
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-- log("AbandonForce - FORCE ABANDONED: " .. player_old_force.name)
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-- game.merge_forces(player_old_force, ABANDONED_FORCE_NAME)
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-- end
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-- RemoveOrResetPlayer(player, false, false, false, false)
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-- SeparateSpawnsInitPlayer(player.index)
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-- end
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-- ---Reset player and merge their force to neutral
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-- ---@param player LuaPlayer
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-- ---@return nil
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-- function ResetPlayerAndMergeForceToNeutral(player)
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-- RemoveOrResetPlayer(player, false, true, true, true)
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-- SeparateSpawnsInitPlayer(player.index)
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-- end
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---Call this if a player leaves the game early (or a player wants an early game reset)
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---@param player LuaPlayer
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---@param remove_player boolean Deletes player from the game assuming they are offline.
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@ -1210,10 +1166,11 @@ end
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---@param player_name string
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---@param surface_name string
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---@param first_spawn boolean
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---@param is_host boolean
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---@return nil
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function QueueNilCharacterForNewSpawnTeleport(player_name, surface_name, first_spawn)
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function QueueNilCharacterForNewSpawnTeleport(player_name, surface_name, first_spawn, is_host)
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if (storage.nil_character_teleport_queue[player_name] == nil) then
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storage.nil_character_teleport_queue[player_name] = { surface_name = surface_name, first_spawn = first_spawn }
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storage.nil_character_teleport_queue[player_name] = { surface_name = surface_name, first_spawn = first_spawn, is_host = is_host }
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end
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end
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@ -1231,7 +1188,7 @@ function OnTickNilCharacterTeleportQueue()
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-- And hope to high heaven this doesn't recurse infinitely.
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elseif (player.character ~= nil) then
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storage.nil_character_teleport_queue[player_name] = nil
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SendPlayerToNewSpawn(player_name, data.surface_name, data.first_spawn)
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SendPlayerToNewSpawn(player_name, data.surface_name, data.first_spawn, data.is_host)
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end
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end
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end
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@ -1691,7 +1648,7 @@ function DelayedSpawnOnTick()
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for _,player_name in pairs(delayed_spawn.waiting_players) do
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local player = game.players[player_name]
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if (player ~= nil) then
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SendPlayerToNewSpawn(player_name, delayed_spawn.surface_name, delayed_spawn.primary)
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SendPlayerToNewSpawn(player_name, delayed_spawn.surface_name, delayed_spawn.primary, delayed_spawn.host_name == player_name)
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end
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end
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@ -1878,4 +1835,4 @@ SPAWN_TEAM_CHOICE = {
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---@alias OarcSurfaceSpawnSetting { primary: boolean, secondary: boolean}
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---Entry for a nil_character_teleport_queue
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---@alias OarcNilCharacterTeleportQueueEntry { surface_name: string, first_spawn: boolean }
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---@alias OarcNilCharacterTeleportQueueEntry { surface_name: string, first_spawn: boolean, is_host: boolean }
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@ -127,15 +127,6 @@ function CreateSpawnMenuGuiFrame(player)
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}
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subhead.style.height = 46
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subhead.style.horizontally_stretchable = true
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-- changelog_subheader_frame =
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-- {
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-- type = "frame_style",
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-- parent = "subheader_frame",
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-- left_padding = 12,
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-- right_padding = 12,
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-- top_padding = 4,
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-- horizontally_stretchable = "on"
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-- }
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AddLabel(subhead, "warning_lbl1", { "oarc-click-info-btn-help" }, my_note_style)
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return inside_frame
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@ -623,6 +614,8 @@ function DisplaySpawnOptions(player)
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CreateSoloSpawnFrame(sGui, gameplay.enable_shared_spawns, gameplay.number_of_players_per_shared_spawn) -- The primary method of spawning
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CreateSharedSpawnFrame(sGui, gameplay.enable_shared_spawns) -- Spawn options to join another player's base.
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CreateBuddySpawnFrame(sGui, player, gameplay.enable_buddy_spawn, gameplay.enable_separate_teams) -- Awesome buddy spawning system
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script.raise_event("oarc-mod-on-spawn-choices-gui-displayed", { player_index = player.index, gui_element = sGui })
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end
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