-- Sep 2024 -- ____ _____ _____ -- / __ \ /\ | __ \ / ____| -- | | | | / \ | |__) | | -- | | | |/ /\ \ | _ /| | -- | |__| / ____ \| | \ \| |____ -- \____/_/ \_\_| \_\\_____| -- Oarc's Separated Spawn MOD V2 -- I decided to rewrite my old scenario due to the coming changes in Factorio V2.0 and its new Space Age Expansion. -- Change Overview: -- Support the scenario "as a mod" ONLY. Scenario merely provides a way to overwrite settings on_init. -- Removed a lot of unnecessary feature bloat. -- Move text to locale files where possible. -- Major Features: -- Core feature allows for a safe, separate spawn area for each player. -- Players can choose to spawn with friends (buddy spawn) or join other bases. -- Offline protection from enemy attacks. -- Chunk cleanup to keep save file size down. -- Sharing of electricity and items between players. require("lib/oarc_utils") require("lib/config") require("lib/config_parser") require("lib/regrowth_map") require("lib/holding_pen") require("lib/separate_spawns") require("lib/separate_spawns_guis") require("lib/oarc_gui_tabs") require("lib/offline_protection") require("lib/scaled_enemies") require("lib/sharing") -- TODO: Possibly remove this later? require("lib/oarc_tests") -------------------------------------------------------------------------------- -- On Init - Only runs once the first time the game starts -------------------------------------------------------------------------------- script.on_init(function(event) ValidateAndLoadConfig() RegrowthInit() InitSpawnGlobalsAndForces() CreateHoldingPenSurface() -- Must be after init spawn globals? -- Useful for debugging and if players choose not to use the provided empty scenario. if remote.interfaces["freeplay"] then log("Freeplay interface detected. Disabling various freeplay features now!") remote.call("freeplay", "set_skip_intro", true) remote.call("freeplay", "set_disable_crashsite", true) remote.call("freeplay", "set_created_items", {}) remote.call("freeplay", "set_respawn_items", {}) end -- If there are any players that already exist, init them now. for _,player in pairs(game.players) do SeparateSpawnsInitPlayer(player.index) end end) -------------------------------------------------------------------------------- -- On Configuration Changed - Only runs when the mod configuration changes -------------------------------------------------------------------------------- -- oarc_new_spawn_created = script.generate_event_name() -- script.on_configuration_changed(function(data) -- -- Regenerate event ID: -- end) script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) if (not StringStartsWith(event.setting, "oarc-mod")) then return end RuntimeModSettingChanged(event) end) ---------------------------------------- -- Player Events ---------------------------------------- script.on_event(defines.events.on_player_created, function(event) SeparateSpawnsInitPlayer(event.player_index) end) script.on_event(defines.events.on_player_respawned, function(event) SeparateSpawnsPlayerRespawned(event) end) script.on_event(defines.events.on_player_left_game, function(event) SeparateSpawnsPlayerLeft(event) end) script.on_event(defines.events.on_player_changed_surface, function(event) SeparateSpawnsPlayerChangedSurface(event) end) ---------------------------------------- -- Shared chat, so you don't have to type /s -- But you do lose your player colors across forces. ---------------------------------------- script.on_event(defines.events.on_console_chat, function(event) if (global.ocfg.gameplay.enable_shared_team_chat) then if (event.player_index ~= nil) then ShareChatBetweenForces(game.players[event.player_index], event.message) end end end) ---------------------------------------- -- On tick events. Stuff that needs to happen at regular intervals. -- Delayed events, delayed spawns, ... ---------------------------------------- script.on_event(defines.events.on_tick, function(event) DelayedSpawnOnTick() FadeoutRenderOnTick() if global.ocfg.regrowth.enable_regrowth then RegrowthOnTick() end RegrowthForceRemovalOnTick() -- Allows for abandoned base cleanup without regrowth enabled. if global.ocfg.gameplay.modified_enemy_spawning then RestrictEnemyEvolutionOnTick() end end) ---------------------------------------- -- Chunk Generation ---------------------------------------- script.on_event(defines.events.on_chunk_generated, function(event) if global.ocfg.regrowth.enable_regrowth then RegrowthChunkGenerate(event) end CreateHoldingPenChunks(event) SeparateSpawnsGenerateChunk(event) if global.ocfg.gameplay.modified_enemy_spawning then DowngradeWormsDistanceBasedOnChunkGenerate(event) DowngradeAndReduceEnemiesOnChunkGenerate(event) end end) ---------------------------------------- -- Radar Scanning ---------------------------------------- script.on_event(defines.events.on_sector_scanned, function (event) if global.ocfg.regrowth.enable_regrowth then RegrowthSectorScan(event) end end) ---------------------------------------- -- Surface Generation ---------------------------------------- -- This is not called when the default surface "nauvis" is created as it will always exist! script.on_event(defines.events.on_surface_created, function(event) log("Surface created: " .. game.surfaces[event.surface_index].name) SeparateSpawnsSurfaceCreated(event) RegrowthSurfaceCreated(event) end) script.on_event(defines.events.on_pre_surface_deleted, function(event) log("Surface deleted: " .. game.surfaces[event.surface_index].name) SeparateSpawnsSurfaceDeleted(event) RegrowthSurfaceDeleted(event) end) ---------------------------------------- -- Various on "built" events ---------------------------------------- script.on_event(defines.events.on_built_entity, function(event) if global.ocfg.regrowth.enable_regrowth then RegrowthMarkAreaSafeGivenTilePos(event.created_entity.surface.name, event.created_entity.position, 2, false) end -- For tracking spidertrons... RegrowthOnBuiltEntity(event) -- if global.ocfg.enable_anti_grief then -- SetItemBlueprintTimeToLive(event) -- end end) script.on_event(defines.events.on_robot_built_entity, function (event) if global.ocfg.regrowth.enable_regrowth then RegrowthMarkAreaSafeGivenTilePos(event.created_entity.surface.name, event.created_entity.position, 2, false) end end) script.on_event(defines.events.on_player_built_tile, function (event) if global.ocfg.regrowth.enable_regrowth then for _,v in pairs(event.tiles) do RegrowthMarkAreaSafeGivenTilePos(game.surfaces[event.surface_index].name, v.position, 2, false) end end end) --If a player gets in or out of a vehicle, mark the area as safe so we don't delete the vehicle by accident. --Only world eater will clean up these chunks over time if it is enabled. script.on_event(defines.events.on_player_driving_changed_state, function (event) if global.ocfg.regrowth.enable_regrowth then RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 1, false) end end) ---------------------------------------- -- On script_raised_built. This should help catch mods that -- place items that don't count as player_built and robot_built. -- Specifically FARL. ---------------------------------------- script.on_event(defines.events.script_raised_built, function(event) if global.ocfg.regrowth.enable_regrowth then RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 2, false) end end) ---------------------------------------- -- On Entity Spawned and On Biter Base Built -- This is where I modify biter spawning based on location and other factors. ---------------------------------------- script.on_event(defines.events.on_entity_spawned, function(event) -- if (global.ocfg.gameplay.modified_enemy_spawning) then -- ModifyEnemySpawnsNearPlayerStartingAreas(event) -- end end) script.on_event(defines.events.on_biter_base_built, function(event) if (global.ocfg.gameplay.modified_enemy_spawning) then -- ModifyEnemySpawnsNearPlayerStartingAreas(event) ChangeEnemySpawnersToOtherForceOnBuilt(event) end end) ---------------------------------------- -- On unit group finished gathering -- This is where I remove biter waves on offline players ---------------------------------------- script.on_event(defines.events.on_unit_group_finished_gathering, function(event) if (global.ocfg.gameplay.enable_offline_protection) then OarcModifyEnemyGroup(event) end end) ---------------------------------------- -- Gui Events ---------------------------------------- script.on_event(defines.events.on_gui_click, function(event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SeparateSpawnsGuiClick(event) ClickOarcGuiButton(event) ServerInfoGuiClick(event) SpawnCtrlGuiClick(event) SettingsControlsTabGuiClick(event) SettingsSurfaceControlsTabGuiClick(event) end) --- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons). script.on_event(defines.events.on_gui_checked_state_changed, function (event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SeparateSpawnsGuiCheckedStateChanged(event) SpawnCtrlGuiOptionsSelect(event) end) script.on_event(defines.events.on_gui_selected_tab_changed, function (event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? OarcGuiSelectedTabChanged(event) end) -- For capturing player escaping custom GUI so we can close it using ESC key. script.on_event(defines.events.on_gui_closed, function(event) OarcGuiClosed(event) end) --- For sliders and other value changing elements. script.on_event(defines.events.on_gui_value_changed, function(event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SeparateSpawnsGuiValueChanged(event) SettingsControlsTabGuiValueChanged(event) end) --- For dropdowns and listboxes. script.on_event(defines.events.on_gui_selection_state_changed, function(event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SeparateSpawnsGuiSelectionStateChanged(event) SettingsControlsTabGuiSelectionStateChanged(event) end) script.on_event(defines.events.on_gui_text_changed, function(event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SettingsControlsTabGuiTextChanged(event) end) script.on_event(defines.events.on_gui_confirmed, function(event) if not event.element.valid then return end -- Should we ever react to invalid GUI elements? SettingsControlsTabGuiTextconfirmed(event) end) ---------------------------------------- -- Remote Interface ---------------------------------------- local oarc_mod_interface = { get_mod_settings = function() return OCFG end } remote.add_interface("oarc_mod", oarc_mod_interface)