-- control.lua -- Mar 2019 -- Oarc's Separated Spawn Scenario -- -- I wanted to create a scenario that allows you to spawn in separate locations -- From there, I ended up adding a bunch of other minor/major features -- -- Credit: -- Tags - Taken from WOGs scenario -- Rocket Silo - Taken from Frontier as an idea -- -- Feel free to re-use anything you want. It would be nice to give me credit -- if you can. -- To keep the scenario more manageable (for myself) I have done the following: -- 1. Keep all event calls in control.lua (here) -- 2. Put all config options in config.lua and provided an example-config.lua file too. -- 3. Put other stuff into their own files where possible. -- 4. Put all other files into lib folder -- 5. Provided an examples folder for example/recommended map gen settings -- Generic Utility Includes require("lib/oarc_utils") -- Other soft-mod type features. require("lib/frontier_silo") require("lib/tag") require("lib/game_opts") require("lib/player_list") require("lib/rocket_launch") require("lib/admin_commands") -- For Philip. I currently do not use this and need to add proper support for -- commands like this in the future. -- require("lib/rgcommand") -- require("lib/helper_commands") -- Main Configuration File require("config") -- Save all config settings to global table. require("lib/oarc_global_cfg.lua") -- Scenario Specific Includes require("lib/separate_spawns") require("lib/separate_spawns_guis") -- Create a new surface so we can modify map settings at the start. GAME_SURFACE_NAME="oarc" -------------------------------------------------------------------------------- -- ALL EVENT HANLDERS ARE HERE IN ONE PLACE! -------------------------------------------------------------------------------- ---------------------------------------- -- On Init - only runs once the first -- time the game starts ---------------------------------------- script.on_init(function(event) -- FIRST InitOarcConfig() -- Create new game surface CreateGameSurface() -- MUST be before other stuff, but after surface creation. InitSpawnGlobalsAndForces() -- Frontier Silo Area Generation if (global.ocfg.frontier_rocket_silo) then SpawnSilosAndGenerateSiloAreas() end -- Everyone do the shuffle. Helps avoid always starting at the same location. global.vanillaSpawns = FYShuffle(global.vanillaSpawns) log("Vanilla spawns:") log(serpent.block(global.vanillaSpawns)) end) ---------------------------------------- -- Rocket launch event -- Used for end game win conditions / unlocking late game stuff ---------------------------------------- script.on_event(defines.events.on_rocket_launched, function(event) if global.ocfg.frontier_rocket_silo then RocketLaunchEvent(event) end end) ---------------------------------------- -- Chunk Generation ---------------------------------------- script.on_event(defines.events.on_chunk_generated, function(event) if global.ocfg.enable_undecorator then UndecorateOnChunkGenerate(event) end if global.ocfg.frontier_rocket_silo then GenerateRocketSiloChunk(event) end SeparateSpawnsGenerateChunk(event) CreateHoldingPen(event.surface, event.area, 16, 32) end) ---------------------------------------- -- Gui Click ---------------------------------------- script.on_event(defines.events.on_gui_click, function(event) -- Don't interfere with other mod related stuff. if (event.element.get_mod() ~= nil) then return end if global.ocfg.enable_tags then TagGuiClick(event) end if global.ocfg.enable_player_list then PlayerListGuiClick(event) end WelcomeTextGuiClick(event) SpawnOptsGuiClick(event) SpawnCtrlGuiClick(event) SharedSpwnOptsGuiClick(event) BuddySpawnOptsGuiClick(event) BuddySpawnWaitMenuClick(event) BuddySpawnRequestMenuClick(event) SharedSpawnJoinWaitMenuClick(event) ClickOarcGuiButton(event) GameOptionsGuiClick(event) end) script.on_event(defines.events.on_gui_checked_state_changed, function (event) SpawnOptsRadioSelect(event) SpawnCtrlGuiOptionsSelect(event) end) script.on_event(defines.events.on_gui_selected_tab_changed, function (event) TabChangeOarcGui(event) end) ---------------------------------------- -- Player Events ---------------------------------------- script.on_event(defines.events.on_player_joined_game, function(event) PlayerJoinedMessages(event) ServerWriteFile("player_events", game.players[event.player_index].name .. " joined the game." .. "\n") end) script.on_event(defines.events.on_player_created, function(event) local player = game.players[event.player_index] -- Move the player to the game surface immediately. player.teleport({x=0,y=0}, GAME_SURFACE_NAME) if global.ocfg.enable_long_reach then GivePlayerLongReach(player) end SeparateSpawnsPlayerCreated(event.player_index) -- GUI w/ Tabs CreateOarcGuiButton(player) AddOarcGuiTab(player, "Server Info", CreateGameOptionsTab) if global.ocfg.enable_tags then AddOarcGuiTab(player, "Name Tags", CreateTagGuiTab) end if global.ocfg.enable_player_list then AddOarcGuiTab(player, "Players", CreatePlayerListGuiTab) end if global.satellite_sent then AddOarcGuiTab(player, "Rockets", CreateRocketGuiTab) end end) script.on_event(defines.events.on_player_respawned, function(event) SeparateSpawnsPlayerRespawned(event) PlayerRespawnItems(event) if global.ocfg.enable_long_reach then GivePlayerLongReach(game.players[event.player_index]) end end) script.on_event(defines.events.on_player_left_game, function(event) ServerWriteFile("player_events", game.players[event.player_index].name .. " left the game." .. "\n") FindUnusedSpawns(game.players[event.player_index], true) end) ---------------------------------------- -- On BUILD entity. Don't forget on_robot_built_entity too! ---------------------------------------- script.on_event(defines.events.on_built_entity, function(event) if global.ocfg.enable_autofill then Autofill(event) end if ENABLE_ANTI_GRIEFING then SetItemBlueprintTimeToLive(event) end if global.ocfg.frontier_rocket_silo then BuildSiloAttempt(event) 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) -- 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() if global.ocfg.frontier_rocket_silo then DelayedSiloCreationOnTick(game.surfaces[GAME_SURFACE_NAME]) end end) -- script.on_event(defines.events.on_sector_scanned, function (event) -- end) ---------------------------------------- -- ---------------------------------------- script.on_event(defines.events.on_robot_built_entity, function (event) if global.ocfg.frontier_rocket_silo then BuildSiloAttempt(event) end 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 (event.player_index) then ServerWriteFile("server_chat", game.players[event.player_index].name .. ": " .. event.message .. "\n") end if (global.ocfg.enable_shared_chat) then if (event.player_index ~= nil) then ShareChatBetweenForces(game.players[event.player_index], event.message) end end end) ---------------------------------------- -- On Research Finished -- This is where you can permanently remove researched techs ---------------------------------------- script.on_event(defines.events.on_research_finished, function(event) -- Never allows players to build rocket-silos in "frontier" mode. if global.ocfg.frontier_rocket_silo and not global.ocfg.frontier_allow_build then RemoveRecipe(event.research.force, "rocket-silo") end if global.ocfg.lock_goodies_rocket_launch and (not global.satellite_sent or not global.satellite_sent[event.research.force.name]) then RemoveRecipe(event.research.force, "productivity-module-3") RemoveRecipe(event.research.force, "speed-module-3") end if global.ocfg.enable_loaders then EnableLoaders(event) 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.modified_enemy_spawning) then ModifyEnemySpawnsNearPlayerStartingAreas(event) end end) script.on_event(defines.events.on_biter_base_built, function(event) if (global.ocfg.modified_enemy_spawning) then ModifyEnemySpawnsNearPlayerStartingAreas(event) end end) ---------------------------------------- -- On Corpse Timed Out -- Save player's stuff so they don't lose it if they can't get to the corpse fast enough. ---------------------------------------- script.on_event(defines.events.on_character_corpse_expired, function(event) DropGravestoneChestFromCorpse(event.corpse) end)