mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-01-10 00:28:22 +02:00
1440 lines
59 KiB
Lua
1440 lines
59 KiB
Lua
-- Code that handles everything regarding giving each player a separate spawn
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local util = require("util")
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local crash_site = require("crash-site")
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--[[
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___ _ _ ___ _____
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|_ _|| \| ||_ _||_ _|
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| | | .` | | | | |
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|___||_|\_||___| |_|
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--]]
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---Initializes the globals used to track the special spawn and player status information.
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---@return nil
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function InitSpawnGlobalsAndForces()
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-- Core global to help me organize shit.
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if (global.ocore == nil) then
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global.ocore = {}
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end
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-- Contains a table of entries for each surface. This tracks which surfaces allow spawning?
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if (global.ocore.surfaces == nil) then
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global.ocore.surfaces --[[@as table<string, boolean>]]= {}
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for _, surface in pairs(game.surfaces) do
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-- TODO: create a blacklist of surfaces that shouldn't be tracked?
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if (surface.name == HOLDING_PEN_SURFACE_NAME) then
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global.ocore.surfaces[surface.name] = false
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else
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global.ocore.surfaces[surface.name] = global.ocfg.gameplay.enable_spawning_on_other_surfaces
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end
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end
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end
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-- This contains each player's spawn point. Literally where they will respawn.
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-- There is a way in game to change this under one of the little menu features I added.
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if (global.ocore.playerSpawns == nil) then
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global.ocore.playerSpawns --[[@as OarcPlayerSpawnsTable]] = {}
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end
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-- This is the most important table. It is a list of all the unique spawn points.
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-- This is what chunk generation checks against.
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if (global.ocore.uniqueSpawns == nil) then
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global.ocore.uniqueSpawns --[[@as OarcUniqueSpawnsTable]] = {}
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end
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-- This keeps a list of any player that has shared their base.
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-- Each entry contains information about if it's open, spawn pos, and players in the group.
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if (global.ocore.sharedSpawns == nil) then
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global.ocore.sharedSpawns --[[@as OarcSharedSpawnsTable]] = {}
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end
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-- Each player has an option to change their respawn which has a cooldown when used.
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-- Other similar abilities/functions that require cooldowns could be added here.
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if (global.ocore.playerCooldowns == nil) then
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global.ocore.playerCooldowns --[[@as OarcPlayerCooldownsTable]] = {}
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end
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-- List of players in the "waiting room" for a buddy spawn.
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-- They show up in the list to select when doing a buddy spawn.
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if (global.ocore.waitingBuddies == nil) then
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global.ocore.waitingBuddies --[[@as OarcWaitingBuddiesTable]] = {}
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end
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-- Players who have made a spawn choice get put into this list while waiting.
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-- An on_tick event checks when it expires and then places down the base resources, and teleports the player.
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-- Go look at DelayedSpawnOnTick() for more info.
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if (global.ocore.delayedSpawns == nil) then
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global.ocore.delayedSpawns --[[@as OarcDelayedSpawnsTable]] = {}
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end
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-- This temporarily stores the spawn choices that a player makes from the GUI interactions.
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if (global.ocore.spawnChoices == nil) then
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global.ocore.spawnChoices --[[@as OarcSpawnChoicesTable]] = {}
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end
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-- Buddy info: The only real use is to check if one of a buddy pair is online to see if we should allow enemy
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-- attacks on the base.
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-- global.ocore.buddyPairs[player.name] = requesterName
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-- global.ocore.buddyPairs[requesterName] = player.name
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if (global.ocore.buddyPairs == nil) then
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global.ocore.buddyPairs --[[@as table<string, string>]] = {}
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end
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--- Table contains all the renders that need to be faded out over time in the on_tick event. They are removed when they expire.
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if (global.oarc_renders_fadeout == nil) then
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global.oarc_renders_fadeout --[[@as table<integer>]] = {}
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end
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-- Name a new force to be the default force.
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-- This is what any new player is assigned to when they join, even before they spawn.
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local main_force = CreateForce(global.ocfg.gameplay.main_force_name)
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main_force.set_spawn_position({ x = 0, y = 0 }, global.ocfg.gameplay.default_surface)
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-- Special forces for when players with their own force want a reset.
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global.ocore.abandoned_force = "_ABANDONED_"
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global.ocore.destroyed_force = "_DESTROYED_"
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game.create_force(global.ocore.abandoned_force)
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game.create_force(global.ocore.destroyed_force)
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CreateHoldingPenPermissionsGroup()
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end
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function CreateHoldingPenPermissionsGroup()
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-- Create a permission group for the holding pen players.
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if (game.permissions.get_group("holding_pen") == nil) then
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game.permissions.create_group("holding_pen")
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end
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local holding_pen_group = game.permissions.get_group("holding_pen")
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-- Disable all permissions for the holding pen group.
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for _,action in pairs(defines.input_action) do
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holding_pen_group.set_allows_action(action, false)
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end
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-- Just allow the ones we want:
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holding_pen_group.set_allows_action(defines.input_action.gui_checked_state_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_click, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_confirmed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_elem_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_hover, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_leave, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_location_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_selected_tab_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_selection_state_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_switch_state_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_text_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.gui_value_changed, true)
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holding_pen_group.set_allows_action(defines.input_action.start_walking, true)
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-- holding_pen_group.set_allows_action(defines.input_action.write_to_console, true)
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end
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---Detects when new surfaces are created and adds them to the list of surfaces that allow spawns
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---depending on the config. Does not trigger during on_init?
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---@param event EventData.on_surface_created
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---@return nil
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function SeparateSpawnsSurfaceCreated(event)
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local surface = game.surfaces[event.surface_index]
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-- Shouldn't happen because surface created isn't triggered during on_init.
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if (global.ocore.surfaces == nil) then
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log("ERROR - global.ocore.surfaces not initialized! " .. surface.name)
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end
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if (global.ocore.surfaces[surface.name] ~= nil) then
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log("Surface already exists in global.ocore.surfaces! " .. surface.name)
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end
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-- Add the surface to the list of surfaces that allow spawns with value from config.
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global.ocore.surfaces[surface.name] = global.ocfg.gameplay.enable_spawning_on_other_surfaces
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end
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---Detects when surfaces are deleted and removes them from the list of surfaces that allow spawns.
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---@param event EventData.on_pre_surface_deleted
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---@return nil
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function SeparateSpawnsSurfaceDeleted(event)
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log("ERROR - Surface deleted event not implemented yet!")
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-- local surface = game.surfaces[event.surface_index]
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-- -- Remove the surface from the list of surfaces that allow spawns?
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-- global.ocore.surfaces[surface.name] = nil
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end
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--[[
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___ _ _ __ __ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
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| _ \| | /_\\ \ / /| __|| _ \ / __|| _ \| __|/ __||_ _|| __||_ _|/ __|
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| _/| |__ / _ \\ V / | _| | / \__ \| _/| _|| (__ | | | _| | || (__
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|_| |____|/_/ \_\|_| |___||_|_\ |___/|_| |___|\___||___||_| |___|\___|
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--]]
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-- When a player is newly created or just reset, present the spawn options to them.
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-- If new player, assign them to the main force so they can communicate with the team without shouting (/s).
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-- TODO: Possibly change this to a holding_pen force?
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---@param player_index integer|string
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---@return nil
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function SeparateSpawnsInitPlayer(player_index)
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local player = game.players[player_index]
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SafeTeleport(player, game.surfaces[HOLDING_PEN_SURFACE_NAME], { x = 0, y = 0 })
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-- Make sure spawn control tab is disabled
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SetOarcGuiTabEnabled(player, OARC_SPAWN_CTRL_TAB_NAME, false)
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SwitchOarcGuiTab(player, OARC_SERVER_INFO_TAB_NAME)
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-- If they are a new player, put them on the main force.
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if (player.force.name == "player") then
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player.force = global.ocfg.gameplay.main_force_name
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end
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if (not player.admin) then
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player.permission_group = game.permissions.get_group("holding_pen")
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end
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InitOarcGuiTabs(player)
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HideOarcGui(player)
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DisplayWelcomeTextGui(player)
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end
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-- Check if the player has a different spawn point than the default one
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-- Make sure to give the default starting items
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---@param event EventData.on_player_respawned
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---@return nil
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function SeparateSpawnsPlayerRespawned(event)
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local player = game.players[event.player_index]
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SendPlayerToSpawn(player)
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GivePlayerRespawnItems(player)
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end
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---If the player leaves early, remove their base.
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---@param event EventData.on_player_left_game
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---@return nil
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function SeparateSpawnsPlayerLeft(event)
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local player = game.players[event.player_index]
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-- If players leave early, say goodbye.
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if (player and (player.online_time < (global.ocfg.gameplay.minimum_online_time * TICKS_PER_MINUTE))) then
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log("Player left early: " .. player.name)
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SendBroadcastMsg(player.name ..
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"'s base was marked for immediate clean up because they left within " ..
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global.ocfg.gameplay.minimum_online_time .. " minutes of joining.") --TODO: localize
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RemoveOrResetPlayer(player, true, true, true, true)
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end
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end
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--[[
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___ ___ _ __ __ _ _ ___ ___ _____ _ _ ___
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/ __|| _ \ /_\\ \ / /| \| | / __|| __||_ _|| | | || _ \
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\__ \| _// _ \\ \/\/ / | .` | \__ \| _| | | | |_| || _/
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|___/|_| /_/ \_\\_/\_/ |_|\_| |___/|___| |_| \___/ |_|
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--]]
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---Adds a new [OarcSharedSpawn](lua://OarcSharedSpawn) to the global list of shared spawns.
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---@param player LuaPlayer
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---@return nil
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function CreateNewSharedSpawn(player)
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global.ocore.sharedSpawns[player.name] --[[@as OarcSharedSpawn]] = {
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surface = global.ocore.playerSpawns[player.name].surface,
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position = global.ocore.playerSpawns[player.name].position,
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openAccess = true,
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players = {},
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joinQueue = {}
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}
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end
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-- Generate the basic starter resource around a given location.
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---@param surface LuaSurface
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---@param position TilePosition
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---@return nil
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function GenerateStartingResources(surface, position)
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local rand_settings = global.ocfg.surfaces_config[surface.name].spawn_config.resource_rand_pos_settings
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-- Generate all resource tile patches
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if (not rand_settings.enabled) then
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for r_name, r_data in pairs(global.ocfg.surfaces_config[surface.name].spawn_config.solid_resources --[[@as table<string, OarcConfigSolidResource>]]) do
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local pos = { x = position.x + r_data.x_offset, y = position.y + r_data.y_offset }
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GenerateResourcePatch(surface, r_name, r_data.size, pos, r_data.amount)
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end
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-- Generate resources in random order around the spawn point. Tweak in config.lua
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else
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-- Create list of resource tiles
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---@type table<string>
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local r_list = {}
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for r_name, _ in pairs(global.ocfg.surfaces_config[surface.name].spawn_config.solid_resources --[[@as table<string, OarcConfigSolidResource>]]) do
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if (r_name ~= "") then
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table.insert(r_list, r_name)
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end
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end
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---@type table<string>
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local shuffled_list = FYShuffle(r_list)
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-- This places resources in a semi-circle
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local angle_offset = rand_settings.angle_offset
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local num_resources = TableLength(global.ocfg.surfaces_config[surface.name].spawn_config.solid_resources)
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local theta = ((rand_settings.angle_final - rand_settings.angle_offset) / num_resources);
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local count = 0
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for _, r_name in pairs(shuffled_list) do
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local angle = (theta * count) + angle_offset;
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local tx = (rand_settings.radius * math.cos(angle)) + position.x
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local ty = (rand_settings.radius * math.sin(angle)) + position.y
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local pos = { x = math.floor(tx), y = math.floor(ty) }
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local resourceConfig = global.ocfg.surfaces_config[surface.name].spawn_config.solid_resources[r_name]
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GenerateResourcePatch(surface, r_name, resourceConfig.size, pos, resourceConfig.amount)
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count = count + 1
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end
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end
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-- Generate special fluid resource patches (oil)
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for r_name, r_data in pairs(global.ocfg.surfaces_config[surface.name].spawn_config.fluid_resources --[[@as table<string, OarcConfigFluidResource>]]) do
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local oil_patch_x = position.x + r_data.x_offset_start
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local oil_patch_y = position.y + r_data.y_offset_start
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for i = 1, r_data.num_patches do
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surface.create_entity({
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name = r_name,
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amount = r_data.amount,
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position = { oil_patch_x, oil_patch_y }
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})
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oil_patch_x = oil_patch_x + r_data.x_offset_next
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oil_patch_y = oil_patch_y + r_data.y_offset_next
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end
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end
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end
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---Sends the player to their spawn point
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---@param delayedSpawn OarcDelayedSpawn
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---@return nil
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function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
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local ocfg --[[@as OarcConfig]] = global.ocfg
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-- DOUBLE CHECK and make sure the area is super safe.
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ClearNearbyEnemies(delayedSpawn.position, ocfg.surfaces_config[delayedSpawn.surface].spawn_config.safe_area.safe_radius,
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game.surfaces[delayedSpawn.surface])
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-- TODO: Vanilla spawn point are not implemented yet.
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-- if (not delayedSpawn.vanilla) then
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-- Generate water strip only if we don't have a moat.
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if (not delayedSpawn.moat) then
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local water_data = ocfg.surfaces_config[delayedSpawn.surface].spawn_config.water
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CreateWaterStrip(game.surfaces[delayedSpawn.surface],
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{ x = delayedSpawn.position.x + water_data.x_offset, y = delayedSpawn.position.y + water_data.y_offset },
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water_data.length)
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CreateWaterStrip(game.surfaces[delayedSpawn.surface],
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{ x = delayedSpawn.position.x + water_data.x_offset, y = delayedSpawn.position.y + water_data.y_offset + 1 },
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water_data.length)
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end
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-- Create the spawn resources here
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GenerateStartingResources(game.surfaces[delayedSpawn.surface], delayedSpawn.position)
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-- end -- Vanilla spawn point are not implemented yet.
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-- Send the player to that position
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local player = game.players[delayedSpawn.playerName]
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-- SafeTeleport(player, game.surfaces[delayedSpawn.surface], delayedSpawn.position)
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SendPlayerToSpawn(player)
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GivePlayerStarterItems(player)
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-- Render some welcoming text...
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DisplayWelcomeGroundTextAtSpawn(player, delayedSpawn.surface, delayedSpawn.position)
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-- Chart the area.
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ChartArea(player.force, delayedSpawn.position, math.ceil(ocfg.surfaces_config[delayedSpawn.surface].spawn_config.general.spawn_radius_tiles / CHUNK_SIZE),
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player.surface)
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if (player.gui.screen.wait_for_spawn_dialog ~= nil) then
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player.gui.screen.wait_for_spawn_dialog.destroy()
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end
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if (ocfg.surfaces_config[delayedSpawn.surface].starting_items.crashed_ship) then
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crash_site.create_crash_site(game.surfaces[delayedSpawn.surface],
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{ x = delayedSpawn.position.x + 15, y = delayedSpawn.position.y - 25 },
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ocfg.surfaces_config[delayedSpawn.surface].starting_items.crashed_ship_resources,
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ocfg.surfaces_config[delayedSpawn.surface].starting_items.crashed_ship_wreakage)
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end
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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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---@param player LuaPlayer
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---@param surface LuaSurface|string
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---@param position MapPosition
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---@return nil
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function DisplayWelcomeGroundTextAtSpawn(player, surface, position)
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-- Render some welcoming text...
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local tcolor = { 0.9, 0.7, 0.3, 0.8 }
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local ttl = 2000
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local rid1 = rendering.draw_text { text = "Welcome",
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surface = surface,
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target = { x = position.x - 21, y = position.y - 15 },
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color = tcolor,
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scale = 20,
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font = "compi",
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time_to_live = ttl,
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-- players={player},
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draw_on_ground = true,
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orientation = 0,
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-- alignment=center,
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scale_with_zoom = false,
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only_in_alt_mode = false }
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local rid2 = rendering.draw_text { text = "Home",
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surface = surface,
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target = { x = position.x - 14, y = position.y - 5 },
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color = tcolor,
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scale = 20,
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font = "compi",
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time_to_live = ttl,
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-- players={player},
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draw_on_ground = true,
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orientation = 0,
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-- alignment=center,
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scale_with_zoom = false,
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only_in_alt_mode = false }
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table.insert(global.oarc_renders_fadeout, rid1)
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table.insert(global.oarc_renders_fadeout, rid2)
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end
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--[[
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___ _ _ _ _ _ _ _ __ ___ ___ _ _ ___ ___ _ _____ ___ ___ _ _
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/ __|| || || | | || \| || |/ / / __|| __|| \| || __|| _ \ /_\|_ _||_ _|/ _ \ | \| |
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| (__ | __ || |_| || .` || ' < | (_ || _| | .` || _| | / / _ \ | | | || (_) || .` |
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\___||_||_| \___/ |_|\_||_|\_\ \___||___||_|\_||___||_|_\/_/ \_\|_| |___|\___/ |_|\_|
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--]]
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---Clear the spawn areas. This should be run inside the chunk generate event and be given a list of all
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---unique spawn points. This clears enemies in the immediate area, creates a slightly safe area around it,
|
|
---Resources are generated at a delayed time when the player is moved to the spawn point!
|
|
---@param surface LuaSurface
|
|
---@param chunkArea BoundingBox
|
|
---@return nil
|
|
function SetupAndClearSpawnAreas(surface, chunkArea)
|
|
for _,spawn in pairs(global.ocore.uniqueSpawns --[[@as OarcUniqueSpawnsTable]]) do
|
|
if (spawn.surface ~= surface.name) then
|
|
goto CONTINUE
|
|
end
|
|
|
|
local spawn_config --[[@as OarcConfigSpawn]] = global.ocfg.surfaces_config[surface.name].spawn_config
|
|
|
|
-- Create a bunch of useful area and position variables
|
|
local landArea = GetAreaAroundPos(spawn.position, spawn_config.general.spawn_radius_tiles + CHUNK_SIZE)
|
|
-- local safeArea = GetAreaAroundPos(spawn.position, spawn_config.safe_area.safe_radius)
|
|
-- local warningArea = GetAreaAroundPos(spawn.position, spawn_config.safe_area.warn_radius)
|
|
-- local reducedArea = GetAreaAroundPos(spawn.position, spawn_config.safe_area.danger_radius)
|
|
local chunkAreaCenter = {
|
|
x = chunkArea.left_top.x + (CHUNK_SIZE / 2),
|
|
y = chunkArea.left_top.y + (CHUNK_SIZE / 2)
|
|
}
|
|
-- local spawnPosOffset = {
|
|
-- x = spawn.position.x + spawn_config.general.spawn_radius_tiles,
|
|
-- y = spawn.position.y + spawn_config.general.spawn_radius_tiles
|
|
-- }
|
|
|
|
-- Make chunks near a spawn safe by removing enemies
|
|
-- TODO: Space Age will change this!
|
|
if (util.distance(spawn.position, chunkAreaCenter) < spawn_config.safe_area.safe_radius) then
|
|
RemoveAliensInArea(surface, chunkArea)
|
|
|
|
-- Create a warning area with heavily reduced enemies
|
|
elseif (util.distance(spawn.position, chunkAreaCenter) < spawn_config.safe_area.warn_radius) then
|
|
ReduceAliensInArea(surface, chunkArea, spawn_config.safe_area.warn_reduction)
|
|
-- DowngradeWormsInArea(surface, chunkArea, 100, 100, 100)
|
|
RemoveWormsInArea(surface, chunkArea, false, true, true, true) -- remove all non-small worms.
|
|
|
|
-- Create a third area with moderatly reduced enemies
|
|
elseif (util.distance(spawn.position, chunkAreaCenter) < spawn_config.safe_area.danger_radius) then
|
|
ReduceAliensInArea(surface, chunkArea, spawn_config.safe_area.danger_reduction)
|
|
-- DowngradeWormsInArea(surface, chunkArea, 50, 100, 100)
|
|
RemoveWormsInArea(surface, chunkArea, false, false, true, true) -- remove all huge/behemoth worms.
|
|
end
|
|
|
|
-- If the chunk is within the main land area, then clear trees/resources
|
|
-- and create the land spawn areas (guaranteed land with a circle of trees)
|
|
if CheckIfInArea(chunkAreaCenter, landArea) then
|
|
-- Remove trees/resources inside the spawn area
|
|
RemoveInCircle(surface, chunkArea, "tree", spawn.position, spawn_config.general.spawn_radius_tiles)
|
|
RemoveInCircle(surface, chunkArea, "resource", spawn.position, spawn_config.general.spawn_radius_tiles + 5)
|
|
RemoveInCircle(surface, chunkArea, "cliff", spawn.position, spawn_config.general.spawn_radius_tiles + 5)
|
|
|
|
local fill_tile = "landfill"
|
|
if (spawn_config.general.tree_circle) then
|
|
CreateCropCircle(surface, spawn.position, chunkArea, spawn_config.general.spawn_radius_tiles, fill_tile)
|
|
end
|
|
if (spawn_config.general.tree_octagon) then
|
|
CreateCropOctagon(surface, spawn.position, chunkArea, spawn_config.general.spawn_radius_tiles, fill_tile)
|
|
end
|
|
-- TODO: Confirm removal of global setting check of enable_allow_moats_around_spawns is okay?
|
|
if (spawn.moat) then
|
|
CreateMoat(surface,
|
|
spawn.position,
|
|
chunkArea,
|
|
spawn_config.general.spawn_radius_tiles,
|
|
"water",
|
|
global.ocfg.gameplay.enable_moat_bridging)
|
|
end
|
|
end
|
|
|
|
::CONTINUE:: -- Continue loop
|
|
end
|
|
end
|
|
|
|
---This is the main function that creates the spawn area. Provides resources, land and a safe zone.
|
|
---@param event EventData.on_chunk_generated
|
|
---@return nil
|
|
function SeparateSpawnsGenerateChunk(event)
|
|
local surface = event.surface
|
|
local chunkArea = event.area
|
|
|
|
-- Don't block based on spawn enabled.
|
|
-- if (not global.ocore.surfaces[surface.name]) then return end
|
|
|
|
-- Helps scale worm sizes to not be unreasonable when far from the origin.
|
|
-- TODO: Space Age will change this!
|
|
if global.ocfg.gameplay.modified_enemy_spawning then
|
|
DowngradeWormsDistanceBasedOnChunkGenerate(event)
|
|
end
|
|
|
|
-- Downgrade resources near to spawns
|
|
-- TODO: Space Age will change this!
|
|
if global.ocfg.gameplay.scale_resources_around_spawns then
|
|
DowngradeResourcesDistanceBasedOnChunkGenerate(surface, chunkArea)
|
|
end
|
|
|
|
-- 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.
|
|
SetupAndClearSpawnAreas(surface, chunkArea)
|
|
end
|
|
|
|
---Based on the danger distance, you get full resources, and it is exponential from the spawn point to that distance.
|
|
---@param surface LuaSurface
|
|
---@param chunkArea BoundingBox
|
|
---@return nil
|
|
function DowngradeResourcesDistanceBasedOnChunkGenerate(surface, chunkArea)
|
|
local closestSpawn = GetClosestUniqueSpawn(surface, chunkArea.left_top)
|
|
|
|
if (closestSpawn == nil) then return end
|
|
|
|
local distance = util.distance(chunkArea.left_top, closestSpawn.position)
|
|
-- Adjust multiplier to bring it in or out
|
|
local modifier = (distance / (global.ocfg.surfaces_config[surface.name].spawn_config.safe_area.danger_radius * 1)) ^ 3
|
|
if modifier < 0.1 then modifier = 0.1 end
|
|
if modifier > 1 then return end
|
|
|
|
local ore_per_tile_cap = math.floor(100000 * modifier)
|
|
|
|
for key, entity in pairs(surface.find_entities_filtered { area = chunkArea, type = "resource" }) do
|
|
if entity.valid and entity and entity.position and entity.amount then
|
|
local new_amount = math.ceil(entity.amount * modifier)
|
|
if (new_amount < 1) then
|
|
entity.destroy()
|
|
else
|
|
if (entity.name ~= "crude-oil") then
|
|
entity.amount = math.min(new_amount, ore_per_tile_cap)
|
|
else
|
|
entity.amount = new_amount
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- I wrote this to ensure everyone gets safer spawns regardless of evolution level.
|
|
-- This is intended to downgrade any biters/spitters spawning near player bases.
|
|
-- I'm not sure the performance impact of this but I'm hoping it's not bad.
|
|
---@param event EventData.on_entity_spawned|EventData.on_biter_base_built
|
|
---@return nil
|
|
function ModifyEnemySpawnsNearPlayerStartingAreas(event)
|
|
if (not event.entity or not (event.entity.force.name == "enemy") or not event.entity.position) then
|
|
log("ModifyBiterSpawns - Unexpected use.")
|
|
return
|
|
end
|
|
|
|
local enemy_pos = event.entity.position
|
|
local surface = event.entity.surface
|
|
local enemy_name = event.entity.name
|
|
|
|
local closest_spawn = GetClosestUniqueSpawn(surface, enemy_pos)
|
|
|
|
if (closest_spawn == nil) then
|
|
-- log("GetClosestUniqueSpawn ERROR - None found?")
|
|
return
|
|
end
|
|
|
|
-- No enemies inside safe radius!
|
|
if (util.distance(enemy_pos, closest_spawn.position) < global.ocfg.surfaces_config[surface.name].spawn_config.safe_area.safe_radius) then
|
|
event.entity.destroy()
|
|
|
|
-- Warn distance is all SMALL only.
|
|
elseif (util.distance(enemy_pos, closest_spawn.position) < global.ocfg.surfaces_config[surface.name].spawn_config.safe_area.warn_radius) then
|
|
if ((enemy_name == "big-biter") or (enemy_name == "behemoth-biter") or (enemy_name == "medium-biter")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "small-biter", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded biter close to spawn.")
|
|
elseif ((enemy_name == "big-spitter") or (enemy_name == "behemoth-spitter") or (enemy_name == "medium-spitter")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "small-spitter", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded spitter close to spawn.")
|
|
elseif ((enemy_name == "big-worm-turret") or (enemy_name == "behemoth-worm-turret") or (enemy_name == "medium-worm-turret")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "small-worm-turret", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded worm close to spawn.")
|
|
end
|
|
|
|
-- Danger distance is MEDIUM max.
|
|
elseif (util.distance(enemy_pos, closest_spawn.position) < global.ocfg.surfaces_config[surface.name].spawn_config.safe_area.danger_radius) then
|
|
if ((enemy_name == "big-biter") or (enemy_name == "behemoth-biter")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "medium-biter", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded biter further from spawn.")
|
|
elseif ((enemy_name == "big-spitter") or (enemy_name == "behemoth-spitter")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "medium-spitter", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded spitter further from spawn
|
|
elseif ((enemy_name == "big-worm-turret") or (enemy_name == "behemoth-worm-turret")) then
|
|
event.entity.destroy()
|
|
surface.create_entity { name = "medium-worm-turret", position = enemy_pos, force = game.forces.enemy }
|
|
-- log("Downgraded worm further from spawn.")
|
|
end
|
|
end
|
|
end
|
|
|
|
--[[
|
|
___ _ ___ _ _ _ _ _ ___
|
|
/ __|| | | __| /_\ | \| || | | || _ \
|
|
| (__ | |__ | _| / _ \ | .` || |_| || _/
|
|
\___||____||___|/_/ \_\|_|\_| \___/ |_|
|
|
|
|
--]]
|
|
|
|
---Resets the player and destroys their force if they are not on the main one.
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function ResetPlayerAndDestroyForce(player)
|
|
local player_old_force = player.force
|
|
|
|
player.force = global.ocfg.gameplay.main_force_name
|
|
|
|
if ((#player_old_force.players == 0) and (player_old_force.name ~= global.ocfg.gameplay.main_force_name)) then
|
|
SendBroadcastMsg("Team " ..
|
|
player_old_force.name .. " has been destroyed! All buildings will slowly be destroyed now.") --TODO: localize
|
|
log("DestroyForce - FORCE DESTROYED: " .. player_old_force.name)
|
|
game.merge_forces(player_old_force, global.ocore.destroyed_force)
|
|
end
|
|
|
|
RemoveOrResetPlayer(player, false, false, true, true)
|
|
SeparateSpawnsInitPlayer(player.index)
|
|
end
|
|
|
|
---Resets the player and merges their force into the abandoned_force.
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function ResetPlayerAndAbandonForce(player)
|
|
local player_old_force = player.force
|
|
|
|
player.force = global.ocfg.gameplay.main_force_name
|
|
|
|
if ((#player_old_force.players == 0) and (player_old_force.name ~= global.ocfg.gameplay.main_force_name)) then
|
|
SendBroadcastMsg("Team " .. player_old_force.name .. " has been abandoned!") --TODO: localize
|
|
log("AbandonForce - FORCE ABANDONED: " .. player_old_force.name)
|
|
game.merge_forces(player_old_force, global.ocore.abandoned_force)
|
|
end
|
|
|
|
RemoveOrResetPlayer(player, false, false, false, false)
|
|
SeparateSpawnsInitPlayer(player.index)
|
|
end
|
|
|
|
---Reset player and merge their force to neutral
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function ResetPlayerAndMergeForceToNeutral(player)
|
|
RemoveOrResetPlayer(player, false, true, true, true)
|
|
SeparateSpawnsInitPlayer(player.index)
|
|
end
|
|
|
|
---Kicks player from game and marks player for removal from globals.
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function KickAndMarkPlayerForRemoval(player)
|
|
game.kick_player(player, "KickAndMarkPlayerForRemoval")
|
|
if (not global.ocore.player_removal_list) then
|
|
global.ocore.player_removal_list = {}
|
|
end
|
|
table.insert(global.ocore.player_removal_list, player)
|
|
end
|
|
|
|
---Call this if a player leaves the game early (or a player wants an early game reset)
|
|
---@param player LuaPlayer
|
|
---@param remove_player boolean Deletes player from the game assuming they are offline.
|
|
---@param remove_force boolean
|
|
---@param remove_base boolean
|
|
---@param immediate boolean
|
|
function RemoveOrResetPlayer(player, remove_player, remove_force, remove_base, immediate)
|
|
if (not player) then
|
|
log("ERROR - CleanupPlayer on NIL Player!")
|
|
return
|
|
end
|
|
|
|
RemovePlayerStarterItems(player, player.surface.name) -- Remove any starting items they may have.
|
|
|
|
-- If this player is staying in the game, lets make sure we don't delete them along with the map chunks being
|
|
-- cleared.
|
|
player.teleport({x=0,y=0}, HOLDING_PEN_SURFACE_NAME)
|
|
local player_old_force = player.force
|
|
player.force = global.ocfg.gameplay.main_force_name
|
|
|
|
-- Clear globals
|
|
CleanupPlayerGlobals(player.name) -- Except global.ocore.uniqueSpawns
|
|
|
|
-- Clear their unique spawn (if they have one)
|
|
UniqueSpawnCleanupRemove(player.name, remove_base, immediate) -- Specifically global.ocore.uniqueSpawns
|
|
|
|
-- Remove a force if this player created it and they are the only one on it
|
|
if (remove_force) then
|
|
if ((#player_old_force.players == 0) and (player_old_force.name ~= global.ocfg.gameplay.main_force_name)) then
|
|
log("RemoveOrResetPlayer - FORCE REMOVED: " .. player_old_force.name)
|
|
game.merge_forces(player_old_force, "neutral")
|
|
end
|
|
end
|
|
|
|
-- Remove the character completely
|
|
if (remove_player) then
|
|
game.remove_offline_players({ player })
|
|
end
|
|
end
|
|
|
|
---Cleans up a player's unique spawn point.
|
|
---TODO: Move relevant stuff to regrowth?
|
|
---@param playerName string
|
|
---@param cleanup boolean Marks the chunks for cleanup by the regrowth mod.
|
|
---@param immediate boolean Trrigger cleanup immediately.
|
|
---@return nil
|
|
function UniqueSpawnCleanupRemove(playerName, cleanup, immediate)
|
|
if (global.ocore.uniqueSpawns[playerName] == nil) then return end -- Safety
|
|
log("UniqueSpawnCleanupRemove - " .. playerName)
|
|
|
|
---@type OarcUniqueSpawn
|
|
local spawn = global.ocore.uniqueSpawns[playerName]
|
|
local spawnPos = spawn.position
|
|
local spawn_radius_tiles = global.ocfg.surfaces_config[spawn.surface].spawn_config.general.spawn_radius_tiles
|
|
|
|
-- Check if it was near someone else's base. (Really just buddy base is possible I think?)
|
|
nearOtherSpawn = false
|
|
for spawnPlayerName, otherSpawnPos in pairs(global.ocore.uniqueSpawns --[[@as OarcUniqueSpawnsTable]]) do
|
|
if ((spawn.surface == otherSpawnPos.surface) and
|
|
(spawnPlayerName ~= playerName) and
|
|
(util.distance(spawnPos, otherSpawnPos.position) < (spawn_radius_tiles * 3))) then
|
|
log("Won't remove base as it's close to another spawn: " .. spawnPlayerName)
|
|
nearOtherSpawn = true
|
|
end
|
|
end
|
|
|
|
-- Unused Chunk Removal mod (aka regrowth)
|
|
if (cleanup and global.ocfg.regrowth.enable_abandoned_base_cleanup and
|
|
(not nearOtherSpawn) and global.ocfg.regrowth.enable_regrowth) then
|
|
-- TODO: Vanilla spawn point are not implemented yet.
|
|
-- if (global.ocore.uniqueSpawns[playerName].vanilla) then
|
|
-- log("Returning a vanilla spawn back to available.")
|
|
-- table.insert(global.vanillaSpawns, { x = spawnPos.x, y = spawnPos.y })
|
|
-- end
|
|
|
|
if (immediate) then
|
|
log("IMMEDIATE Removing base: " .. spawnPos.x .. "," .. spawnPos.y)
|
|
RegrowthMarkAreaForRemoval(spawn.surface, spawnPos, math.ceil(spawn_radius_tiles / CHUNK_SIZE))
|
|
TriggerCleanup()
|
|
else
|
|
log("Removing permanent flags on base: " .. spawnPos.x .. "," .. spawnPos.y)
|
|
RegrowthMarkAreaNotPermanentOVERWRITE(spawn.surface, spawnPos, math.ceil(spawn_radius_tiles / CHUNK_SIZE))
|
|
end
|
|
end
|
|
|
|
global.ocore.uniqueSpawns[playerName] = nil
|
|
end
|
|
|
|
---Cleans up all references to a player in the global tables.
|
|
---@param playerName string
|
|
---@return nil
|
|
function CleanupPlayerGlobals(playerName)
|
|
-- Clear the buddy pair IF one exists
|
|
if (global.ocore.buddyPairs[playerName] ~= nil) then
|
|
local buddyName = global.ocore.buddyPairs[playerName]
|
|
global.ocore.buddyPairs[playerName] = nil
|
|
global.ocore.buddyPairs[buddyName] = nil
|
|
end
|
|
|
|
-- Remove them from the buddy waiting list
|
|
for index, name in pairs(global.ocore.waitingBuddies --[[@as OarcWaitingBuddiesTable]]) do
|
|
if (name == playerName) then
|
|
global.ocore.waitingBuddies[index] = nil
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Transfer or remove a shared spawn if player is owner
|
|
if (global.ocore.sharedSpawns[playerName] ~= nil) then
|
|
local sharedSpawn = global.ocore.sharedSpawns[playerName] --[[@as OarcSharedSpawn]]
|
|
local teamMates = sharedSpawn.players
|
|
|
|
if (#teamMates >= 1) then
|
|
local newOwnerName = table.remove(teamMates) -- Remove 1 to use as new owner.
|
|
TransferOwnershipOfSharedSpawn(playerName, newOwnerName)
|
|
SendBroadcastMsg(playerName .. " has left so " .. newOwnerName .. " now owns their base.") -- TODO: Localize
|
|
else
|
|
global.ocore.sharedSpawns[playerName] = nil
|
|
end
|
|
end
|
|
|
|
-- Remove from other shared spawns (need to search all)
|
|
for _, sharedSpawn in pairs(global.ocore.sharedSpawns --[[@as OarcSharedSpawnsTable]]) do
|
|
for key, name in pairs(sharedSpawn.players) do
|
|
if (playerName == name) then
|
|
sharedSpawn.players[key] = nil;
|
|
goto LOOP_BREAK -- Nest loop break.
|
|
end
|
|
end
|
|
end
|
|
::LOOP_BREAK::
|
|
|
|
-- Clear their personal spawn point info
|
|
if (global.ocore.playerSpawns[playerName] ~= nil) then
|
|
global.ocore.playerSpawns[playerName] = nil
|
|
end
|
|
|
|
-- Remove them from the delayed spawn queue if they are in it
|
|
for index, delayedSpawn in pairs(global.ocore.delayedSpawns --[[@as OarcDelayedSpawnsTable]]) do
|
|
if (playerName == delayedSpawn.playerName) then
|
|
---TODO: Vanilla spawn point are not implemented yet.
|
|
-- if (delayedSpawn.vanilla) then
|
|
-- log("Returning a vanilla spawn back to available.")
|
|
-- table.insert(global.vanillaSpawns, { x = delayedSpawn.pos.x, y = delayedSpawn.pos.y })
|
|
-- end
|
|
|
|
global.ocore.delayedSpawns[index] = nil
|
|
log("Removing player from delayed spawn queue: " .. playerName)
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Remove them from any join queues they may be in:
|
|
RemovePlayerFromJoinQueue(playerName)
|
|
|
|
if (global.ocore.playerCooldowns[playerName] ~= nil) then
|
|
global.ocore.playerCooldowns[playerName] = nil
|
|
end
|
|
end
|
|
|
|
---Transfers ownership of a shared spawn to another player.
|
|
---@param prevOwnerName string
|
|
---@param newOwnerName string
|
|
---@return nil
|
|
function TransferOwnershipOfSharedSpawn(prevOwnerName, newOwnerName)
|
|
-- Transfer the shared spawn global
|
|
global.ocore.sharedSpawns[newOwnerName] = global.ocore.sharedSpawns[prevOwnerName] --[[@as OarcSharedSpawn]]
|
|
global.ocore.sharedSpawns[newOwnerName].openAccess = false
|
|
global.ocore.sharedSpawns[prevOwnerName] = nil
|
|
|
|
-- Transfer the unique spawn global
|
|
global.ocore.uniqueSpawns[newOwnerName] = global.ocore.uniqueSpawns[prevOwnerName] --[[@as OarcUniqueSpawn]]
|
|
global.ocore.uniqueSpawns[prevOwnerName] = nil
|
|
|
|
game.players[newOwnerName].print("You have been given ownership of this base!")
|
|
end
|
|
|
|
--[[
|
|
_ _ ___ _ ___ ___ ___ ___ _____ _ _ ___ ___
|
|
| || || __|| | | _ \| __|| _ \ / __||_ _|| | | || __|| __|
|
|
| __ || _| | |__ | _/| _| | / \__ \ | | | |_| || _| | _|
|
|
|_||_||___||____||_| |___||_|_\ |___/ |_| \___/ |_| |_|
|
|
|
|
--]]
|
|
|
|
---Finds and removes a player from a shared spawn join queue, and refreshes the host's GUI.
|
|
---@param player_name string
|
|
---@return boolean
|
|
function RemovePlayerFromJoinQueue(player_name)
|
|
for host_name, shared_spawn in pairs(global.ocore.sharedSpawns --[[@as OarcSharedSpawnsTable]]) do
|
|
for index, requestor in pairs(shared_spawn.joinQueue) do
|
|
if (requestor == player_name) then
|
|
global.ocore.sharedSpawns[host_name].joinQueue[index] = nil
|
|
local host_player = game.players[host_name]
|
|
if (host_player ~= nil) and (host_player.connected) then
|
|
host_player.print({ "oarc-player-cancel-join-request", player_name })
|
|
OarcGuiRefreshContent(host_player)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
---Same as GetClosestPosFromTable but specific to global.ocore.uniqueSpawns
|
|
---@param surface LuaSurface
|
|
---@param pos MapPosition
|
|
---@return OarcUniqueSpawn?
|
|
function GetClosestUniqueSpawn(surface, pos)
|
|
local closest_dist = nil
|
|
local closest_key = nil
|
|
|
|
for k, s in pairs(global.ocore.uniqueSpawns --[[@as OarcUniqueSpawnsTable]]) do
|
|
if (s.surface ~= surface.name) then
|
|
goto CONTINUE
|
|
end
|
|
|
|
local new_dist = util.distance(pos, s.position)
|
|
if (closest_dist == nil) then
|
|
closest_dist = new_dist
|
|
closest_key = k
|
|
elseif (closest_dist > new_dist) then
|
|
closest_dist = new_dist
|
|
closest_key = k
|
|
end
|
|
|
|
::CONTINUE:: -- Continue loop label
|
|
end
|
|
|
|
if (closest_key == nil) then
|
|
-- log("GetClosestUniqueSpawn ERROR - None found?")
|
|
return nil
|
|
end
|
|
|
|
return global.ocore.uniqueSpawns[closest_key]
|
|
end
|
|
|
|
---Return the owner of the shared spawn for this player. May return nil if player has not spawned yet.
|
|
---@param playerName string
|
|
---@return string?
|
|
function FindPlayerSharedSpawn(playerName)
|
|
-- If the player IS an owner, he can't be in any other shared base.
|
|
if (global.ocore.sharedSpawns[playerName] ~= nil) then
|
|
return playerName
|
|
end
|
|
|
|
-- Otherwise, search all shared spawns for this player and return the owner.
|
|
for ownerName, sharedSpawn in pairs(global.ocore.sharedSpawns --[[@as OarcSharedSpawnsTable]]) do
|
|
for _, sharingPlayerName in pairs(sharedSpawn.players) do
|
|
if (playerName == sharingPlayerName) then
|
|
return ownerName
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Lastly, return nil if not found. Means player hasn't been assigned a base yet.
|
|
return nil
|
|
end
|
|
|
|
---Returns the number of players currently online at the shared spawn
|
|
---@param ownerName string
|
|
---@return number
|
|
function GetOnlinePlayersAtSharedSpawn(ownerName)
|
|
local sharedSpawn = global.ocore.sharedSpawns[ownerName] --[[@as OarcSharedSpawn]]
|
|
|
|
if (sharedSpawn ~= nil) then
|
|
-- Does not count base owner
|
|
local count = 0
|
|
|
|
-- For each player in the shared spawn, check if online and add to count.
|
|
for _, player in pairs(game.connected_players) do
|
|
if (ownerName == player.name) then
|
|
count = count + 1
|
|
end
|
|
|
|
|
|
for _, playerName in pairs(sharedSpawn.players) do
|
|
if (playerName == player.name) then
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return count
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
-- Get the number of currently available shared spawns.
|
|
-- This means the base owner has enabled access AND the number of online players
|
|
-- is below the threshold.
|
|
---@return number
|
|
function GetNumberOfAvailableSharedSpawns()
|
|
return #GetAvailableSharedSpawns()
|
|
end
|
|
|
|
---Get a list of available shared spawns.
|
|
---@return table
|
|
function GetAvailableSharedSpawns()
|
|
local list_of_spawns = {}
|
|
local number_of_players_per_shared_spawn = global.ocfg.gameplay.number_of_players_per_shared_spawn
|
|
|
|
for owner_name, shared_spawn in pairs(global.ocore.sharedSpawns --[[@as OarcSharedSpawnsTable]]) do
|
|
if (shared_spawn.openAccess and
|
|
(game.players[owner_name] ~= nil) and
|
|
game.players[owner_name].connected) then
|
|
if ((number_of_players_per_shared_spawn == 0) or
|
|
(TableLength(global.ocore.sharedSpawns[owner_name].players) < number_of_players_per_shared_spawn)) then
|
|
table.insert(list_of_spawns, owner_name)
|
|
end
|
|
end
|
|
end
|
|
|
|
return list_of_spawns
|
|
end
|
|
|
|
---Checks if player has a custom spawn point set.
|
|
---@param player LuaPlayer
|
|
---@return boolean
|
|
function DoesPlayerHaveCustomSpawn(player)
|
|
for name, spawnPos in pairs(global.ocore.playerSpawns --[[@as OarcPlayerSpawnsTable]]) do
|
|
if (player.name == name) then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
---Gets the custom spawn point for a player if they have one.
|
|
---@param player LuaPlayer
|
|
---@return OarcPlayerSpawn?
|
|
function GetPlayerCustomSpawn(player)
|
|
for name, playerSpawn in pairs(global.ocore.playerSpawns --[[@as OarcPlayerSpawnsTable]]) do
|
|
if (player.name == name) then
|
|
return playerSpawn
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
---Sets the custom spawn point for a player.
|
|
---@param player LuaPlayer
|
|
---@param surface string
|
|
---@param position MapPosition
|
|
---@return nil
|
|
function ChangePlayerSpawn(player, surface, position)
|
|
---@type OarcPlayerSpawn
|
|
local updatedPlayerSpawn = {}
|
|
updatedPlayerSpawn.surface = surface
|
|
updatedPlayerSpawn.position = position
|
|
|
|
global.ocore.playerSpawns[player.name] = updatedPlayerSpawn
|
|
global.ocore.playerCooldowns[player.name] = { setRespawn = game.tick }
|
|
end
|
|
|
|
---Queue a player for a delayed spawn.
|
|
---@param playerName string
|
|
---@param surface string
|
|
---@param spawnPosition MapPosition
|
|
---@param moatEnabled boolean
|
|
---@param vanillaSpawn boolean
|
|
---@return nil
|
|
function QueuePlayerForDelayedSpawn(playerName, surface, spawnPosition, moatEnabled, vanillaSpawn)
|
|
-- If we get a valid spawn point, setup the area
|
|
if ((spawnPosition.x ~= 0) or (spawnPosition.y ~= 0)) then
|
|
---@type OarcUniqueSpawn
|
|
local newUniqueSpawn = {}
|
|
newUniqueSpawn.surface = surface
|
|
newUniqueSpawn.position = spawnPosition
|
|
newUniqueSpawn.moat = moatEnabled
|
|
|
|
---TODO: Vanilla spawn point are not implemented yet.
|
|
-- newUniqueSpawn.vanilla = vanillaSpawn
|
|
global.ocore.uniqueSpawns[playerName] = newUniqueSpawn
|
|
|
|
-- Add a 1 chunk buffer to be safe
|
|
local spawn_chunk_radius = math.ceil(global.ocfg.surfaces_config[surface].spawn_config.general.spawn_radius_tiles / CHUNK_SIZE) + 1
|
|
local delay_spawn_seconds = 5 * spawn_chunk_radius
|
|
|
|
---TODO: Move text to locale.
|
|
game.players[playerName].print("Generating your spawn now, please wait...") --TODO: localize
|
|
game.surfaces[surface].request_to_generate_chunks(spawnPosition, spawn_chunk_radius)
|
|
|
|
local final_chunk = GetChunkPosFromTilePos(spawnPosition)
|
|
final_chunk.x = final_chunk.x + spawn_chunk_radius
|
|
final_chunk.y = final_chunk.y + spawn_chunk_radius
|
|
|
|
---@type OarcDelayedSpawn
|
|
local delayedSpawn = {}
|
|
delayedSpawn.playerName = playerName
|
|
delayedSpawn.surface = surface
|
|
delayedSpawn.position = spawnPosition
|
|
delayedSpawn.moat = moatEnabled
|
|
delayedSpawn.delayedTick = game.tick + delay_spawn_seconds * TICKS_PER_SECOND
|
|
delayedSpawn.final_chunk_generated = final_chunk
|
|
|
|
table.insert(global.ocore.delayedSpawns, delayedSpawn)
|
|
|
|
HideOarcGui(game.players[playerName])
|
|
DisplayPleaseWaitForSpawnDialog(game.players[playerName], delay_spawn_seconds)
|
|
|
|
RegrowthMarkAreaSafeGivenTilePos(surface, spawnPosition,
|
|
math.ceil(global.ocfg.surfaces_config[surface].spawn_config.general.spawn_radius_tiles / CHUNK_SIZE), true)
|
|
|
|
-- Chart the area to be able to display the minimap while the player waits.
|
|
ChartArea(game.players[playerName].force,
|
|
delayedSpawn.position,
|
|
spawn_chunk_radius,
|
|
surface
|
|
)
|
|
else
|
|
log("THIS SHOULD NOT EVER HAPPEN! Spawn failed!")
|
|
SendBroadcastMsg("ERROR!! Failed to create spawn point for: " .. playerName)
|
|
end
|
|
end
|
|
|
|
-- Check a table to see if there are any players waiting to spawn
|
|
-- Check if we are past the delayed tick count
|
|
-- Spawn the players and remove them from the table.
|
|
---@return nil
|
|
function DelayedSpawnOnTick()
|
|
if ((game.tick % (30)) == 1) then
|
|
if ((global.ocore.delayedSpawns ~= nil) and (#global.ocore.delayedSpawns > 0)) then
|
|
--TODO: Investigate this magic indexing with ints and keys?
|
|
-- I think this loop removes from the back of the table to the front??
|
|
for i = #global.ocore.delayedSpawns, 1, -1 do
|
|
delayedSpawn = global.ocore.delayedSpawns[i] --[[@as OarcDelayedSpawn]]
|
|
|
|
local surface = game.surfaces[delayedSpawn.surface]
|
|
|
|
if ((delayedSpawn.delayedTick < game.tick) or surface.is_chunk_generated(delayedSpawn.final_chunk_generated) ) then
|
|
-- TODO: add check here for if chunks around spawn are generated surface.is_chunk_generated(chunkPos)
|
|
if (game.players[delayedSpawn.playerName] ~= nil) then
|
|
SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
|
|
end
|
|
table.remove(global.ocore.delayedSpawns, i)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
---Send player to their custom spawn point if one exists, otherwise to the force's spawn point.
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function SendPlayerToSpawn(player)
|
|
local playerSpawn = GetPlayerCustomSpawn(player)
|
|
|
|
player.permission_group = game.permissions.get_group("default")
|
|
|
|
if (playerSpawn ~= nil) then
|
|
SafeTeleport(player,
|
|
game.surfaces[playerSpawn.surface],
|
|
playerSpawn.position)
|
|
else
|
|
log("ERROR - SendPlayerToSpawn - No custom spawn point found for player: " .. player.name)
|
|
local gameplayConfig = global.ocfg.gameplay --[[@as OarcConfigGameplaySettings]]
|
|
SafeTeleport(player,
|
|
game.surfaces[gameplayConfig.default_surface],
|
|
game.forces[gameplayConfig.main_force_name].get_spawn_position(gameplayConfig.default_surface))
|
|
end
|
|
end
|
|
|
|
---Send player to a random spawn point.
|
|
---@param player LuaPlayer
|
|
---@return nil
|
|
function SendPlayerToRandomSpawn(player)
|
|
local numSpawns = #global.ocore.uniqueSpawns
|
|
local rndSpawn = math.random(0, numSpawns)
|
|
local counter = 0
|
|
|
|
if (rndSpawn == 0) then
|
|
local gameplayConfig = global.ocfg.gameplay --[[@as OarcConfigGameplaySettings]]
|
|
player.teleport(
|
|
game.forces[gameplayConfig.main_force_name].get_spawn_position(gameplayConfig.default_surface),
|
|
gameplayConfig.default_surface)
|
|
else
|
|
counter = counter + 1
|
|
for name, spawn in pairs(global.ocore.uniqueSpawns --[[@as OarcUniqueSpawnsTable]]) do
|
|
if (counter == rndSpawn) then
|
|
player.teleport(spawn.position)
|
|
break
|
|
end
|
|
counter = counter + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
---Check if a player has a delayed spawn
|
|
---@param player_name string
|
|
---@return boolean
|
|
function PlayerHasDelayedSpawn(player_name)
|
|
for _,delayedSpawn in pairs(global.ocore.delayedSpawns --[[@as OarcDelayedSpawnsTable]]) do
|
|
if (delayedSpawn.playerName == player_name) then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
---Get the list of surfaces that are allowed for spawning.
|
|
---@return string[]
|
|
function GetAllowedSurfaces()
|
|
---@type string[]
|
|
local surfaceList = {}
|
|
for surfaceName,allowed in pairs(global.ocore.surfaces --[[@as table<string, boolean>]]) do
|
|
if allowed then
|
|
table.insert(surfaceList, surfaceName)
|
|
end
|
|
end
|
|
return surfaceList
|
|
end
|
|
|
|
--[[
|
|
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
|
|
| __|/ _ \ | _ \ / __|| __| / __|| _ \| __|/ __||_ _|| __||_ _|/ __|
|
|
| _|| (_) || /| (__ | _| \__ \| _/| _|| (__ | | | _| | || (__
|
|
|_| \___/ |_|_\ \___||___| |___/|_| |___|\___||___||_| |___|\___|
|
|
|
|
--]]
|
|
|
|
|
|
---Create a new force
|
|
---@param force_name string
|
|
---@return LuaForce
|
|
function CreateForce(force_name)
|
|
local newForce = nil
|
|
|
|
-- Check if force already exists
|
|
if (game.forces[force_name] ~= nil) then
|
|
log("Force already exists!")
|
|
return CreateForce(force_name .. "_") -- Append a character to make the force name unique.
|
|
|
|
-- Create a new force
|
|
elseif (#game.forces < MAX_FORCES) then
|
|
newForce = game.create_force(force_name)
|
|
if global.ocfg.gameplay.enable_shared_team_vision then
|
|
newForce.share_chart = true
|
|
end
|
|
|
|
-- This now defaults to true?
|
|
-- if global.ocfg.enable_research_queue then
|
|
-- newForce.research_queue_enabled = true
|
|
-- end
|
|
|
|
|
|
SetCeaseFireBetweenAllForces()
|
|
SetFriendlyBetweenAllForces()
|
|
|
|
newForce.friendly_fire = global.ocfg.gameplay.enable_friendly_fire
|
|
|
|
-- if (global.ocfg.enable_anti_grief) then
|
|
-- AntiGriefing(newForce)
|
|
-- end
|
|
else
|
|
log("TOO MANY FORCES!!! - CreateForce()")
|
|
return game.forces[global.ocfg.gameplay.main_force_name]
|
|
end
|
|
|
|
-- Add productivity bonus for solo teams.
|
|
-- if (ENABLE_FORCE_LAB_PROD_BONUS) then
|
|
-- local tech_mult = game.difficulty_settings.technology_price_multiplier
|
|
-- if (tech_mult > 1) and (force_name ~= global.ocfg.main_force) then
|
|
-- newForce.laboratory_productivity_bonus = (tech_mult - 1)
|
|
-- end
|
|
-- end
|
|
|
|
-- Loot distance buff
|
|
-- newForce.character_loot_pickup_distance_bonus = 16
|
|
|
|
return newForce
|
|
end
|
|
|
|
---Create a new player force and assign the player to it.
|
|
---@param player LuaPlayer
|
|
---@return LuaForce
|
|
function CreatePlayerCustomForce(player)
|
|
local newForce = CreateForce(player.name)
|
|
player.force = newForce
|
|
|
|
if (newForce.name == player.name) then
|
|
SendBroadcastMsg(player.name .. " has started their own team!") -- TODO: Localize
|
|
else
|
|
player.print("Sorry, no new teams can be created. You were assigned to the default team instead.") -- TODO: Localize
|
|
end
|
|
|
|
return newForce
|
|
end
|
|
|
|
--[[
|
|
__ __ _ _ _ ___ _ _ _ ___ ___ _ __ __ _ _ ___
|
|
\ \ / //_\ | \| ||_ _|| | | | /_\ / __|| _ \ /_\\ \ / /| \| |/ __|
|
|
\ V // _ \ | .` | | | | |__ | |__ / _ \ \__ \| _// _ \\ \/\/ / | .` |\__ \
|
|
\_//_/ \_\|_|\_||___||____||____|/_/ \_\ |___/|_| /_/ \_\\_/\_/ |_|\_||___/
|
|
|
|
--]]
|
|
|
|
-- Function to generate some map_gen_settings.starting_points
|
|
-- You should only use this at the start of the game really.
|
|
-- function CreateVanillaSpawns(count, spacing)
|
|
-- local points = {}
|
|
|
|
-- -- Get an ODD number from the square of the input count.
|
|
-- -- Always rounding up so we don't end up with less points that requested.
|
|
-- local sqrt_count = math.ceil(math.sqrt(count))
|
|
-- if (sqrt_count % 2 == 0) then
|
|
-- sqrt_count = sqrt_count + 1
|
|
-- end
|
|
|
|
-- -- Need to know how much to offset the grid.
|
|
-- local sqrt_half = math.floor((sqrt_count - 1) / 2)
|
|
|
|
-- if (sqrt_count < 1) then
|
|
-- log("CreateVanillaSpawns less than 1!!")
|
|
-- return
|
|
-- end
|
|
|
|
-- if (global.vanillaSpawns == nil) then
|
|
-- global.vanillaSpawns = {}
|
|
-- end
|
|
|
|
-- -- This should give me points centered around 0,0 I think.
|
|
-- for i = -sqrt_half, sqrt_half, 1 do
|
|
-- for j = -sqrt_half, sqrt_half, 1 do
|
|
-- if (i ~= 0 or j ~= 0) then -- EXCEPT don't put 0,0
|
|
-- local x_pos = (i * spacing)
|
|
-- x_pos = x_pos - (x_pos % CHUNK_SIZE) + (CHUNK_SIZE / 2)
|
|
-- local y_pos = (j * spacing)
|
|
-- y_pos = y_pos - (y_pos % CHUNK_SIZE) + (CHUNK_SIZE / 2)
|
|
|
|
-- table.insert(points, { x = x_pos, y = y_pos })
|
|
-- table.insert(global.vanillaSpawns, { x = x_pos, y = y_pos })
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
-- -- Do something with the return value.
|
|
-- return points
|
|
-- end
|
|
|
|
-- -- Useful when combined with something like CreateVanillaSpawns
|
|
-- -- Where it helps ensure ALL chunks generated use new map_gen_settings.
|
|
-- function DeleteAllChunksExceptCenter(surface)
|
|
-- -- Delete the starting chunks that make it into the game before settings are changed.
|
|
-- for chunk in surface.get_chunks() do
|
|
-- -- Don't delete the chunk that might contain players lol.
|
|
-- -- This is really only a problem for launching AS the host. Not headless
|
|
-- if ((chunk.x ~= 0) and (chunk.y ~= 0)) then
|
|
-- surface.delete_chunk({ chunk.x, chunk.y })
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
-- -- Find a vanilla spawn as close as possible to the given target_distance
|
|
-- function FindUnusedVanillaSpawn(surface, target_distance)
|
|
-- local best_key = nil
|
|
-- local best_distance = nil
|
|
|
|
-- for k, v in pairs(global.vanillaSpawns) do
|
|
-- -- Check if chunks nearby are not generated.
|
|
-- local chunk_pos = GetChunkPosFromTilePos(v)
|
|
-- if IsChunkAreaUngenerated(chunk_pos, CHECK_SPAWN_UNGENERATED_CHUNKS_RADIUS, surface) then
|
|
-- -- Is this our first valid find?
|
|
-- if ((best_key == nil) or (best_distance == nil)) then
|
|
-- best_key = k
|
|
-- best_distance = math.abs(math.sqrt((v.x ^ 2) + (v.y ^ 2)) - target_distance)
|
|
|
|
-- -- Check if it is closer to target_distance than previous option.
|
|
-- else
|
|
-- local new_distance = math.abs(math.sqrt((v.x ^ 2) + (v.y ^ 2)) - target_distance)
|
|
-- if (new_distance < best_distance) then
|
|
-- best_key = k
|
|
-- best_distance = new_distance
|
|
-- end
|
|
-- end
|
|
|
|
-- -- If it's not a valid spawn anymore, let's remove it.
|
|
-- else
|
|
-- log("Removing vanilla spawn due to chunks generated: x=" .. v.x .. ",y=" .. v.y)
|
|
-- table.remove(global.vanillaSpawns, k)
|
|
-- end
|
|
-- end
|
|
|
|
-- local spawn_pos = { x = 0, y = 0 }
|
|
-- if ((best_key ~= nil) and (global.vanillaSpawns[best_key] ~= nil)) then
|
|
-- spawn_pos.x = global.vanillaSpawns[best_key].x
|
|
-- spawn_pos.y = global.vanillaSpawns[best_key].y
|
|
-- table.remove(global.vanillaSpawns, best_key)
|
|
-- end
|
|
-- log("Found unused vanilla spawn: x=" .. spawn_pos.x .. ",y=" .. spawn_pos.y)
|
|
-- return spawn_pos
|
|
-- end
|
|
|
|
-- function ValidateVanillaSpawns(surface)
|
|
-- for k, v in pairs(global.vanillaSpawns) do
|
|
-- -- Check if chunks nearby are not generated.
|
|
-- local chunk_pos = GetChunkPosFromTilePos(v)
|
|
-- if not IsChunkAreaUngenerated(chunk_pos, CHECK_SPAWN_UNGENERATED_CHUNKS_RADIUS + 15, surface) then
|
|
-- log("Removing vanilla spawn due to chunks generated: x=" .. v.x .. ",y=" .. v.y)
|
|
-- table.remove(global.vanillaSpawns, k)
|
|
-- end
|
|
-- end
|
|
-- end
|
|
|
|
--[[
|
|
|
|
_ _ _ _ _______ _____ ___ _ _ _ _ _ ___ _____ _ _____ ___ ___ _ _ ___
|
|
| | | | | |/_\ |_ _\ \ / / _ \ __| /_\ | \| | \| |/ _ \_ _/_\_ _|_ _/ _ \| \| / __|
|
|
| |_| |_| / _ \ | | \ V /| _/ _| / _ \| .` | .` | (_) || |/ _ \| | | | (_) | .` \__ \
|
|
|____\___/_/ \_\ |_| |_| |_| |___| /_/ \_\_|\_|_|\_|\___/ |_/_/ \_\_| |___\___/|_|\_|___/
|
|
|
|
These are LUA type annotations for development and editor support.
|
|
You can ignore this unless you're making changes to the mod, in which case it might be helpful.
|
|
]]
|
|
|
|
---@enum SpawnTeamChoice
|
|
SPAWN_TEAM_CHOICE = {
|
|
join_main_team = 1,
|
|
join_own_team = 2,
|
|
-- join_buddy_team = 3, -- Removed in favor of separate override
|
|
}
|
|
|
|
---Contains the respawn point for a player. Usually this is their home base but it can be changed.
|
|
---@alias OarcPlayerSpawn { surface: string, position: MapPosition }
|
|
---Table of [OarcSharedSpawn](lua://OarcSharedSpawn) indexed by player name.
|
|
---@alias OarcPlayerSpawnsTable table<string, OarcPlayerSpawn>
|
|
|
|
---A unique spawn point. This is what chunk generation checks against.
|
|
---@alias OarcUniqueSpawn { surface: string, position: MapPosition, moat: boolean }
|
|
---Table of [OarcUniqueSpawn](lua://OarcUniqueSpawn) indexed by a unique name.
|
|
---@alias OarcUniqueSpawnsTable table<string, OarcUniqueSpawn>
|
|
|
|
---A shared spawn point. This is a spawn point that multiple players can share.
|
|
---@alias OarcSharedSpawn { surface: string, position: MapPosition, openAccess: boolean, players: string[], joinQueue: string[] }
|
|
---Table of [OarcSharedSpawn](lua://OarcSharedSpawn) indexed by a unique name.
|
|
---@alias OarcSharedSpawnsTable table<string, OarcSharedSpawn>
|
|
|
|
---Contains player ability cooldowns. Right now this only tracks changing the respawn ability.
|
|
---@alias OarcPlayerCooldown { setRespawn: number }
|
|
---Table of [OarcPlayerCooldown](lua://OarcPlayerCooldown) indexed by player name.
|
|
---@alias OarcPlayerCooldownsTable table<string, OarcPlayerCooldown>
|
|
|
|
---Temporary data used when spawning a player. Player needs to wait while the area is prepared.
|
|
---@alias OarcDelayedSpawn { surface: string, playerName: string, position: MapPosition, moat: boolean, delayedTick: number, final_chunk_generated: ChunkPosition }
|
|
---Table of [OarcDelayedSpawn](lua://OarcDelayedSpawn) indexed by player name.
|
|
---@alias OarcDelayedSpawnsTable table<string, OarcDelayedSpawn>
|
|
|
|
---This contains information of who is being asked to buddy spawn, and what options were selected.
|
|
----@alias OarcBuddySpawnOpts { surface: string, teamRadioSelection: SpawnTeamChoice, moatChoice: boolean, buddyChoice: string, distChoice: string }
|
|
---Table of [OarcBuddySpawnOpts](lua://OarcBuddySpawnOpts) indexed by player name.
|
|
----@alias OarcBuddySpawnOptsTable table<string, OarcBuddySpawnOpts>
|
|
|
|
---This contains the spawn choices for a player in the spawn menu.
|
|
---@alias OarcSpawnChoices { surface: string, team: SpawnTeamChoice, moat: boolean, buddy: string?, distance: integer, host: string?, buddy_team: boolean }
|
|
---Table of [OarcSpawnChoices](lua://OarcSpawnChoices) indexed by player name.
|
|
---@alias OarcSpawnChoicesTable table<string, OarcSpawnChoices>
|
|
|
|
---Table of players in the "waiting room" for a buddy spawn.
|
|
---@alias OarcWaitingBuddiesTable table<integer, string>
|