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mirror of https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git synced 2024-12-14 10:23:17 +02:00
FactorioScenarioMultiplayer.../control.lua

335 lines
10 KiB
Lua

-- 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")
require("lib/oarc_gui_tabs")
-- 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)
CreateOarcGuiButton(player)
-- Add general info tab
AddOarcGuiTab(player, OARC_GAME_OPTS_GUI_TAB_NAME, CreateGameOptionsTab)
SetOarcGuiTabEnabled(player, OARC_GAME_OPTS_GUI_TAB_NAME, true)
-- Spawn control tab, disabled by default
AddOarcGuiTab(player, OARC_SPAWN_CTRL_GUI_NAME, CreateSpawnCtrlGuiTab)
-- If player list is enabled, create that
if global.ocfg.enable_player_list then
AddOarcGuiTab(player, OARC_PLAYER_LIST_GUI_TAB_NAME, CreatePlayerListGuiTab)
SetOarcGuiTabEnabled(player, OARC_PLAYER_LIST_GUI_TAB_NAME, true)
end
-- Player tags
if global.ocfg.enable_tags then
AddOarcGuiTab(player, OARC_TAGS_GUI_TAB_NAME, CreateTagGuiTab)
SetOarcGuiTabEnabled(player, OARC_TAGS_GUI_TAB_NAME, true)
end
AddOarcGuiTab(player, OARC_ROCKETS_GUI_TAB_NAME, CreateRocketGuiTab)
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)