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mirror of https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git synced 2024-12-12 10:13:58 +02:00
FactorioScenarioMultiplayer.../control.lua
2024-09-22 22:21:50 -04:00

305 lines
11 KiB
Lua

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