1
0
mirror of https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git synced 2024-12-14 10:23:17 +02:00
FactorioScenarioMultiplayer.../lib/separate_spawns.lua

954 lines
39 KiB
Lua

-- separate_spawns.lua
-- Nov 2016
--
-- Code that handles everything regarding giving each player a separate spawn
-- Includes the GUI stuff
require("lib/oarc_utils")
require("config")
--------------------------------------------------------------------------------
-- EVENT RELATED FUNCTIONS
--------------------------------------------------------------------------------
-- When a new player is created, present the spawn options
-- Assign them to the main force so they can communicate with the team
-- without shouting.
function SeparateSpawnsPlayerCreated(player_index)
local player = game.players[player_index]
-- Make sure spawn control tab is disabled
SetOarcGuiTabEnabled(player, OARC_SPAWN_CTRL_GUI_NAME, false)
SwitchOarcGuiTab(player, OARC_GAME_OPTS_GUI_TAB_NAME)
-- This checks if they have just joined the server.
-- No assigned force yet.
if (player.force.name ~= "player") then
FindUnusedSpawns(player, false)
end
player.force = global.ocfg.main_force
DisplayWelcomeTextGui(player)
end
-- Check if the player has a different spawn point than the default one
-- Make sure to give the default starting items
function SeparateSpawnsPlayerRespawned(event)
local player = game.players[event.player_index]
SendPlayerToSpawn(player)
end
-- This is the main function that creates the spawn area
-- Provides resources, land and a safe zone
function SeparateSpawnsGenerateChunk(event)
local surface = event.surface
local chunkArea = event.area
-- Modify enemies first.
if global.ocfg.modified_enemy_spawning then
DowngradeWormsDistanceBasedOnChunkGenerate(event)
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
-- Call this if a player leaves the game or is reset
function FindUnusedSpawns(player, remove_player)
if not player then
log("ERROR - FindUnusedSpawns on NIL Player!")
return
end
if (player.online_time < (global.ocfg.minimum_online_time * TICKS_PER_MINUTE)) then
-- 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}, GAME_SURFACE_NAME)
-- Clear out global variables for that player
if (global.playerSpawns[player.name] ~= nil) then
global.playerSpawns[player.name] = nil
end
-- Remove them from the delayed spawn queue if they are in it
for i=#global.delayedSpawns,1,-1 do
delayedSpawn = global.delayedSpawns[i]
if (player.name == delayedSpawn.playerName) then
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
table.remove(global.delayedSpawns, i)
log("Removing player from delayed spawn queue: " .. player.name)
end
end
-- Transfer or remove a shared spawn if player is owner
if (global.sharedSpawns[player.name] ~= nil) then
local teamMates = global.sharedSpawns[player.name].players
if (#teamMates >= 1) then
local newOwnerName = table.remove(teamMates)
TransferOwnershipOfSharedSpawn(player.name, newOwnerName)
else
global.sharedSpawns[player.name] = nil
end
end
-- If a uniqueSpawn was created for the player, mark it as unused.
if (global.uniqueSpawns[player.name] ~= nil) then
local spawnPos = global.uniqueSpawns[player.name].pos
-- Check if it was near someone else's base.
nearOtherSpawn = false
for spawnPlayerName,otherSpawnPos in pairs(global.uniqueSpawns) do
if ((spawnPlayerName ~= player.name) and (getDistance(spawnPos, otherSpawnPos.pos) < (global.ocfg.spawn_config.gen_settings.land_area_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 (global.ocfg.enable_abandoned_base_removal and
(not nearOtherSpawn) and
global.ocfg.enable_regrowth) then
if (global.uniqueSpawns[player.name].vanilla) then
log("Returning a vanilla spawn back to available.")
table.insert(global.vanillaSpawns, {x=spawnPos.x,y=spawnPos.y})
end
global.uniqueSpawns[player.name] = nil
log("Removing base: " .. spawnPos.x .. "," .. spawnPos.y)
remote.call("oarc_regrowth",
"area_removal_tilepos",
game.surfaces[GAME_SURFACE_NAME].index,
spawnPos,
CHECK_SPAWN_UNGENERATED_CHUNKS_RADIUS)
remote.call("oarc_regrowth",
"trigger_immediate_cleanup")
SendBroadcastMsg(player.name .. "'s base was marked for immediate clean up because they left within "..global.ocfg.minimum_online_time.." minutes of joining.")
else
-- table.insert(global.unusedSpawns, global.uniqueSpawns[player.name]) -- Not used/implemented right now.
global.uniqueSpawns[player.name] = nil
SendBroadcastMsg(player.name .. " base was freed up because they left within "..global.ocfg.minimum_online_time.." minutes of joining.")
end
end
-- remove that player's cooldown setting
if (global.playerCooldowns[player.name] ~= nil) then
global.playerCooldowns[player.name] = nil
end
-- Remove from shared spawn player slots (need to search all)
for _,sharedSpawn in pairs(global.sharedSpawns) do
for key,playerName in pairs(sharedSpawn.players) do
if (player.name == playerName) then
sharedSpawn.players[key] = nil;
end
end
end
-- Remove a force if this player created it and they are the only one on it
if ((#player.force.players <= 1) and (player.force.name ~= global.ocfg.main_force)) then
game.merge_forces(player.force, global.ocfg.main_force)
end
-- Remove the character completely
if (remove_player) then
game.remove_offline_players({player})
end
end
end
-- Clear the spawn areas.
-- This should be run inside the chunk generate event and be given a list of all
-- unique spawn points.
-- This clears enemies in the immediate area, creates a slightly safe area around it,
-- It no LONGER generates the resources though as that is now handled in a delayed event!
function SetupAndClearSpawnAreas(surface, chunkArea)
for name,spawn in pairs(global.uniqueSpawns) do
-- Create a bunch of useful area and position variables
local landArea = GetAreaAroundPos(spawn.pos, global.ocfg.spawn_config.gen_settings.land_area_tiles+CHUNK_SIZE)
local safeArea = GetAreaAroundPos(spawn.pos, global.ocfg.spawn_config.safe_area.safe_radius)
local warningArea = GetAreaAroundPos(spawn.pos, global.ocfg.spawn_config.safe_area.warn_radius)
local reducedArea = GetAreaAroundPos(spawn.pos, global.ocfg.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.pos.x+global.ocfg.spawn_config.gen_settings.land_area_tiles,
y=spawn.pos.y+global.ocfg.spawn_config.gen_settings.land_area_tiles}
-- Make chunks near a spawn safe by removing enemies
if CheckIfInArea(chunkAreaCenter,safeArea) then
RemoveAliensInArea(surface, chunkArea)
-- Create a warning area with heavily reduced enemies
elseif CheckIfInArea(chunkAreaCenter,warningArea) then
ReduceAliensInArea(surface, chunkArea, global.ocfg.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 CheckIfInArea(chunkAreaCenter,reducedArea) then
ReduceAliensInArea(surface, chunkArea, global.ocfg.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 (not spawn.vanilla) then
-- 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.pos, global.ocfg.spawn_config.gen_settings.land_area_tiles)
RemoveInCircle(surface, chunkArea, "resource", spawn.pos, global.ocfg.spawn_config.gen_settings.land_area_tiles+5)
RemoveInCircle(surface, chunkArea, "cliff", spawn.pos, global.ocfg.spawn_config.gen_settings.land_area_tiles+5)
RemoveDecorationsArea(surface, chunkArea)
local fill_tile = "landfill"
if (game.active_mods["oarc-restricted-build"]) then
fill_tile = global.ocfg.locked_build_area_tile
end
if (global.ocfg.spawn_config.gen_settings.tree_circle) then
CreateCropCircle(surface, spawn.pos, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, fill_tile)
end
if (global.ocfg.spawn_config.gen_settings.tree_octagon) then
CreateCropOctagon(surface, spawn.pos, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, fill_tile)
end
if (global.ocfg.spawn_config.gen_settings.moat_choice_enabled) then
if (spawn.moat) then
CreateMoat(surface, spawn.pos, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, "water", true)
end
end
end
end
end
end
-- Same as GetClosestPosFromTable but specific to global.uniqueSpawns
function GetClosestUniqueSpawn(pos)
local closest_dist = nil
local closest_key = nil
for k,s in pairs(global.uniqueSpawns) do
local new_dist = getDistance(pos, s.pos)
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
end
if (closest_key == nil) then
-- log("GetClosestUniqueSpawn ERROR - None found?")
return nil
end
return global.uniqueSpawns[closest_key]
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.
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(enemy_pos)
if (closest_spawn == nil) then
-- log("GetClosestUniqueSpawn ERROR - None found?")
return
end
-- No enemies inside safe radius!
if (getDistance(enemy_pos, closest_spawn.pos) < global.ocfg.spawn_config.safe_area.safe_radius) then
event.entity.destroy()
-- Warn distance is all SMALL only.
elseif (getDistance(enemy_pos, closest_spawn.pos) < global.ocfg.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 (getDistance(enemy_pos, closest_spawn.pos) < global.ocfg.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
--------------------------------------------------------------------------------
-- NON-EVENT RELATED FUNCTIONS
--------------------------------------------------------------------------------
-- Generate the basic starter resource around a given location.
function GenerateStartingResources(surface, pos)
local rand_settings = global.ocfg.spawn_config.resource_rand_pos_settings
-- Generate all resource tile patches
if (not rand_settings.enabled) then
for t_name,t_data in pairs (global.ocfg.spawn_config.resource_tiles) do
local pos = {x=pos.x+t_data.x_offset, y=pos.y+t_data.y_offset}
GenerateResourcePatch(surface, t_name, t_data.size, pos, t_data.amount)
end
else
-- Create list of resource tiles
local r_list = {}
for k,_ in pairs(global.ocfg.spawn_config.resource_tiles) do
if (k ~= "") then
table.insert(r_list, k)
end
end
local shuffled_list = FYShuffle(r_list)
-- This places resources in a semi-circle
-- Tweak in config.lua
local angle_offset = rand_settings.angle_offset
local num_resources = TableLength(global.ocfg.spawn_config.resource_tiles)
local theta = ((rand_settings.angle_final - rand_settings.angle_offset) / num_resources);
local count = 0
for _,k_name in pairs (shuffled_list) do
local angle = (theta * count) + angle_offset;
local tx = (rand_settings.radius * math.cos(angle)) + pos.x
local ty = (rand_settings.radius * math.sin(angle)) + pos.y
local pos = {x=math.floor(tx), y=math.floor(ty)}
GenerateResourcePatch(surface, k_name, global.ocfg.spawn_config.resource_tiles[k_name].size, pos, global.ocfg.spawn_config.resource_tiles[k_name].amount)
count = count+1
end
end
-- Generate special resource patches (oil)
for p_name,p_data in pairs (global.ocfg.spawn_config.resource_patches) do
local oil_patch_x=pos.x+p_data.x_offset_start
local oil_patch_y=pos.y+p_data.y_offset_start
for i=1,p_data.num_patches do
surface.create_entity({name=p_name, amount=p_data.amount,
position={oil_patch_x, oil_patch_y}})
oil_patch_x=oil_patch_x+p_data.x_offset_next
oil_patch_y=oil_patch_y+p_data.y_offset_next
end
end
end
-- Add a spawn to the shared spawn global
-- Used for tracking which players are assigned to it, where it is and if
-- it is open for new players to join
function CreateNewSharedSpawn(player)
global.sharedSpawns[player.name] = {openAccess=true,
position=global.playerSpawns[player.name],
players={}}
end
function TransferOwnershipOfSharedSpawn(prevOwnerName, newOwnerName)
-- Transfer the shared spawn global
global.sharedSpawns[newOwnerName] = global.sharedSpawns[prevOwnerName]
global.sharedSpawns[newOwnerName].openAccess = false
global.sharedSpawns[prevOwnerName] = nil
-- Transfer the unique spawn global
global.uniqueSpawns[newOwnerName] = global.uniqueSpawns[prevOwnerName]
global.uniqueSpawns[prevOwnerName] = nil
game.players[newOwnerName].print("You have been given ownership of this base!")
end
-- Returns the number of players currently online at the shared spawn
function GetOnlinePlayersAtSharedSpawn(ownerName)
if (global.sharedSpawns[ownerName] ~= 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(global.sharedSpawns[ownerName].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.
function GetNumberOfAvailableSharedSpawns()
local count = 0
for ownerName,sharedSpawn in pairs(global.sharedSpawns) do
if (sharedSpawn.openAccess and
(game.players[ownerName] ~= nil) and
game.players[ownerName].connected) then
if ((global.ocfg.max_players_shared_spawn == 0) or
(#global.sharedSpawns[ownerName].players < global.ocfg.max_players_shared_spawn)) then
count = count+1
end
end
end
return count
end
-- Initializes the globals used to track the special spawn and player
-- status information
function InitSpawnGlobalsAndForces()
-- This contains each player's spawn point. Literally where they will respawn.
-- There is a way in game to change this under one of the little menu features I added.
if (global.playerSpawns == nil) then
global.playerSpawns = {}
end
-- This is the most important table. It is a list of all the unique spawn points.
-- This is what chunk generation checks against.
-- Each entry looks like this: {pos={x,y},moat=bool,vanilla=bool}
if (global.uniqueSpawns == nil) then
global.uniqueSpawns = {}
end
-- List of available vanilla spawns
if (global.vanillaSpawns == nil) then
global.vanillaSpawns = {}
end
-- This keeps a list of any player that has shared their base.
-- Each entry contains information about if it's open, spawn pos, and players in the group.
if (global.sharedSpawns == nil) then
global.sharedSpawns = {}
end
-- This seems to be unused right now, but I had plans to re-use spawn points in the past.
-- if (global.unusedSpawns == nil) then
-- global.unusedSpawns = {}
-- end
-- Each player has an option to change their respawn which has a cooldown when used.
-- Other similar abilities/functions that require cooldowns could be added here.
if (global.playerCooldowns == nil) then
global.playerCooldowns = {}
end
-- List of players in the "waiting room" for a buddy spawn.
-- They show up in the list to select when doing a buddy spawn.
if (global.waitingBuddies == nil) then
global.waitingBuddies = {}
end
-- Players who have made a spawn choice get put into this list while waiting.
-- An on_tick event checks when it expires and then places down the base resources, and teleports the player.
-- Go look at DelayedSpawnOnTick() for more info.
if (global.delayedSpawns == nil) then
global.delayedSpawns = {}
end
-- This is what I use to communicate a buddy spawn request between the buddies.
-- This contains information of who is asking, and what options were selected.
if (global.buddySpawnOptions == nil) then
global.buddySpawnOptions = {}
end
-- Silo info
if (global.siloPosition == nil) then
global.siloPosition = {}
end
-- Name a new force to be the default force.
-- This is what any new player is assigned to when they join, even before they spawn.
local main_force = CreateForce(global.ocfg.main_force)
main_force.set_spawn_position({x=0,y=0}, GAME_SURFACE_NAME)
end
function DoesPlayerHaveCustomSpawn(player)
for name,spawnPos in pairs(global.playerSpawns) do
if (player.name == name) then
return true
end
end
return false
end
function ChangePlayerSpawn(player, pos)
global.playerSpawns[player.name] = pos
global.playerCooldowns[player.name] = {setRespawn=game.tick}
end
function QueuePlayerForDelayedSpawn(playerName, spawn, moatEnabled, vanillaSpawn)
-- If we get a valid spawn point, setup the area
if ((spawn.x ~= 0) or (spawn.y ~= 0)) then
global.uniqueSpawns[playerName] = {pos=spawn,moat=moatEnabled,vanilla=vanillaSpawn}
local delay_spawn_seconds = 5*(math.ceil(global.ocfg.spawn_config.gen_settings.land_area_tiles/CHUNK_SIZE))
game.players[playerName].print("Generating your spawn now, please wait for at least " .. delay_spawn_seconds .. " seconds...")
game.players[playerName].surface.request_to_generate_chunks(spawn, 4)
delayedTick = game.tick + delay_spawn_seconds*TICKS_PER_SECOND
table.insert(global.delayedSpawns, {playerName=playerName, pos=spawn, moat=moatEnabled, vanilla=vanillaSpawn, delayedTick=delayedTick})
DisplayPleaseWaitForSpawnDialog(game.players[playerName], delay_spawn_seconds)
remote.call("oarc_regrowth",
"area_offlimits_tilepos",
game.surfaces[GAME_SURFACE_NAME].index,
spawn,
math.ceil(global.ocfg.spawn_config.gen_settings.land_area_tiles/CHUNK_SIZE))
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.
function DelayedSpawnOnTick()
if ((game.tick % (30)) == 1) then
if ((global.delayedSpawns ~= nil) and (#global.delayedSpawns > 0)) then
for i=#global.delayedSpawns,1,-1 do
delayedSpawn = global.delayedSpawns[i]
if (delayedSpawn.delayedTick < game.tick) 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.delayedSpawns, i)
end
end
end
end
end
function DisplayWelcomeGroundTextAtSpawn(player, pos)
-- Render some welcoming text...
local tcolor = {0.9, 0.7, 0.3, 0.8}
local ttl = 2000
local rid1 = rendering.draw_text{text="Welcome",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=pos.x-21, y=pos.y-15},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
local rid2 = rendering.draw_text{text="Home",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=pos.x-14, y=pos.y-5},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
end
function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
-- DOUBLE CHECK and make sure the area is super safe.
ClearNearbyEnemies(delayedSpawn.pos, global.ocfg.spawn_config.safe_area.safe_radius, game.surfaces[GAME_SURFACE_NAME])
if (not delayedSpawn.vanilla) then
-- Generate water strip only if we don't have a moat.
if (not delayedSpawn.moat) then
local water_data = global.ocfg.spawn_config.water
CreateWaterStrip(game.surfaces[GAME_SURFACE_NAME],
{x=delayedSpawn.pos.x+water_data.x_offset, y=delayedSpawn.pos.y+water_data.y_offset},
water_data.length)
CreateWaterStrip(game.surfaces[GAME_SURFACE_NAME],
{x=delayedSpawn.pos.x+water_data.x_offset, y=delayedSpawn.pos.y+water_data.y_offset+1},
water_data.length)
end
-- Create the spawn resources here
GenerateStartingResources(game.surfaces[GAME_SURFACE_NAME], delayedSpawn.pos)
end
-- Send the player to that position
local player = game.players[delayedSpawn.playerName]
player.teleport(delayedSpawn.pos, GAME_SURFACE_NAME)
GivePlayerStarterItems(player)
-- Render some welcoming text...
DisplayWelcomeGroundTextAtSpawn(player, delayedSpawn.pos)
if (global.oarc_renders_fadeout == nil) then
global.oarc_renders_fadeout = {}
end
table.insert(global.oarc_renders_fadeout, rid1)
table.insert(global.oarc_renders_fadeout, rid2)
-- Chart the area.
ChartArea(player.force, delayedSpawn.pos, math.ceil(global.ocfg.spawn_config.gen_settings.land_area_tiles/CHUNK_SIZE), player.surface)
if (player.gui.screen.wait_for_spawn_dialog ~= nil) then
player.gui.screen.wait_for_spawn_dialog.destroy()
end
local x_dist = global.ocfg.spawn_config.resource_rand_pos_settings.radius
if global.ocfg.enable_chest_sharing then
-- Shared electricity IO pair of scripted electric-energy-interfaces
SharedEnergySpawnIOPair(player,
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-15},
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+15})
rendering.draw_text{text="Attach to power generation to share.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-18},
color={0.6,0.6,0.6,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
rendering.draw_text{text="Attach to electric grid to draw power.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+16},
color={0.6,0.6,0.6,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Input Chests
for i=-11,-6 do
SharedChestsSpawnInput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
end
-- Tile arrows to help indicate
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-9}, "RIGHT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y-9}, "LEFT")
--Helpful ground text
rendering.draw_text{text="Place items in to share.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-12},
color={0.7,0.7,0.1,0.7},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Combinators for monitoring items in the network.
SharedChestsSpawnCombinators(player,
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-2}, -- Ctrl
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y}, -- Status
{x=delayedSpawn.pos.x+x_dist-1, y=delayedSpawn.pos.y}) -- Pole
-- Helpful ground text
rendering.draw_text{text="Set signals here to monitor item counts.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-3},
color={0.6,0.6,0.6,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
rendering.draw_text{text="Receive signals here to see available items.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+1},
color={0.6,0.6,0.6,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Output Chests
for i=4,9 do
SharedChestsSpawnOutput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
end
-- Tile arrows to help indicate
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+6}, "LEFT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y+6}, "RIGHT")
--Helpful ground text
rendering.draw_text{text="Set filters to request items.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+10},
color={0.5,0.5,0.8,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Cutscene to force the player to witness my brilliance
player.set_controller{type=defines.controllers.cutscene,waypoints={{position={x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y},transition_time=200,time_to_wait=300,zoom=1.2},{target=player.character,transition_time=100,time_to_wait=60,zoom=0.8}}, final_transition_time=60}
end
end
function SendPlayerToSpawn(player)
if (DoesPlayerHaveCustomSpawn(player)) then
player.teleport(global.playerSpawns[player.name], GAME_SURFACE_NAME)
else
player.teleport(game.forces[global.ocfg.main_force].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
end
end
function SendPlayerToRandomSpawn(player)
local numSpawns = TableLength(global.uniqueSpawns)
local rndSpawn = math.random(0,numSpawns)
local counter = 0
if (rndSpawn == 0) then
player.teleport(game.forces[global.ocfg.main_force].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
else
counter = counter + 1
for name,spawn in pairs(global.uniqueSpawns) do
if (counter == rndSpawn) then
player.teleport(spawn.pos)
break
end
counter = counter + 1
end
end
end
function CreateForce(force_name)
local newForce = nil
-- Check if force already exists
if (game.forces[force_name] ~= nil) then
log("Force already exists!")
return game.forces[global.ocfg.main_force]
-- Create a new force
elseif (TableLength(game.forces) < MAX_FORCES) then
newForce = game.create_force(force_name)
if global.ocfg.enable_shared_team_vision then
newForce.share_chart = true
end
if global.ocfg.enable_research_queue then
newForce.research_queue_enabled = true
end
-- Chart silo areas if necessary
if global.ocfg.frontier_rocket_silo and global.ocfg.frontier_silo_vision then
ChartRocketSiloAreas(game.surfaces[GAME_SURFACE_NAME], newForce)
end
SetCeaseFireBetweenAllForces()
SetFriendlyBetweenAllForces()
newForce.friendly_fire=false
if (ENABLE_ANTI_GRIEFING) then
AntiGriefing(newForce)
end
if global.ocfg.lock_goodies_rocket_launch and not global.satellite_sent then
DisableTech(newForce, "atomic-bomb")
DisableTech(newForce, "power-armor-mk2")
DisableTech(newForce, "artillery")
end
else
log("TOO MANY FORCES!!! - CreateForce()")
end
return newForce
end
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!")
else
player.print("Sorry, no new teams can be created. You were assigned to the default team instead.")
end
return newForce
end
-- 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
table.insert(points, {x=i*spacing,y=j*spacing})
table.insert(global.vanillaSpawns, {x=i*spacing,y=j*spacing})
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+15, 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