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FactorioScenarioMultiplayer.../lib/oarc_utils.lua

1136 lines
39 KiB
Lua

-- oarc_utils.lua
-- Nov 2016
--
-- My general purpose utility functions for factorio
-- Also contains some constants and gui styles
require("lib/oarc_gui_utils")
require("mod-gui")
--------------------------------------------------------------------------------
-- Useful constants
--------------------------------------------------------------------------------
CHUNK_SIZE = 32
MAX_FORCES = 64
TICKS_PER_SECOND = 60
TICKS_PER_MINUTE = TICKS_PER_SECOND * 60
TICKS_PER_HOUR = TICKS_PER_MINUTE * 60
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- General Helper Functions
--------------------------------------------------------------------------------
-- Prints flying text.
-- Color is optional
function FlyingText(msg, pos, color, surface)
if color == nil then
surface.create_entity({ name = "flying-text", position = pos, text = msg })
else
surface.create_entity({ name = "flying-text", position = pos, text = msg, color = color })
end
end
-- Requires having an on_tick handler.
function DisplaySpeechBubble(player, text, timeout_secs)
if (global.oarc_speech_bubbles == nil) then
global.oarc_speech_bubbles = {}
end
if (player and player.character) then
local sp = player.surface.create_entity{name = "compi-speech-bubble",
position = player.position,
text = text,
source = player.character}
table.insert(global.oarc_speech_bubbles, {entity=sp,
timeout_tick=game.tick+(timeout_secs*TICKS_PER_SECOND)})
end
end
-- Every second, check a global table to see if we have any speech bubbles to kill.
function TimeoutSpeechBubblesOnTick()
if ((game.tick % (TICKS_PER_SECOND)) == 3) then
if (global.oarc_speech_bubbles and (#global.oarc_speech_bubbles > 0)) then
for k,sp in pairs(global.oarc_speech_bubbles) do
if (game.tick > sp.timeout_tick) then
if (sp.entity ~= nil) and (sp.entity.valid) then
sp.entity.start_fading_out()
end
table.remove(global.oarc_speech_bubbles, k)
end
end
end
end
end
-- Broadcast messages to all connected players
function SendBroadcastMsg(msg)
for name,player in pairs(game.connected_players) do
player.print(msg)
end
end
-- Send a message to a player, safely checks if they exist and are online.
function SendMsg(playerName, msg)
if ((game.players[playerName] ~= nil) and (game.players[playerName].connected)) then
game.players[playerName].print(msg)
end
end
-- Simple way to write to a file. Always appends. Only server.
-- Has a global setting for enable/disable
function ServerWriteFile(filename, msg)
if (global.ocfg.enable_server_write_files) then
game.write_file(filename, msg, true, 0)
end
end
-- Useful for displaying game time in mins:secs format
function formattime(ticks)
local seconds = ticks / 60
local minutes = math.floor((seconds)/60)
local seconds = math.floor(seconds - 60*minutes)
return string.format("%dm:%02ds", minutes, seconds)
end
-- Useful for displaying game time in mins:secs format
function formattime_hours_mins(ticks)
local seconds = ticks / 60
local minutes = math.floor((seconds)/60)
local hours = math.floor((minutes)/60)
local minutes = math.floor(minutes - 60*hours)
return string.format("%dh:%02dm", hours, minutes)
end
-- Simple function to get total number of items in table
function TableLength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
-- Fisher-Yares shuffle
-- https://stackoverflow.com/questions/35572435/how-do-you-do-the-fisher-yates-shuffle-in-lua
function FYShuffle(tInput)
local tReturn = {}
for i = #tInput, 1, -1 do
local j = math.random(i)
tInput[i], tInput[j] = tInput[j], tInput[i]
table.insert(tReturn, tInput[i])
end
return tReturn
end
-- Get a random KEY from a table.
function GetRandomKeyFromTable(t)
local keyset = {}
for k,v in pairs(t) do
table.insert(keyset, k)
end
return keyset[math.random(#keyset)]
end
function GetRandomValueFromTable(t)
return t[GetRandomKeyFromTable(t)]
end
-- Simple function to get distance between two positions.
function getDistance(posA, posB)
-- Get the length for each of the components x and y
local xDist = posB.x - posA.x
local yDist = posB.y - posA.y
return math.sqrt( (xDist ^ 2) + (yDist ^ 2) )
end
-- Given a table of positions, returns key for closest to given pos.
function GetClosestPosFromTable(pos, pos_table)
local closest_dist = nil
local closest_key = nil
for k,p in pairs(pos_table) do
local new_dist = getDistance(pos, p)
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
end
-- Chart area for a force
function ChartArea(force, position, chunkDist, surface)
force.chart(surface,
{{position.x-(CHUNK_SIZE*chunkDist),
position.y-(CHUNK_SIZE*chunkDist)},
{position.x+(CHUNK_SIZE*chunkDist),
position.y+(CHUNK_SIZE*chunkDist)}})
end
-- Give player these default items.
function GivePlayerItems(player)
for _,item in pairs(PLAYER_RESPAWN_START_ITEMS) do
player.insert(item)
end
end
-- Starter only items
function GivePlayerStarterItems(player)
for _,item in pairs(PLAYER_SPAWN_START_ITEMS) do
player.insert(item)
end
if ENABLE_POWER_ARMOR_QUICK_START then
GiveQuickStartPowerArmor(player)
end
end
-- Cheater's quick start
function GiveQuickStartPowerArmor(player)
player.insert{name="power-armor", count = 1}
if player and player.get_inventory(defines.inventory.character_armor) ~= nil and player.get_inventory(defines.inventory.character_armor)[1] ~= nil then
local p_armor = player.get_inventory(defines.inventory.character_armor)[1].grid
if p_armor ~= nil then
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "exoskeleton-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
p_armor.put({name = "personal-roboport-mk2-equipment"})
p_armor.put({name = "personal-roboport-mk2-equipment"})
p_armor.put({name = "personal-roboport-mk2-equipment"})
p_armor.put({name = "battery-mk2-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
p_armor.put({name = "solar-panel-equipment"})
end
player.insert{name="construction-robot", count = 100}
player.insert{name="belt-immunity-equipment", count = 1}
end
end
-- Create area given point and radius-distance
function GetAreaFromPointAndDistance(point, dist)
local area = {left_top=
{x=point.x-dist,
y=point.y-dist},
right_bottom=
{x=point.x+dist,
y=point.y+dist}}
return area
end
-- Check if given position is in area bounding box
function CheckIfInArea(point, area)
if ((point.x >= area.left_top.x) and (point.x < area.right_bottom.x)) then
if ((point.y >= area.left_top.y) and (point.y < area.right_bottom.y)) then
return true
end
end
return false
end
-- Set all forces to ceasefire
function SetCeaseFireBetweenAllForces()
for name,team in pairs(game.forces) do
if name ~= "neutral" and name ~= "enemy" then
for x,y in pairs(game.forces) do
if x ~= "neutral" and x ~= "enemy" then
team.set_cease_fire(x,true)
end
end
end
end
end
-- Set all forces to friendly
function SetFriendlyBetweenAllForces()
for name,team in pairs(game.forces) do
if name ~= "neutral" and name ~= "enemy" then
for x,y in pairs(game.forces) do
if x ~= "neutral" and x ~= "enemy" then
team.set_friend(x,true)
end
end
end
end
end
-- For each other player force, share a chat msg.
function ShareChatBetweenForces(player, msg)
for _,force in pairs(game.forces) do
if (force ~= nil) then
if ((force.name ~= enemy) and
(force.name ~= neutral) and
(force.name ~= player) and
(force ~= player.force)) then
force.print(player.name..": "..msg)
end
end
end
end
-- Merges force2 INTO force1 but keeps all research between both forces.
function MergeForcesKeepResearch(force1, force2)
for techName,luaTech in pairs(force2.technologies) do
if (luaTech.researched) then
force1.technologies[techName].researched = true
force1.technologies[techName].level = luaTech.level
end
end
game.merge_forces(force2, force1)
end
-- Undecorator
function RemoveDecorationsArea(surface, area)
surface.destroy_decoratives{area=area}
end
-- Remove fish
function RemoveFish(surface, area)
for _, entity in pairs(surface.find_entities_filtered{area = area, type="fish"}) do
entity.destroy()
end
end
-- Render a path
function RenderPath(path, ttl, players)
local last_pos = path[1].position
local color = {r = 1, g = 0, b = 0, a = 0.5}
for i,v in pairs(path) do
if (i ~= 1) then
color={r = 1/(1+(i%3)), g = 1/(1+(i%5)), b = 1/(1+(i%7)), a = 0.5}
rendering.draw_line{color=color,
width=2,
from=v.position,
to=last_pos,
surface=game.surfaces[GAME_SURFACE_NAME],
players=players,
time_to_live=ttl}
end
last_pos = v.position
end
end
-- Get a random 1 or -1
function RandomNegPos()
if (math.random(0,1) == 1) then
return 1
else
return -1
end
end
-- Create a random direction vector to look in
function GetRandomVector()
local randVec = {x=0,y=0}
while ((randVec.x == 0) and (randVec.y == 0)) do
randVec.x = math.random(-3,3)
randVec.y = math.random(-3,3)
end
log("direction: x=" .. randVec.x .. ", y=" .. randVec.y)
return randVec
end
-- Check for ungenerated chunks around a specific chunk
-- +/- chunkDist in x and y directions
function IsChunkAreaUngenerated(chunkPos, chunkDist, surface)
for x=-chunkDist, chunkDist do
for y=-chunkDist, chunkDist do
local checkPos = {x=chunkPos.x+x,
y=chunkPos.y+y}
if (surface.is_chunk_generated(checkPos)) then
return false
end
end
end
return true
end
-- Clear out enemies around an area with a certain distance
function ClearNearbyEnemies(pos, safeDist, surface)
local safeArea = {left_top=
{x=pos.x-safeDist,
y=pos.y-safeDist},
right_bottom=
{x=pos.x+safeDist,
y=pos.y+safeDist}}
for _, entity in pairs(surface.find_entities_filtered{area = safeArea, force = "enemy"}) do
entity.destroy()
end
end
-- Function to find coordinates of ungenerated map area in a given direction
-- starting from the center of the map
function FindMapEdge(directionVec, surface)
local position = {x=0,y=0}
local chunkPos = {x=0,y=0}
-- Keep checking chunks in the direction of the vector
while(true) do
-- Set some absolute limits.
if ((math.abs(chunkPos.x) > 1000) or (math.abs(chunkPos.y) > 1000)) then
break
-- If chunk is already generated, keep looking
elseif (surface.is_chunk_generated(chunkPos)) then
chunkPos.x = chunkPos.x + directionVec.x
chunkPos.y = chunkPos.y + directionVec.y
-- Found a possible ungenerated area
else
chunkPos.x = chunkPos.x + directionVec.x
chunkPos.y = chunkPos.y + directionVec.y
-- Check there are no generated chunks in a 10x10 area.
if IsChunkAreaUngenerated(chunkPos, 10, surface) then
position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
break
end
end
end
-- log("spawn: x=" .. position.x .. ", y=" .. position.y)
return position
end
-- Find random coordinates within a given distance away
-- maxTries is the recursion limit basically.
function FindUngeneratedCoordinates(minDistChunks, maxDistChunks, surface)
local position = {x=0,y=0}
local chunkPos = {x=0,y=0}
local maxTries = 100
local tryCounter = 0
local minDistSqr = minDistChunks^2
local maxDistSqr = maxDistChunks^2
while(true) do
chunkPos.x = math.random(0,maxDistChunks) * RandomNegPos()
chunkPos.y = math.random(0,maxDistChunks) * RandomNegPos()
local distSqrd = chunkPos.x^2 + chunkPos.y^2
-- Enforce a max number of tries
tryCounter = tryCounter + 1
if (tryCounter > maxTries) then
log("FindUngeneratedCoordinates - Max Tries Hit!")
break
-- Check that the distance is within the min,max specified
elseif ((distSqrd < minDistSqr) or (distSqrd > maxDistSqr)) then
-- Keep searching!
-- Check there are no generated chunks in a 10x10 area.
elseif IsChunkAreaUngenerated(chunkPos, CHECK_SPAWN_UNGENERATED_CHUNKS_RADIUS, surface) then
position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
break -- SUCCESS
end
end
log("spawn: x=" .. position.x .. ", y=" .. position.y)
return position
end
-- General purpose function for removing a particular recipe
function RemoveRecipe(force, recipeName)
local recipes = force.recipes
if recipes[recipeName] then
recipes[recipeName].enabled = false
end
end
-- General purpose function for adding a particular recipe
function AddRecipe(force, recipeName)
local recipes = force.recipes
if recipes[recipeName] then
recipes[recipeName].enabled = true
end
end
-- General command for disabling a tech.
function DisableTech(force, techName)
if force.technologies[techName] then
force.technologies[techName].enabled = false
force.technologies[techName].visible_when_disabled = true
end
end
-- General command for enabling a tech.
function EnableTech(force, techName)
if force.technologies[techName] then
force.technologies[techName].enabled = true
end
end
-- Get an area given a position and distance.
-- Square length = 2x distance
function GetAreaAroundPos(pos, dist)
return {left_top=
{x=pos.x-dist,
y=pos.y-dist},
right_bottom=
{x=pos.x+dist,
y=pos.y+dist}}
end
-- Gets chunk position of a tile.
function GetChunkPosFromTilePos(tile_pos)
return {x=math.floor(tile_pos.x/32), y=math.floor(tile_pos.y/32)}
end
function GetCenterTilePosFromChunkPos(c_pos)
return {x=c_pos.x*32 + 16, y=c_pos.y*32 + 16}
end
-- Get the left_top
function GetChunkTopLeft(pos)
return {x=pos.x-(pos.x % 32), y=pos.y-(pos.y % 32)}
end
-- Get area given chunk
function GetAreaFromChunkPos(chunk_pos)
return {left_top={x=chunk_pos.x*32, y=chunk_pos.y*32},
right_bottom={x=chunk_pos.x*32+31, y=chunk_pos.y*32+31}}
end
-- Removes the entity type from the area given
function RemoveInArea(surface, area, type)
for key, entity in pairs(surface.find_entities_filtered{area=area, type= type}) do
if entity.valid and entity and entity.position then
entity.destroy()
end
end
end
-- Removes the entity type from the area given
-- Only if it is within given distance from given position.
function RemoveInCircle(surface, area, type, pos, dist)
for key, entity in pairs(surface.find_entities_filtered{area=area, type= type}) do
if entity.valid and entity and entity.position then
if ((pos.x - entity.position.x)^2 + (pos.y - entity.position.y)^2 < dist^2) then
entity.destroy()
end
end
end
end
-- Create another surface so that we can modify map settings and not have a screwy nauvis map.
function CreateGameSurface()
-- Get starting surface settings.
local nauvis_settings = game.surfaces["nauvis"].map_gen_settings
if global.ocfg.enable_vanilla_spawns then
nauvis_settings.starting_points = CreateVanillaSpawns(global.ocfg.vanilla_spawn_count, global.ocfg.vanilla_spawn_spacing)
-- ENFORCE ISLAND MAP GEN
if (global.ocfg.silo_islands) then
nauvis_settings.property_expression_names.elevation = "0_17-island"
end
end
-- Create new game surface
local s = game.create_surface(GAME_SURFACE_NAME, nauvis_settings)
-- Add surface and safe areas
if global.ocfg.enable_regrowth then
remote.call("oarc_regrowth", "add_surface", s.index)
remote.call("oarc_regrowth", "area_offlimits_chunkpos", s.index, {x=0,y=0}, 5)
end
end
--------------------------------------------------------------------------------
-- Functions for removing/modifying enemies
--------------------------------------------------------------------------------
-- Convenient way to remove aliens, just provide an area
function RemoveAliensInArea(surface, area)
for _, entity in pairs(surface.find_entities_filtered{area = area, force = "enemy"}) do
entity.destroy()
end
end
-- Make an area safer
-- Reduction factor divides the enemy spawns by that number. 2 = half, 3 = third, etc...
-- Also removes all big and huge worms in that area
function ReduceAliensInArea(surface, area, reductionFactor)
for _, entity in pairs(surface.find_entities_filtered{area = area, force = "enemy"}) do
if (math.random(0,reductionFactor) > 0) then
entity.destroy()
end
end
end
-- Downgrades worms in an area based on chance.
-- 100% small would mean all worms are changed to small.
function DowngradeWormsInArea(surface, area, small_percent, medium_percent, big_percent)
local worm_types = {"small-worm-turret", "medium-worm-turret", "big-worm-turret", "behemoth-worm-turret"}
for _, entity in pairs(surface.find_entities_filtered{area = area, name = worm_types}) do
-- Roll a number between 0-100
local rand_percent = math.random(0,100)
local worm_pos = entity.position
local worm_name = entity.name
-- If number is less than small percent, change to small
if (rand_percent <= small_percent) then
if (not (worm_name == "small-worm-turret")) then
entity.destroy()
surface.create_entity{name = "small-worm-turret", position = worm_pos, force = game.forces.enemy}
end
-- ELSE If number is less than medium percent, change to small
elseif (rand_percent <= medium_percent) then
if (not (worm_name == "medium-worm-turret")) then
entity.destroy()
surface.create_entity{name = "medium-worm-turret", position = worm_pos, force = game.forces.enemy}
end
-- ELSE If number is less than big percent, change to small
elseif (rand_percent <= big_percent) then
if (not (worm_name == "big-worm-turret")) then
entity.destroy()
surface.create_entity{name = "big-worm-turret", position = worm_pos, force = game.forces.enemy}
end
-- ELSE ignore it.
end
end
end
function DowngradeWormsDistanceBasedOnChunkGenerate(event)
if (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.near_dist_end*CHUNK_SIZE)) then
DowngradeWormsInArea(event.surface, event.area, 100, 100, 100)
elseif (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.far_dist_start*CHUNK_SIZE)) then
DowngradeWormsInArea(event.surface, event.area, 50, 90, 100)
elseif (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.far_dist_end*CHUNK_SIZE)) then
DowngradeWormsInArea(event.surface, event.area, 20, 80, 97)
else
DowngradeWormsInArea(event.surface, event.area, 0, 20, 90)
end
end
-- A function to help me remove worms in an area.
-- Yeah kind of an unecessary wrapper, but makes my life easier to remember the worm types.
function RemoveWormsInArea(surface, area, small, medium, big, behemoth)
local worm_types = {}
if (small) then
table.insert(worm_types, "small-worm-turret")
end
if (medium) then
table.insert(worm_types, "medium-worm-turret")
end
if (big) then
table.insert(worm_types, "big-worm-turret")
end
if (behemoth) then
table.insert(worm_types, "behemoth-worm-turret")
end
-- Destroy
if (TableLength(worm_types) > 0) then
for _, entity in pairs(surface.find_entities_filtered{area = area, name = worm_types}) do
entity.destroy()
end
else
log("RemoveWormsInArea had empty worm_types list!")
end
end
-- Add Long Reach to Character
function GivePlayerLongReach(player)
player.character.character_build_distance_bonus = BUILD_DIST_BONUS
player.character.character_reach_distance_bonus = REACH_DIST_BONUS
-- player.character.character_resource_reach_distance_bonus = RESOURCE_DIST_BONUS
end
-- General purpose cover an area in tiles.
function CoverAreaInTiles(surface, area, tile_name)
tiles = {}
for x = area.left_top.x,area.left_top.x+31 do
for y = area.left_top.y,area.left_top.y+31 do
table.insert(tiles, {name = tile_name, position = {x=x, y=y}})
end
end
surface.set_tiles(tiles, true)
end
--------------------------------------------------------------------------------
-- Anti-griefing Stuff & Gravestone (My own version)
--------------------------------------------------------------------------------
function AntiGriefing(force)
force.zoom_to_world_deconstruction_planner_enabled=false
SetForceGhostTimeToLive(force)
end
function SetForceGhostTimeToLive(force)
if GHOST_TIME_TO_LIVE ~= 0 then
force.ghost_time_to_live = GHOST_TIME_TO_LIVE+1
end
end
function SetItemBlueprintTimeToLive(event)
local type = event.created_entity.type
if type == "entity-ghost" or type == "tile-ghost" then
if GHOST_TIME_TO_LIVE ~= 0 then
event.created_entity.time_to_live = GHOST_TIME_TO_LIVE
end
end
end
--------------------------------------------------------------------------------
-- Gravestone soft mod. With my own modifications/improvements.
--------------------------------------------------------------------------------
-- Return steel chest entity (or nil)
function DropEmptySteelChest(player)
local pos = player.surface.find_non_colliding_position("steel-chest", player.position, 15, 1)
if not pos then
return nil
end
local grave = player.surface.create_entity{name="steel-chest", position=pos, force="neutral"}
return grave
end
function DropGravestoneChests(player)
local grave
local count = 0
-- Make sure we save stuff we're holding in our hands.
player.clean_cursor()
-- Loop through a players different inventories
-- Put it all into a chest.
-- If the chest is full, create a new chest.
for i, id in ipairs{
defines.inventory.character_armor,
defines.inventory.character_main,
defines.inventory.character_guns,
defines.inventory.character_ammo,
defines.inventory.character_vehicle,
defines.inventory.character_trash} do
local inv = player.get_inventory(id)
-- No idea how inv can be nil sometimes...?
if (inv ~= nil) then
if ((#inv > 0) and not inv.is_empty()) then
for j = 1, #inv do
if inv[j].valid_for_read then
-- Create a chest when counter is reset
if (count == 0) then
grave = DropEmptySteelChest(player)
if (grave == nil) then
-- player.print("Not able to place a chest nearby! Some items lost!")
return
end
grave_inv = grave.get_inventory(defines.inventory.chest)
end
count = count + 1
-- Copy the item stack into a chest slot.
grave_inv[count].set_stack(inv[j])
-- Reset counter when chest is full
if (count == #grave_inv) then
count = 0
end
end
end
end
-- Clear the player inventory so we don't have duplicate items lying around.
inv.clear()
end
end
if (grave ~= nil) then
player.print("Successfully dropped your items into a chest! Go get them quick!")
end
end
-- Dump player items into a chest after the body expires.
function DropGravestoneChestFromCorpse(corpse)
if ((corpse == nil) or (corpse.character_corpse_player_index == nil)) then return end
local grave, grave_inv
local count = 0
local inv = corpse.get_inventory(defines.inventory.character_corpse)
-- No idea how inv can be nil sometimes...?
if (inv ~= nil) then
if ((#inv > 0) and not inv.is_empty()) then
for j = 1, #inv do
if inv[j].valid_for_read then
-- Create a chest when counter is reset
if (count == 0) then
grave = DropEmptySteelChest(corpse)
if (grave == nil) then
-- player.print("Not able to place a chest nearby! Some items lost!")
return
end
grave_inv = grave.get_inventory(defines.inventory.chest)
end
count = count + 1
-- Copy the item stack into a chest slot.
grave_inv[count].set_stack(inv[j])
-- Reset counter when chest is full
if (count == #grave_inv) then
count = 0
end
end
end
end
-- Clear the player inventory so we don't have duplicate items lying around.
-- inv.clear()
end
if (grave ~= nil) and (game.players[corpse.character_corpse_player_index] ~= nil)then
game.players[corpse.character_corpse_player_index].print("Your corpse got eaten by biters! They kindly dropped your items into a chest! Go get them quick!")
end
end
--------------------------------------------------------------------------------
-- Item/Inventory stuff (used in autofill)
--------------------------------------------------------------------------------
-- Transfer Items Between Inventory
-- Returns the number of items that were successfully transferred.
-- Returns -1 if item not available.
-- Returns -2 if can't place item into destInv (ERROR)
function TransferItems(srcInv, destEntity, itemStack)
-- Check if item is in srcInv
if (srcInv.get_item_count(itemStack.name) == 0) then
return -1
end
-- Check if can insert into destInv
if (not destEntity.can_insert(itemStack)) then
return -2
end
-- Insert items
local itemsRemoved = srcInv.remove(itemStack)
itemStack.count = itemsRemoved
return destEntity.insert(itemStack)
end
-- Attempts to transfer at least some of one type of item from an array of items.
-- Use this to try transferring several items in order
-- It returns once it successfully inserts at least some of one type.
function TransferItemMultipleTypes(srcInv, destEntity, itemNameArray, itemCount)
local ret = 0
for _,itemName in pairs(itemNameArray) do
ret = TransferItems(srcInv, destEntity, {name=itemName, count=itemCount})
if (ret > 0) then
return ret -- Return the value succesfully transferred
end
end
return ret -- Return the last error code
end
-- Autofills a turret with ammo
function AutofillTurret(player, turret)
local mainInv = player.get_main_inventory()
if (mainInv == nil) then return end
-- Attempt to transfer some ammo
local ret = TransferItemMultipleTypes(mainInv, turret, {"uranium-rounds-magazine", "piercing-rounds-magazine", "firearm-magazine"}, AUTOFILL_TURRET_AMMO_QUANTITY)
-- Check the result and print the right text to inform the user what happened.
if (ret > 0) then
-- Inserted ammo successfully
-- FlyingText("Inserted ammo x" .. ret, turret.position, my_color_red, player.surface)
elseif (ret == -1) then
FlyingText("Out of ammo!", turret.position, my_color_red, player.surface)
elseif (ret == -2) then
FlyingText("Autofill ERROR! - Report this bug!", turret.position, my_color_red, player.surface)
end
end
-- Autofills a vehicle with fuel, bullets and shells where applicable
function AutoFillVehicle(player, vehicle)
local mainInv = player.get_main_inventory()
if (mainInv == nil) then return end
-- Attempt to transfer some fuel
if ((vehicle.name == "car") or (vehicle.name == "tank") or (vehicle.name == "locomotive")) then
TransferItemMultipleTypes(mainInv, vehicle, {"nuclear-fuel", "rocket-fuel", "solid-fuel", "coal", "wood"}, 50)
end
-- Attempt to transfer some ammo
if ((vehicle.name == "car") or (vehicle.name == "tank")) then
TransferItemMultipleTypes(mainInv, vehicle, {"uranium-rounds-magazine", "piercing-rounds-magazine", "firearm-magazine"}, 100)
end
-- Attempt to transfer some tank shells
if (vehicle.name == "tank") then
TransferItemMultipleTypes(mainInv, vehicle, {"explosive-uranium-cannon-shell", "uranium-cannon-shell", "explosive-cannon-shell", "cannon-shell"}, 100)
end
end
--------------------------------------------------------------------------------
-- Resource patch and starting area generation
--------------------------------------------------------------------------------
-- Enforce a circle of land, also adds trees in a ring around the area.
function CreateCropCircle(surface, centerPos, chunkArea, tileRadius, fillTile)
local tileRadSqr = tileRadius^2
local dirtTiles = {}
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
-- This ( X^2 + Y^2 ) is used to calculate if something
-- is inside a circle area.
local distVar = math.floor((centerPos.x - i)^2 + (centerPos.y - j)^2)
-- Fill in all unexpected water in a circle
if (distVar < tileRadSqr) then
if (surface.get_tile(i,j).collides_with("water-tile") or
global.ocfg.spawn_config.gen_settings.force_grass or
(game.active_mods["oarc-restricted-build"])) then
table.insert(dirtTiles, {name = fillTile, position ={i,j}})
end
end
-- Create a circle of trees around the spawn point.
if ((distVar < tileRadSqr-200) and
(distVar > tileRadSqr-400)) then
surface.create_entity({name="tree-02", amount=1, position={i, j}})
end
end
end
surface.set_tiles(dirtTiles)
end
-- COPIED FROM jvmguy!
-- Enforce a square of land, with a tree border
-- this is equivalent to the CreateCropCircle code
function CreateCropOctagon(surface, centerPos, chunkArea, tileRadius, fillTile)
local dirtTiles = {}
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
local distVar1 = math.floor(math.max(math.abs(centerPos.x - i), math.abs(centerPos.y - j)))
local distVar2 = math.floor(math.abs(centerPos.x - i) + math.abs(centerPos.y - j))
local distVar = math.max(distVar1*1.1, distVar2 * 0.707*1.1);
-- Fill in all unexpected water in a circle
if (distVar < tileRadius+2) then
if (surface.get_tile(i,j).collides_with("water-tile") or
global.ocfg.spawn_config.gen_settings.force_grass or
(game.active_mods["oarc-restricted-build"])) then
table.insert(dirtTiles, {name = fillTile, position ={i,j}})
end
end
-- Create a tree ring
if ((distVar < tileRadius) and
(distVar > tileRadius-2)) then
surface.create_entity({name="tree-01", amount=1, position={i, j}})
end
end
end
surface.set_tiles(dirtTiles)
end
-- Add a circle of water
function CreateMoat(surface, centerPos, chunkArea, tileRadius, fillTile)
local tileRadSqr = tileRadius^2
local waterTiles = {}
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
-- This ( X^2 + Y^2 ) is used to calculate if something
-- is inside a circle area.
local distVar = math.floor((centerPos.x - i)^2 + (centerPos.y - j)^2)
-- Create a circle of water
if ((distVar < tileRadSqr+(1500*global.ocfg.spawn_config.gen_settings.moat_size_modifier)) and
(distVar > tileRadSqr)) then
table.insert(waterTiles, {name = "water", position ={i,j}})
end
-- Enforce land inside the edges of the circle to make sure it's
-- a clean transition
-- if ((distVar <= tileRadSqr) and
-- (distVar > tileRadSqr-10000)) then
-- table.insert(waterTiles, {name = fillTile, position ={i,j}})
-- end
end
end
surface.set_tiles(waterTiles)
end
-- Create a horizontal line of water
function CreateWaterStrip(surface, leftPos, length)
local waterTiles = {}
for i=0,length,1 do
table.insert(waterTiles, {name = "water", position={leftPos.x+i,leftPos.y}})
end
surface.set_tiles(waterTiles)
end
-- Function to generate a resource patch, of a certain size/amount at a pos.
function GenerateResourcePatch(surface, resourceName, diameter, pos, amount)
local midPoint = math.floor(diameter/2)
if (diameter == 0) then
return
end
for y=-midPoint, midPoint do
for x=-midPoint, midPoint do
if (not global.ocfg.spawn_config.gen_settings.resources_circle_shape or ((x)^2 + (y)^2 < midPoint^2)) then
surface.create_entity({name=resourceName, amount=amount,
position={pos.x+x, pos.y+y}})
end
end
end
end
--------------------------------------------------------------------------------
-- Holding pen for new players joining the map
--------------------------------------------------------------------------------
function CreateWall(surface, pos)
local wall = surface.create_entity({name="stone-wall", position=pos, force=MAIN_TEAM})
if wall then
wall.destructible = false
wall.minable = false
end
end
function CreateHoldingPen(surface, chunkArea, sizeTiles, sizeMoat)
if (((chunkArea.left_top.x >= -(sizeTiles+sizeMoat+CHUNK_SIZE)) and (chunkArea.left_top.x <= (sizeTiles+sizeMoat+CHUNK_SIZE))) and
((chunkArea.left_top.y >= -(sizeTiles+sizeMoat+CHUNK_SIZE)) and (chunkArea.left_top.y <= (sizeTiles+sizeMoat+CHUNK_SIZE)))) then
-- Remove stuff
RemoveAliensInArea(surface, chunkArea)
RemoveInArea(surface, chunkArea, "tree")
RemoveInArea(surface, chunkArea, "resource")
RemoveInArea(surface, chunkArea, "cliff")
-- This loop runs through each tile
local grassTiles = {}
local waterTiles = {}
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
-- Are we within the moat area?
if ((i>-(sizeTiles+sizeMoat)) and (i<((sizeTiles+sizeMoat)-1)) and
(j>-(sizeTiles+sizeMoat)) and (j<((sizeTiles+sizeMoat)-1))) then
-- Are we within the land area? Place land.
if ((i>-(sizeTiles)) and (i<((sizeTiles)-1)) and
(j>-(sizeTiles)) and (j<((sizeTiles)-1))) then
table.insert(grassTiles, {name = "grass-1", position ={i,j}})
-- Else, surround with water.
else
table.insert(waterTiles, {name = "water", position ={i,j}})
end
end
end
end
surface.set_tiles(waterTiles)
surface.set_tiles(grassTiles)
end
end
--------------------------------------------------------------------------------
-- EVENT SPECIFIC FUNCTIONS
--------------------------------------------------------------------------------
-- Display messages to a user everytime they join
function PlayerJoinedMessages(event)
local player = game.players[event.player_index]
player.print(global.ocfg.welcome_msg)
end
-- Remove decor to save on file size
function UndecorateOnChunkGenerate(event)
local surface = event.surface
local chunkArea = event.area
RemoveDecorationsArea(surface, chunkArea)
RemoveFish(surface, chunkArea)
end
-- Give player items on respawn
-- Intended to be the default behavior when not using separate spawns
function PlayerRespawnItems(event)
GivePlayerItems(game.players[event.player_index])
end
function PlayerSpawnItems(event)
GivePlayerStarterItems(game.players[event.player_index])
end
-- Autofill softmod
function Autofill(event)
local player = game.players[event.player_index]
local eventEntity = event.created_entity
-- Make sure player isn't dead?
if (player.character == nil) then return end
if (eventEntity.name == "gun-turret") then
AutofillTurret(player, eventEntity)
end
if ((eventEntity.name == "car") or (eventEntity.name == "tank") or (eventEntity.name == "locomotive")) then
AutoFillVehicle(player, eventEntity)
end
end
-- Map loaders to logistics tech for unlocks.
local loaders_technology_map = {
['logistics'] = 'loader',
['logistics-2'] = 'fast-loader',
['logistics-3'] = 'express-loader'
}
function EnableLoaders(event)
local research = event.research
local recipe = loaders_technology_map[research.name]
if recipe then
research.force.recipes[recipe].enabled = true
end
end