mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-01-10 00:28:22 +02:00
715 lines
28 KiB
Lua
715 lines
28 KiB
Lua
-- separate_spawns.lua
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-- Nov 2016
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--
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-- Code that handles everything regarding giving each player a separate spawn
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-- Includes the GUI stuff
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require("lib/oarc_utils")
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require("config")
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--------------------------------------------------------------------------------
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-- EVENT RELATED FUNCTIONS
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--------------------------------------------------------------------------------
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-- When a new player is created, present the spawn options
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-- Assign them to the main force so they can communicate with the team
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-- without shouting.
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function SeparateSpawnsPlayerCreated(player_index)
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local player = game.players[player_index]
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player.force = MAIN_FORCE
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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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function SeparateSpawnsPlayerRespawned(event)
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local player = game.players[event.player_index]
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SendPlayerToSpawn(player)
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end
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-- This is the main function that creates the spawn area
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-- Provides resources, land and a safe zone
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function SeparateSpawnsGenerateChunk(event)
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local surface = event.surface
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local chunkArea = event.area
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-- Modify enemies first.
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if OARC_MODIFIED_ENEMY_SPAWNING then
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DowngradeWormsDistanceBasedOnChunkGenerate(event)
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end
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-- This handles chunk generation near player spawns
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-- If it is near a player spawn, it does a few things like make the area
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-- safe and provide a guaranteed area of land and water tiles.
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SetupAndClearSpawnAreas(surface, chunkArea)
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end
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-- Call this if a player leaves the game
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function FindUnusedSpawns(event)
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local player = game.players[event.player_index]
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if (player.online_time < MIN_ONLINE_TIME) then
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-- Clear out global variables for that player
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if (global.playerSpawns[player.name] ~= nil) then
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global.playerSpawns[player.name] = nil
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end
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-- Remove them from the delayed spawn queue if they are in it
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for i=#global.delayedSpawns,1,-1 do
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delayedSpawn = global.delayedSpawns[i]
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if (player.name == delayedSpawn.playerName) then
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if (delayedSpawn.vanilla) then
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log("Returning a vanilla spawn back to available.")
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table.insert(global.vanillaSpawns, {x=delayedSpawn.pos.x,y=delayedSpawn.pos.y})
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end
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table.remove(global.delayedSpawns, i)
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DebugPrint("Removing player from delayed spawn queue: " .. player.name)
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end
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end
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-- Transfer or remove a shared spawn if player is owner
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if (global.sharedSpawns[player.name] ~= nil) then
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local teamMates = global.sharedSpawns[player.name].players
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if (#teamMates >= 1) then
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local newOwnerName = table.remove(teamMates)
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TransferOwnershipOfSharedSpawn(player.name, newOwnerName)
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else
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global.sharedSpawns[player.name] = nil
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end
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end
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-- If a uniqueSpawn was created for the player, mark it as unused.
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if (global.uniqueSpawns[player.name] ~= nil) then
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local spawnPos = global.uniqueSpawns[player.name].pos
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-- Check if it was near someone else's base.
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nearOtherSpawn = false
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for spawnPlayerName,otherSpawnPos in pairs(global.uniqueSpawns) do
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if ((spawnPlayerName ~= player.name) and (getDistance(spawnPos, otherSpawnPos.pos) < (ENFORCE_LAND_AREA_TILE_DIST*3))) then
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DebugPrint("Won't remove base as it's close to another spawn: " .. spawnPlayerName)
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nearOtherSpawn = true
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end
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end
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if (ENABLE_ABANDONED_BASE_REMOVAL and not nearOtherSpawn) then
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if (global.uniqueSpawns[player.name].vanilla) then
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log("Returning a vanilla spawn back to available.")
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table.insert(global.vanillaSpawns, {x=spawnPos.x,y=spawnPos.y})
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end
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global.uniqueSpawns[player.name] = nil
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SendBroadcastMsg(player.name .. "'s base was marked for immediate clean up because they left within "..MIN_ONLINE_TIME_IN_MINUTES.." minutes of joining.")
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OarcRegrowthMarkForRemoval(spawnPos, 10)
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global.chunk_regrow.force_removal_flag = game.tick
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else
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-- table.insert(global.unusedSpawns, global.uniqueSpawns[player.name]) -- Not used/implemented right now.
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global.uniqueSpawns[player.name] = nil
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SendBroadcastMsg(player.name .. " base was freed up because they left within "..MIN_ONLINE_TIME_IN_MINUTES.." minutes of joining.")
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end
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end
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-- remove that player's cooldown setting
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if (global.playerCooldowns[player.name] ~= nil) then
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global.playerCooldowns[player.name] = nil
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end
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-- Remove from shared spawn player slots (need to search all)
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for _,sharedSpawn in pairs(global.sharedSpawns) do
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for key,playerName in pairs(sharedSpawn.players) do
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if (player.name == playerName) then
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sharedSpawn.players[key] = nil;
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end
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end
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end
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-- Remove a force if this player created it and they are the only one on it
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if ((#player.force.players <= 1) and (player.force.name ~= MAIN_FORCE)) then
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game.merge_forces(player.force, MAIN_FORCE)
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end
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-- Remove the character completely
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game.remove_offline_players({player})
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end
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end
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-- Clear the spawn areas.
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-- This should be run inside the chunk generate event and be given a list of all
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-- unique spawn points.
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-- This clears enemies in the immediate area, creates a slightly safe area around it,
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-- It no LONGER generates the resources though as that is now handled in a delayed event!
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function SetupAndClearSpawnAreas(surface, chunkArea)
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for name,spawn in pairs(global.uniqueSpawns) do
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if (not spawn.vanilla) then
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-- Create a bunch of useful area and position variables
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local landArea = GetAreaAroundPos(spawn.pos, ENFORCE_LAND_AREA_TILE_DIST+CHUNK_SIZE)
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local safeArea = GetAreaAroundPos(spawn.pos, SAFE_AREA_TILE_DIST)
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local warningArea = GetAreaAroundPos(spawn.pos, WARNING_AREA_TILE_DIST)
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local reducedArea = GetAreaAroundPos(spawn.pos, REDUCED_DANGER_AREA_TILE_DIST)
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local chunkAreaCenter = {x=chunkArea.left_top.x+(CHUNK_SIZE/2),
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y=chunkArea.left_top.y+(CHUNK_SIZE/2)}
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local spawnPosOffset = {x=spawn.pos.x+ENFORCE_LAND_AREA_TILE_DIST,
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y=spawn.pos.y+ENFORCE_LAND_AREA_TILE_DIST}
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-- Make chunks near a spawn safe by removing enemies
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if CheckIfInArea(chunkAreaCenter,safeArea) then
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RemoveAliensInArea(surface, chunkArea)
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-- Create a warning area with heavily reduced enemies
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elseif CheckIfInArea(chunkAreaCenter,warningArea) then
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ReduceAliensInArea(surface, chunkArea, WARN_AREA_REDUCTION_RATIO)
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-- DowngradeWormsInArea(surface, chunkArea, 100, 100, 100)
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RemoveWormsInArea(surface, chunkArea, false, true, true, true) -- remove all non-small worms.
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-- Create a third area with moderatly reduced enemies
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elseif CheckIfInArea(chunkAreaCenter,reducedArea) then
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ReduceAliensInArea(surface, chunkArea, REDUCED_DANGER_AREA_REDUCTION_RATIO)
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-- DowngradeWormsInArea(surface, chunkArea, 50, 100, 100)
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RemoveWormsInArea(surface, chunkArea, false, false, true, true) -- remove all huge/behemoth worms.
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end
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-- If the chunk is within the main land area, then clear trees/resources
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-- and create the land spawn areas (guaranteed land with a circle of trees)
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if CheckIfInArea(chunkAreaCenter,landArea) then
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-- Remove trees/resources inside the spawn area
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RemoveInCircle(surface, chunkArea, "tree", spawn.pos, ENFORCE_LAND_AREA_TILE_DIST)
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RemoveInCircle(surface, chunkArea, "resource", spawn.pos, ENFORCE_LAND_AREA_TILE_DIST+5)
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RemoveInCircle(surface, chunkArea, "cliff", spawn.pos, ENFORCE_LAND_AREA_TILE_DIST+5)
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-- RemoveDecorationsArea(surface, chunkArea)
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if (OARC_CFG.gen_settings.tree_circle) then
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CreateCropCircle(surface, spawn.pos, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
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end
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if (OARC_CFG.gen_settings.tree_octagon) then
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CreateCropOctagon(surface, spawn.pos, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
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end
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if (SPAWN_MOAT_CHOICE_ENABLED) then
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if (spawn.moat) then
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CreateMoat(surface, spawn.pos, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
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end
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end
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end
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end
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end
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end
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-- I wrote this to ensure everyone gets safer spawns regardless of evolution level.
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-- This is intended to downgrade any biters/spitters spawning near player bases.
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-- I'm not sure the performance impact of this but I'm hoping it's not bad.
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function ModifyEnemySpawnsNearPlayerStartingAreas(event)
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if (not event.entity or not (event.entity.force.name == "enemy") or not event.entity.position) then
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DebugPrint("ModifyBiterSpawns - Unexpected use.")
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return
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end
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local enemy_pos = event.entity.position
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local surface = event.entity.surface
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local enemy_name = event.entity.name
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for name,spawn in pairs(global.uniqueSpawns) do
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if (getDistance(enemy_pos, spawn.pos) < WARNING_AREA_TILE_DIST) then
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if ((enemy_name == "big-biter") or (enemy_name == "behemoth-biter")) then
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event.entity.destroy()
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surface.create_entity{name = "medium-biter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded biter close to spawn.")
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elseif ((enemy_name == "big-spitter") or (enemy_name == "behemoth-spitter")) then
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event.entity.destroy()
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surface.create_entity{name = "medium-spitter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded spitter close to spawn.")
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end
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elseif (getDistance(enemy_pos, spawn.pos) < REDUCED_DANGER_AREA_REDUCTION_RATIO) then
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if (enemy_name == "behemoth-biter") then
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event.entity.destroy()
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surface.create_entity{name = "medium-biter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded biter further from spawn.")
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elseif (enemy_name == "behemoth-spitter") then
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event.entity.destroy()
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surface.create_entity{name = "medium-spitter", position = enemy_pos, force = game.forces.enemy}
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DebugPrint("Downgraded spitter further from spawn.")
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end
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end
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end
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end
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--------------------------------------------------------------------------------
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-- NON-EVENT RELATED FUNCTIONS
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--------------------------------------------------------------------------------
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-- Generate the basic starter resource around a given location.
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function GenerateStartingResources(surface, pos)
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local rand_settings = OARC_CFG.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 t_name,t_data in pairs (OARC_CFG.resource_tiles) do
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local pos = {x=pos.x+t_data.x_offset, y=pos.y+t_data.y_offset}
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GenerateResourcePatch(surface, t_name, t_data.size, pos, t_data.amount)
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end
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else
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-- Create list of resource tiles
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local r_list = {}
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for k,_ in pairs(OARC_CFG.resource_tiles) do
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table.insert(r_list, k)
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end
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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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-- Tweak in config.lua
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local angle_offset = rand_settings.angle_offset
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local num_resources = TableLength(OARC_CFG.resource_tiles)
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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 _,k_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)) + pos.x
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local ty = (rand_settings.radius * math.sin(angle)) + pos.y
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local pos = {x=math.floor(tx), y=math.floor(ty)}
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GenerateResourcePatch(surface, k_name, OARC_CFG.resource_tiles[k_name].size, pos, OARC_CFG.resource_tiles[k_name].amount)
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count = count+1
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end
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end
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-- Generate special resource patches (oil)
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for p_name,p_data in pairs (OARC_CFG.resource_patches) do
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local oil_patch_x=pos.x+p_data.x_offset_start
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local oil_patch_y=pos.y+p_data.y_offset_start
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for i=1,p_data.num_patches do
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surface.create_entity({name=p_name, amount=p_data.amount,
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position={oil_patch_x, oil_patch_y}})
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oil_patch_x=oil_patch_x+p_data.x_offset_next
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oil_patch_y=oil_patch_y+p_data.y_offset_next
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end
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end
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end
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-- Add a spawn to the shared spawn global
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-- Used for tracking which players are assigned to it, where it is and if
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-- it is open for new players to join
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function CreateNewSharedSpawn(player)
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global.sharedSpawns[player.name] = {openAccess=true,
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position=global.playerSpawns[player.name],
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players={}}
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end
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function TransferOwnershipOfSharedSpawn(prevOwnerName, newOwnerName)
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-- Transfer the shared spawn global
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global.sharedSpawns[newOwnerName] = global.sharedSpawns[prevOwnerName]
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global.sharedSpawns[newOwnerName].openAccess = false
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global.sharedSpawns[prevOwnerName] = nil
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-- Transfer the unique spawn global
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global.uniqueSpawns[newOwnerName] = global.uniqueSpawns[prevOwnerName]
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global.uniqueSpawns[prevOwnerName] = nil
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game.players[newOwnerName].print("You have been given ownership of this base!")
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end
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-- Returns the number of players currently online at the shared spawn
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function GetOnlinePlayersAtSharedSpawn(ownerName)
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if (global.sharedSpawns[ownerName] ~= nil) then
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-- Does not count base owner
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local count = 0
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-- For each player in the shared spawn, check if online and add to count.
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for _,player in pairs(game.connected_players) do
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if (ownerName == player.name) then
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count = count + 1
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end
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for _,playerName in pairs(global.sharedSpawns[ownerName].players) do
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if (playerName == player.name) then
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count = count + 1
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end
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end
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end
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return count
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else
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return 0
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end
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end
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-- Get the number of currently available shared spawns
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-- This means the base owner has enabled access AND the number of online players
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-- is below the threshold.
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function GetNumberOfAvailableSharedSpawns()
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local count = 0
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for ownerName,sharedSpawn in pairs(global.sharedSpawns) do
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if (sharedSpawn.openAccess and
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(game.players[ownerName] ~= nil) and
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game.players[ownerName].connected) then
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if ((MAX_ONLINE_PLAYERS_AT_SHARED_SPAWN == 0) or
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(GetOnlinePlayersAtSharedSpawn(ownerName) < MAX_ONLINE_PLAYERS_AT_SHARED_SPAWN)) then
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count = count+1
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end
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end
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end
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return count
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end
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-- Initializes the globals used to track the special spawn and player
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-- status information
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function InitSpawnGlobalsAndForces()
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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.playerSpawns == nil) then
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global.playerSpawns = {}
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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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-- Each entry looks like this: {pos={x,y},moat=bool,vanilla=bool}
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if (global.uniqueSpawns == nil) then
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global.uniqueSpawns = {}
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end
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-- List of available vanilla spawns
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if (global.vanillaSpawns == nil) then
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global.vanillaSpawns = {}
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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.sharedSpawns == nil) then
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global.sharedSpawns = {}
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end
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-- This seems to be unused right now, but I had plans to re-use spawn points in the past.
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-- if (global.unusedSpawns == nil) then
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-- global.unusedSpawns = {}
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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.playerCooldowns == nil) then
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global.playerCooldowns = {}
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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.waitingBuddies == nil) then
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global.waitingBuddies = {}
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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.delayedSpawns == nil) then
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global.delayedSpawns = {}
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end
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-- This is what I use to communicate a buddy spawn request between the buddies.
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-- This contains information of who is asking, and what options were selected.
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if (global.buddySpawnOptions == nil) then
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global.buddySpawnOptions = {}
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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 = game.create_force(MAIN_FORCE)
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main_force.set_spawn_position({x=0,y=0}, GAME_SURFACE_NAME)
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-- Share vision with other forces.
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if ENABLE_SHARED_TEAM_VISION then
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game.forces[MAIN_FORCE].share_chart = true
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end
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if ENABLE_RESEARCH_QUEUE then
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game.forces[MAIN_FORCE].research_queue_enabled = true
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end
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-- No PVP. This is where you would change things if you want PVP I guess.
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SetCeaseFireBetweenAllForces()
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SetFriendlyBetweenAllForces()
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if (ENABLE_ANTI_GRIEFING) then
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AntiGriefing(game.forces[MAIN_FORCE])
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end
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end
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function DoesPlayerHaveCustomSpawn(player)
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for name,spawnPos in pairs(global.playerSpawns) do
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if (player.name == name) then
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return true
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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(ENFORCE_LAND_AREA_TILE_DIST/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)
|
|
|
|
else
|
|
DebugPrint("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 SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
|
|
|
|
-- DOUBLE CHECK and make sure the area is super safe.
|
|
ClearNearbyEnemies(delayedSpawn.pos, SAFE_AREA_TILE_DIST, game.surfaces[GAME_SURFACE_NAME])
|
|
|
|
if (not delayedSpawn.vanilla) then
|
|
|
|
-- Create the spawn resources here
|
|
local water_data = OARC_CFG.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)
|
|
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(game.players[delayedSpawn.playerName])
|
|
|
|
-- Chart the area.
|
|
ChartArea(player.force, delayedSpawn.pos, math.ceil(ENFORCE_LAND_AREA_TILE_DIST/CHUNK_SIZE), player.surface)
|
|
|
|
if (player.gui.center.wait_for_spawn_dialog ~= nil) then
|
|
player.gui.center.wait_for_spawn_dialog.destroy()
|
|
end
|
|
end
|
|
|
|
function SendPlayerToSpawn(player)
|
|
if (DoesPlayerHaveCustomSpawn(player)) then
|
|
player.teleport(global.playerSpawns[player.name], GAME_SURFACE_NAME)
|
|
else
|
|
player.teleport(game.forces[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[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 CreatePlayerCustomForce(player)
|
|
local newForce = nil
|
|
|
|
-- Check if force already exists
|
|
if (game.forces[player.name] ~= nil) then
|
|
DebugPrint("Force already exists!")
|
|
player.force = game.forces[player.name]
|
|
return game.forces[player.name]
|
|
|
|
-- Create a new force using the player's name
|
|
elseif (TableLength(game.forces) < MAX_FORCES) then
|
|
newForce = game.create_force(player.name)
|
|
if ENABLE_SHARED_TEAM_VISION then
|
|
newForce.share_chart = true
|
|
end
|
|
if ENABLE_RESEARCH_QUEUE then
|
|
newForce.research_queue_enabled = true
|
|
end
|
|
-- Chart silo areas if necessary
|
|
if FRONTIER_ROCKET_SILO_MODE and ENABLE_SILO_VISION then
|
|
ChartRocketSiloAreas(game.surfaces[GAME_SURFACE_NAME], newForce)
|
|
end
|
|
player.force = newForce
|
|
SetCeaseFireBetweenAllForces()
|
|
SetFriendlyBetweenAllForces()
|
|
if (ENABLE_ANTI_GRIEFING) then
|
|
AntiGriefing(newForce)
|
|
end
|
|
SendBroadcastMsg(player.name.." has started their own team!")
|
|
else
|
|
player.force = MAIN_FORCE
|
|
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)
|
|
log("sqrt_half " .. sqrt_half)
|
|
|
|
if (sqrt_count < 1) then
|
|
DebugPrint("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, 10, 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 = math.sqrt((v.x^2) + (v.y^2))
|
|
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
|
|
DebugPrint("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, 10, surface) then
|
|
log("Removing vanilla spawn due to chunks generated: x=" .. v.x .. ",y=" .. v.y)
|
|
table.remove(global.vanillaSpawns, k)
|
|
end
|
|
end
|
|
end
|
|
|