mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-14 10:23:17 +02:00
423 lines
16 KiB
Lua
423 lines
16 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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--------------------------------------------------------------------------------
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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(event)
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local player = game.players[event.player_index]
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player.force = MAIN_FORCE
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DisplayWelcomeTextGui(player)
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global.playerCooldowns[player.name] = {setRespawn=event.tick}
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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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if surface.name ~= "nauvis" then return end
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local chunkArea = event.area
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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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for name,spawnPos in pairs(global.playerSpawns) do
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local landArea = {left_top=
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{x=spawnPos.x-ENFORCE_LAND_AREA_TILE_DIST,
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y=spawnPos.y-ENFORCE_LAND_AREA_TILE_DIST},
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right_bottom=
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{x=spawnPos.x+ENFORCE_LAND_AREA_TILE_DIST,
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y=spawnPos.y+ENFORCE_LAND_AREA_TILE_DIST}}
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local safeArea = {left_top=
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{x=spawnPos.x-SAFE_AREA_TILE_DIST,
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y=spawnPos.y-SAFE_AREA_TILE_DIST},
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right_bottom=
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{x=spawnPos.x+SAFE_AREA_TILE_DIST,
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y=spawnPos.y+SAFE_AREA_TILE_DIST}}
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local warningArea = {left_top=
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{x=spawnPos.x-WARNING_AREA_TILE_DIST,
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y=spawnPos.y-WARNING_AREA_TILE_DIST},
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right_bottom=
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{x=spawnPos.x+WARNING_AREA_TILE_DIST,
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y=spawnPos.y+WARNING_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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-- Make chunks near a spawn safe by removing enemies
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if CheckIfInArea(chunkAreaCenter,safeArea) then
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for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
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entity.destroy()
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end
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-- Create a warning area with reduced enemies
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elseif CheckIfInArea(chunkAreaCenter,warningArea) then
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local counter = 0
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for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, force = "enemy"}) do
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if ((counter % WARN_AREA_REDUCTION_RATIO) ~= 0) then
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entity.destroy()
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end
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counter = counter + 1
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end
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-- Remove all big and huge worms
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for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "medium-worm-turret"}) do
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entity.destroy()
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end
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for _, entity in pairs(surface.find_entities_filtered{area = chunkArea, name = "big-worm-turret"}) do
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entity.destroy()
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end
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end
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-- Fill in any water to make sure we have guaranteed land mass at the spawn point.
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if CheckIfInArea(chunkAreaCenter,landArea) then
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-- remove trees in the immediate areas?
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for key, entity in pairs(surface.find_entities_filtered({area=chunkArea, type= "tree"})) do
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if ((spawnPos.x - entity.position.x)^2 + (spawnPos.y - entity.position.y)^2 < ENFORCE_LAND_AREA_TILE_DIST^2) then
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entity.destroy()
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end
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end
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CreateCropCircle(surface, spawnPos, chunkArea, ENFORCE_LAND_AREA_TILE_DIST)
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end
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-- Provide a guaranteed spot of water to use for power generation
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-- A desert biome will shrink the water area!!
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if CheckIfInArea(spawnPos,chunkArea) then
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local waterTiles = {{name = "water", position ={spawnPos.x+0,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+1,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+2,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+3,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+4,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+5,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+6,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+7,spawnPos.y-30}},
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{name = "water", position ={spawnPos.x+8,spawnPos.y-30}}}
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-- DebugPrint("Setting water tiles in this chunk! " .. chunkArea.left_top.x .. "," .. chunkArea.left_top.y)
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surface.set_tiles(waterTiles)
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end
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end
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end
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-- Call this if a player leaves the game
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-- Seems to be susceptiable to causing desyncs...
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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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-- TODO dump items into a chest.
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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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-- 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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table.insert(global.unusedSpawns, global.uniqueSpawns[player.name])
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global.uniqueSpawns[player.name] = nil
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SendBroadcastMsg(player.name .. " base was freed up because they left within 5 minutes of joining.")
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end
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-- Remove from shared spawns
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if (global.sharedSpawns[player.name] ~= nil) then
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global.sharedSpawns[player.name] = nil
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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 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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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 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) then
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if (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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--------------------------------------------------------------------------------
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-- NON-EVENT RELATED FUNCTIONS
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-- These should be local functions where possible!
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--------------------------------------------------------------------------------
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function InitSpawnGlobalsAndForces()
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-- Containes an array of all player spawns
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-- A secondary array tracks whether the character will respawn there.
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if (global.playerSpawns == nil) then
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global.playerSpawns = {}
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end
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if (global.uniqueSpawns == nil) then
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global.uniqueSpawns = {}
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end
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if (global.sharedSpawns == nil) then
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global.sharedSpawns = {}
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end
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if (global.unusedSpawns == nil) then
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global.unusedSpawns = {}
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end
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if (global.playerCooldowns == nil) then
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global.playerCooldowns = {}
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end
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game.create_force(MAIN_FORCE)
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game.forces[MAIN_FORCE].set_spawn_position(game.forces["player"].get_spawn_position("nauvis"), "nauvis")
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SetCeaseFireBetweenAllForces()
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end
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function GenerateStartingResources(player)
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local surface = player.surface
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-- Generate stone
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local stonePos = {x=player.position.x+START_RESOURCE_STONE_POS_X,
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y=player.position.y+START_RESOURCE_STONE_POS_Y}
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-- Generate coal
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local coalPos = {x=player.position.x+START_RESOURCE_COAL_POS_X,
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y=player.position.y+START_RESOURCE_COAL_POS_Y}
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-- Generate copper ore
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local copperOrePos = {x=player.position.x+START_RESOURCE_COPPER_POS_X,
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y=player.position.y+START_RESOURCE_COPPER_POS_Y}
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-- Generate iron ore
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local ironOrePos = {x=player.position.x+START_RESOURCE_IRON_POS_X,
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y=player.position.y+START_RESOURCE_IRON_POS_Y}
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-- Tree generation is taken care of in chunk generation
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-- Generate oil patches
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surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
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position={player.position.x+START_RESOURCE_OIL_POS_X, player.position.y+START_RESOURCE_OIL_POS_Y-2}})
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surface.create_entity({name="crude-oil", amount=START_OIL_AMOUNT,
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position={player.position.x+START_RESOURCE_OIL_POS_X, player.position.y+START_RESOURCE_OIL_POS_Y+2}})
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local midPoint = math.floor(START_RESOURCE_STONE_SIZE/2)
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for y=0, START_RESOURCE_STONE_SIZE do
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for x=0, START_RESOURCE_STONE_SIZE do
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if (((x-midPoint)^2 + (y-midPoint)^2 < midPoint^2) or not ENABLE_RESOURCE_SHAPE_CIRCLE) then
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surface.create_entity({name="stone", amount=START_STONE_AMOUNT,
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position={stonePos.x+x, stonePos.y+y}})
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end
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end
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end
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local midPoint = math.floor(START_RESOURCE_COAL_SIZE/2)
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for y=0, START_RESOURCE_COAL_SIZE do
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for x=0, START_RESOURCE_COAL_SIZE do
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if (((x-midPoint)^2 + (y-midPoint)^2 < midPoint^2) or not ENABLE_RESOURCE_SHAPE_CIRCLE) then
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surface.create_entity({name="coal", amount=START_COAL_AMOUNT,
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position={coalPos.x+x, coalPos.y+y}})
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end
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end
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end
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local midPoint = math.floor(START_RESOURCE_COPPER_SIZE/2)
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for y=0, START_RESOURCE_COPPER_SIZE do
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for x=0, START_RESOURCE_COPPER_SIZE do
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if (((x-midPoint)^2 + (y-midPoint)^2 < midPoint^2) or not ENABLE_RESOURCE_SHAPE_CIRCLE) then
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surface.create_entity({name="copper-ore", amount=START_COPPER_AMOUNT,
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position={copperOrePos.x+x, copperOrePos.y+y}})
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end
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end
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end
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local midPoint = math.floor(START_RESOURCE_IRON_SIZE/2)
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for y=0, START_RESOURCE_IRON_SIZE do
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for x=0, START_RESOURCE_IRON_SIZE do
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if (((x-midPoint)^2 + (y-midPoint)^2 < midPoint^2) or not ENABLE_RESOURCE_SHAPE_CIRCLE) then
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surface.create_entity({name="iron-ore", amount=START_IRON_AMOUNT,
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position={ironOrePos.x+x, ironOrePos.y+y}})
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end
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end
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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
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end
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return false
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end
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function ChangePlayerSpawn(player, pos)
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global.playerSpawns[player.name] = pos
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end
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function SendPlayerToNewSpawnAndCreateIt(player, spawn)
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-- Send the player to that position
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player.teleport(spawn)
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GivePlayerStarterItems(player)
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ChartArea(player.force, player.position, 4)
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-- If we get a valid spawn point, setup the area
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if ((spawn.x ~= 0) and (spawn.y ~= 0)) then
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global.uniqueSpawns[player.name] = spawn
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GenerateStartingResources(player)
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ClearNearbyEnemies(player, SAFE_AREA_TILE_DIST)
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else
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DebugPrint("THIS SHOULD NOT EVER HAPPEN! Spawn failed!")
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SendBroadcastMsg("Failed to create spawn point for: " .. player.name)
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end
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end
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function SendPlayerToSpawn(player)
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if (DoesPlayerHaveCustomSpawn(player)) then
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player.teleport(global.playerSpawns[player.name])
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else
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player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
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end
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end
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function SendPlayerToRandomSpawn(player)
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local numSpawns = TableLength(global.uniqueSpawns)
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local rndSpawn = math.random(0,numSpawns)
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local counter = 0
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if (rndSpawn == 0) then
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player.teleport(game.forces[MAIN_FORCE].get_spawn_position("nauvis"))
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else
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counter = counter + 1
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for name,spawnPos in pairs(global.uniqueSpawns) do
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if (counter == rndSpawn) then
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player.teleport(spawnPos)
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break
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end
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counter = counter + 1
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end
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end
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end
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--------------------------------------------------------------------------------
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-- UNUSED CODE
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-- Either didn't work, or not used or not tested....
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--------------------------------------------------------------------------------
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-- local tick_counter = 0
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-- function ShareVision(event)
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-- if (tick_counter > (TICKS_PER_SECOND*30)) then
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-- ShareVisionForAllForces()
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-- tick_counter = 0
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-- end
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-- tick_counter = tick_counter + 1
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-- end
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-- function CreatePlayerCustomForce(player)
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-- local newForce = nil
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-- -- Check if force already exists
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-- if (game.forces[player.name] ~= nil) then
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-- return game.forces[player.name]
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-- -- Create a new force using the player's name
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-- elseif (TableLength(game.forces) < MAX_FORCES) then
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-- newForce = game.create_force(player.name)
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-- player.force = newForce
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-- SetCeaseFireBetweenAllForces()
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-- else
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-- player.force = MAIN_FORCE
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-- player.print("Sorry, no new teams can be created. You were assigned to the default team instead.")
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-- end
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-- return newForce
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-- end |