mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-12 10:13:58 +02:00
317 lines
12 KiB
Lua
317 lines
12 KiB
Lua
-- Aug 2024
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-- ____ _____ _____
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-- / __ \ /\ | __ \ / ____|
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-- | | | | / \ | |__) | |
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-- | | | |/ /\ \ | _ /| |
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-- | |__| / ____ \| | \ \| |____
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-- \____/_/ \_\_| \_\\_____|
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-- Oarc's Separated Spawn MOD V2
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-- I decided to rewrite my old scenario due to the coming changes in Factorio V2.0 and its new Space Age Expansion.
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-- Change Overview:
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-- Support the scenario "as a mod" ONLY. Scenario merely provides a way to overwrite settings on_init.
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-- Removed a lot of unnecessary feature bloat.
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-- Move text to locale files where possible.
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-- Feature List:
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-- Core feature allows for a safe, separate spawn area for each player.
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-- Players can choose to spawn with friends (buddy spawn) or join other bases.
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-- Offline protection from enemy attacks.
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-- Chunk cleanup to keep save file size down.
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-- (TENTATIVE) Support for multiple vanilla-style spawn points.
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require("lib/oarc_utils")
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require("lib/config")
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require("lib/config_parser")
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require("lib/regrowth_map")
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require("lib/holding_pen")
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require("lib/separate_spawns")
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require("lib/separate_spawns_guis")
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require("lib/oarc_gui_tabs")
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require("lib/offline_protection")
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-- Possibly remove this later?
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require("lib/oarc_tests")
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--------------------------------------------------------------------------------
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-- On Init - Only runs once the first time the game starts
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--------------------------------------------------------------------------------
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script.on_init(function(event)
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-- Test create some other surfaces
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-- TODO: Remove this later.
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game.create_surface("vulcanus")
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game.create_surface("fulgora")
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game.create_surface("gleba")
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game.create_surface("aquilo")
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ValidateAndLoadConfig()
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RegrowthInit()
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InitSpawnGlobalsAndForces()
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CreateHoldingPenSurface() -- Must be after init spawn globals?
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-- Useful for debugging and if players choose not to use the provided empty scenario.
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if remote.interfaces["freeplay"] then
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log("Freeplay interface detected. Disabling various freeplay features now!")
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remote.call("freeplay", "set_skip_intro", true)
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remote.call("freeplay", "set_disable_crashsite", true)
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remote.call("freeplay", "set_created_items", {})
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remote.call("freeplay", "set_respawn_items", {})
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end
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-- If there are any players that already exist, init them now.
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-- TODO: Test this!
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for _,player in pairs(game.players) do
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SeparateSpawnsInitPlayer(player.index)
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end
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end)
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--------------------------------------------------------------------------------
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-- On Configuration Changed - Only runs when the mod configuration changes
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--------------------------------------------------------------------------------
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-- oarc_new_spawn_created = script.generate_event_name()
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-- script.on_configuration_changed(function(data)
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-- -- Regenerate event ID:
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-- end)
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script.on_event(defines.events.on_runtime_mod_setting_changed, function(event)
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if (not StringStartsWith(event.setting, "oarc-mod")) then return end
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RuntimeModSettingChanged(event)
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end)
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----------------------------------------
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-- Player Events
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----------------------------------------
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script.on_event(defines.events.on_player_created, function(event)
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SeparateSpawnsInitPlayer(event.player_index)
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end)
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script.on_event(defines.events.on_player_respawned, function(event)
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SeparateSpawnsPlayerRespawned(event)
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end)
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script.on_event(defines.events.on_player_left_game, function(event)
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SeparateSpawnsPlayerLeft(event)
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end)
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----------------------------------------
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-- Shared chat, so you don't have to type /s
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-- But you do lose your player colors across forces.
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----------------------------------------
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script.on_event(defines.events.on_console_chat, function(event)
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if (global.ocfg.gameplay.enable_shared_team_chat) then
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if (event.player_index ~= nil) then
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ShareChatBetweenForces(game.players[event.player_index], event.message)
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end
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end
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end)
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----------------------------------------
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-- On tick events. Stuff that needs to happen at regular intervals.
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-- Delayed events, delayed spawns, ...
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----------------------------------------
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script.on_event(defines.events.on_tick, function(event)
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DelayedSpawnOnTick()
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FadeoutRenderOnTick()
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthOnTick()
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end
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RegrowthForceRemovalOnTick() -- Allows for abandoned base cleanup without regrowth enabled.
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end)
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----------------------------------------
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-- Chunk Generation
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----------------------------------------
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script.on_event(defines.events.on_chunk_generated, function(event)
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-- TODO: Decide if this should always be enabled (to track chunks).
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthChunkGenerate(event)
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end
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CreateHoldingPenChunks(event.surface, event.area)
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SeparateSpawnsGenerateChunk(event)
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end)
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----------------------------------------
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-- Radar Scanning
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----------------------------------------
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script.on_event(defines.events.on_sector_scanned, function (event)
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthSectorScan(event)
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end
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end)
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----------------------------------------
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-- Surface Generation
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----------------------------------------
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-- This is not called when the default surface "nauvis" is created as it will always exist!
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script.on_event(defines.events.on_surface_created, function(event)
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log("Surface created: " .. game.surfaces[event.surface_index].name)
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SeparateSpawnsSurfaceCreated(event)
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RegrowthSurfaceCreated(event)
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end)
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script.on_event(defines.events.on_pre_surface_deleted, function(event)
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log("Surface deleted: " .. game.surfaces[event.surface_index].name)
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SeparateSpawnsSurfaceDeleted(event)
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RegrowthSurfaceDeleted(event)
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end)
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----------------------------------------
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-- Various on "built" events
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----------------------------------------
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script.on_event(defines.events.on_built_entity, function(event)
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthMarkAreaSafeGivenTilePos(event.created_entity.surface.name, event.created_entity.position, 2, false)
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end
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-- if global.ocfg.enable_anti_grief then
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-- SetItemBlueprintTimeToLive(event)
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-- end
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end)
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script.on_event(defines.events.on_robot_built_entity, function (event)
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthMarkAreaSafeGivenTilePos(event.created_entity.surface.name, event.created_entity.position, 2, false)
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end
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end)
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script.on_event(defines.events.on_player_built_tile, function (event)
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if global.ocfg.regrowth.enable_regrowth then
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for _,v in pairs(event.tiles) do
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RegrowthMarkAreaSafeGivenTilePos(game.surfaces[event.surface_index].name, v.position, 2, false)
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end
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end
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end)
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----------------------------------------
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-- On script_raised_built. This should help catch mods that
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-- place items that don't count as player_built and robot_built.
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-- Specifically FARL.
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----------------------------------------
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script.on_event(defines.events.script_raised_built, function(event)
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if global.ocfg.regrowth.enable_regrowth then
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RegrowthMarkAreaSafeGivenTilePos(event.entity.surface.name, event.entity.position, 2, false)
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end
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end)
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----------------------------------------
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-- On Entity Spawned and On Biter Base Built
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-- This is where I modify biter spawning based on location and other factors.
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----------------------------------------
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script.on_event(defines.events.on_entity_spawned, function(event)
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if (global.ocfg.gameplay.modified_enemy_spawning) then
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ModifyEnemySpawnsNearPlayerStartingAreas(event)
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end
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end)
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script.on_event(defines.events.on_biter_base_built, function(event)
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if (global.ocfg.gameplay.modified_enemy_spawning) then
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ModifyEnemySpawnsNearPlayerStartingAreas(event)
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end
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end)
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----------------------------------------
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-- On unit group finished gathering
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-- This is where I remove biter waves on offline players
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----------------------------------------
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script.on_event(defines.events.on_unit_group_finished_gathering, function(event)
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if (global.ocfg.gameplay.enable_offline_protection) then
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OarcModifyEnemyGroup(event)
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end
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end)
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----------------------------------------
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-- Gui Events
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----------------------------------------
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script.on_event(defines.events.on_gui_click, function(event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SeparateSpawnsGuiClick(event)
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ClickOarcGuiButton(event)
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ServerInfoGuiClick(event)
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SpawnCtrlGuiClick(event)
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SettingsControlsTabGuiClick(event)
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SettingsSurfaceControlsTabGuiClick(event)
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end)
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--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
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script.on_event(defines.events.on_gui_checked_state_changed, function (event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SeparateSpawnsGuiCheckedStateChanged(event)
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SpawnCtrlGuiOptionsSelect(event)
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end)
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script.on_event(defines.events.on_gui_selected_tab_changed, function (event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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OarcGuiSelectedTabChanged(event)
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end)
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-- For capturing player escaping custom GUI so we can close it using ESC key.
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script.on_event(defines.events.on_gui_closed, function(event)
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OarcGuiClosed(event)
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end)
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--- For sliders and other value changing elements.
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script.on_event(defines.events.on_gui_value_changed, function(event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SeparateSpawnsGuiValueChanged(event)
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SettingsControlsTabGuiValueChanged(event)
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end)
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--- For dropdowns and listboxes.
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script.on_event(defines.events.on_gui_selection_state_changed, function(event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SeparateSpawnsGuiSelectionStateChanged(event)
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end)
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script.on_event(defines.events.on_gui_text_changed, function(event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SettingsControlsTabGuiTextChanged(event)
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end)
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script.on_event(defines.events.on_gui_confirmed, function(event)
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if not event.element.valid then return end -- Should we ever react to invalid GUI elements?
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SettingsControlsTabGuiTextconfirmed(event)
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end)
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--on_gui_checked_state_changed Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
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--on_gui_click Called when LuaGuiElement is clicked.
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--on_gui_closed Called when the player closes the GUI they have open. [...]
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--on_gui_confirmed Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
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--on_gui_elem_changed Called when LuaGuiElement element value is changed (related to choose element buttons).
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--on_gui_hover Called when LuaGuiElement is hovered by the mouse.
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--on_gui_leave Called when the player's cursor leaves a LuaGuiElement that was previously hovered.
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--on_gui_location_changed Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
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--on_gui_opened Called when the player opens a GUI.
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--on_gui_selected_tab_changed Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
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--on_gui_selection_state_changed Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
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--on_gui_switch_state_changed Called when LuaGuiElement switch state is changed (related to switches).
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--on_gui_text_changed Called when LuaGuiElement text is changed by the player.
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--on_gui_value_changed Called when LuaGuiElement slider value is changed (related to the slider element).
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----------------------------------------
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-- Remote Interface
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----------------------------------------
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local oarc_mod_interface =
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{
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get_mod_settings = function()
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return OCFG
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end
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}
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remote.add_interface("oarc_mod", oarc_mod_interface) |