mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-12 10:13:58 +02:00
451 lines
16 KiB
Lua
451 lines
16 KiB
Lua
-- Sep 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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-- Major Features:
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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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-- Sharing of electricity and items between players.
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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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require("lib/scaled_enemies")
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require("lib/sharing")
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-- TODO: 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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-- If init has already been run, we immediately hard error.
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-- This is NOT supported. Checking for this force is just an easy dumb way to do it.
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if (game.forces[ABANDONED_FORCE_NAME] ~= nil) then
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error("It appears as though this mod is trying to re-run on_init. If you removed the mod and re-added it again, this is NOT supported. You have to rollback to a previous save where the mod was enabled.")
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return
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end
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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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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 Load - Only for setting up some table stuff that shouldn't change during gameplay!
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--------------------------------------------------------------------------------
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script.on_load(function()
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SetupOCFGModKeys()
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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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-- Reset the players GUI
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for _,player in pairs(game.players) do
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RecreateOarcGui(player)
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end
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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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-- This does NOT do what I expected, it triggers anytime the VIEW changes, not the character moving.
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-- script.on_event(defines.events.on_player_changed_surface, function(event)
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-- SeparateSpawnsPlayerChangedSurface(event)
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-- end)
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script.on_event(defines.events.on_rocket_launched, function(event)
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log("Rocket launched!")
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log(serpent.block(event))
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end)
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script.on_event(defines.events.on_player_driving_changed_state, function (event)
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local entity = event.entity
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--If a player gets in or out of a vehicle, mark the area as safe so we don't delete the vehicle by accident.
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--Only world eater will clean up these chunks over time if it is enabled.
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if storage.ocfg.regrowth.enable_regrowth and (entity ~= nil) then
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RegrowthMarkAreaSafeGivenTilePos(entity.surface.name, entity.position, 1, false)
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end
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log("Player driving changed state")
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log(serpent.block(event))
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-- Track the surfaces whenever driving state changes for a cargo-pod ONLY.
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-- This triggers events for surface changes when using the standard space travel method.
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if (entity ~= nil) and (entity.name == "cargo-pod") then
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local player = game.players[event.player_index]
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-- Check if driving flag is set
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if (player.driving) then
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log("Player is driving a cargo-pod")
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end
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SeparateSpawnsUpdatePlayerSurface(player, entity.surface.name)
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end
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end)
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----------------------------------------
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-- CUSTOM OARC Events (shown here for demo and logging purposes)
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----------------------------------------
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---@class OarcCustomEventBase
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---@field mod_name string
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---@field name integer --For custom events, this is the event ID
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---@field tick integer
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---@class OarcModOnSpawnCreatedEvent: OarcCustomEventBase
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---@field spawn_data OarcUniqueSpawn
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script.on_event("oarc-mod-on-spawn-created", function(event)
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log("Custom event oarc-mod-on-spawn-created")
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log(serpent.block(event --[[@as OarcModOnSpawnCreatedEvent]]))
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end)
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---@class OarcModOnSpawnRemoveRequestEvent: OarcCustomEventBase
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---@field spawn_data OarcUniqueSpawn
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script.on_event("oarc-mod-on-spawn-remove-request", function(event)
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log("Custom event oarc-mod-on-spawn-remove-request")
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log(serpent.block(event --[[@as OarcModOnSpawnRemoveRequestEvent]]))
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end)
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---@class OarcModOnPlayerResetEvent: OarcCustomEventBase
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---@field player_index integer
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script.on_event("oarc-mod-on-player-reset", function(event)
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log("Custom event oarc-mod-on-player-reset")
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log(serpent.block(event --[[@as OarcModOnPlayerResetEvent]]))
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if (game.players[event.player_index]) then
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log("Player is still valid: " .. game.players[event.player_index].name)
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end
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end)
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---@class OarcModOnPlayerSpawnedEvent: OarcCustomEventBase
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---@field player_index integer
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script.on_event("oarc-mod-on-player-spawned", function(event)
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log("Custom event oarc-mod-on-player-spawned")
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log(serpent.block(event --[[@as OarcModOnPlayerSpawnedEvent]]))
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log("Player spawned: " .. game.players[event.player_index].name)
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end)
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---@class OarcModCharacterSurfaceChangedEvent: OarcCustomEventBase
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---@field player_index integer
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---@field old_surface_name string
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---@field new_surface_name string
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script.on_event("oarc-mod-character-surface-changed", function(event)
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log("Custom event oarc-mod-character-surface-changed")
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log(serpent.block(event --[[@as OarcModCharacterSurfaceChangedEvent]]))
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--This is just here so I don't get lua warnings about unused variables.
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---@type OarcModCharacterSurfaceChangedEvent
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local custom_event = event --[[@as OarcModCharacterSurfaceChangedEvent]]
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local player = game.players[custom_event.player_index]
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SeparateSpawnsPlayerChangedSurface(player, custom_event.old_surface_name, custom_event.new_surface_name)
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end)
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-- I raise this event whenever teleporting the player!
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script.on_event(defines.events.script_raised_teleported, function(event)
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log("script_raised_teleported")
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log(serpent.block(event))
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local entity = event.entity
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if entity.type == "character" and entity.player then
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SeparateSpawnsUpdatePlayerSurface(entity.player, entity.surface.name)
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end
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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 (storage.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 storage.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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if storage.ocfg.regrowth.enable_regrowth then
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RegrowthChunkGenerate(event)
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end
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CreateHoldingPenChunks(event)
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SeparateSpawnsGenerateChunk(event)
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if storage.ocfg.gameplay.modified_enemy_spawning then
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DowngradeWormsDistanceBasedOnChunkGenerate(event)
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DowngradeAndReduceEnemiesOnChunkGenerate(event)
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end
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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 storage.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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local surface = game.surfaces[event.surface_index]
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log("Surface created: " .. surface.name)
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if IsSurfaceBlacklisted(surface.name) then return end
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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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local surface = game.surfaces[event.surface_index]
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log("Surface deleted: " .. surface.name)
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if IsSurfaceBlacklisted(surface.name) then return end
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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 storage.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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-- For tracking spidertrons...
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RegrowthOnBuiltEntity(event)
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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 storage.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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script.on_event(defines.events.on_player_built_tile, function (event)
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if storage.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 storage.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 (storage.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 (storage.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 (storage.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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-- On enemies killed
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-- For coin generation and stuff
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----------------------------------------
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script.on_event(defines.events.on_post_entity_died, function(event)
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if storage.ocfg.coin_generation.enabled then
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CoinsFromEnemiesOnPostEntityDied(event)
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end
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end,
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{{filter="type", type = "unit"}, {filter="type", type = "unit-spawner"}, {filter="type", type = "turret"}})
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script.on_event(defines.events.on_entity_damaged, function(event)
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if storage.ocfg.gameplay.scale_spawner_damage then
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ApplySpawnerDamageScaling(event)
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end
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end,
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{{filter="type", type = "unit-spawner"}})
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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
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SeparateSpawnsGuiClick(event)
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OarcGuiTabsClick(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
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SeparateSpawnsGuiCheckedStateChanged(event)
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OarcGuiTabsCheckedStateChanged(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
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OarcGuiTabsSelectedTabChanged(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
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SeparateSpawnsGuiValueChanged(event)
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OarcGuiTabsValueChanged(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
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SeparateSpawnsGuiSelectionStateChanged(event)
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OarcGuiTabsSelectionStateChanged(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
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OarcGuiTabsTextChanged(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
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OarcGuiTabsConfirmed(event)
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end)
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script.on_event(defines.events.on_gui_elem_changed, function(event)
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if not event.element.valid then return end
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OarcGuiTabsElemChanged(event)
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end)
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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 storage.ocfg
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end
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}
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remote.add_interface("oarc_mod", oarc_mod_interface) |