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JvmguyScenario/control.lua

354 lines
10 KiB
Lua

-- control.lua
-- Nov 2016
-- Oarc's Separated Spawn Scenario
-- modified by jvmguy. where "I" is used below, that's Oarc, not jvmguy.
--
-- I wanted to create a scenario that allows you to spawn in separate locations
-- From there, I ended up adding a bunch of other minor/major features
--
-- Credit:
-- Tags - Taken from WOGs scenario
-- Event - Taken from WOGs scenario (looks like original source was 3Ra)
-- Rocket Silo - Taken from Frontier as an idea
--
-- Feel free to re-use anything you want. It would be nice to give me credit
-- if you can.
--
-- Follow server info on @_Oarc_
-- To keep the scenario more manageable I have done the following:
-- 1. Keep all event calls in control.lua (here)
-- 2. Put all config options in config.lua
-- 3. Put mods into their own files where possible (RSO has multiple)
-- Event manager
require("config")
require("lib/event") --This is so all of the modules play nice with each other.
require("lib/scheduler");
-- redmew's map_gen_settings
require("lib/map_gen_settings")
-- My Scenario Includes
require("lib/oarc_utils")
require("lib/jvmguy_utils")
-- Include Mods
-- require("lib/longreach")
--require("lib/autofill-jvm") -- enable if you want my softmod version of this
require("lib/adminlog")
require("lib/decimatecommand")
require("lib/itemcommand")
require("lib/kitcommand")
require("lib/rgcommand")
require("lib/gameinfo")
require("lib/spawnscommand")
require("lib/statuscommand")
require("lib/playerlist")
require("lib/spawnlist")
require("lib/tag")
require("lib/separate_spawns")
require("lib/separate_spawns_guis")
require("lib/frontier_silo")
toxicJungle = require("lib/ToxicJungle")
-- spawnGenerator = require("lib/FermatSpiralSpawns");
spawnGenerator = require("lib/RiverworldSpawns");
-- spawnGenerator = require("lib/BunkerSpawns");
terrainGenerator = nil;
-- terrainGenerator = require("lib/GeometricTerrain");
terrainGenerator = require("lib/OctoTile2");
sharedSpawns = require("lib/shared_spawns");
wipespawn = require("lib/jvm-wipespawn");
global.init = ""
global.debug = {}
function global.log(msg)
table.insert(global.debug, msg);
end
function global.dump()
for _,val in pairs(global.debug) do
game.print(val)
end
end
function global.clear()
global.debug = {}
end
jvm = {}
--------------------------------------------------------------------------------
-- Rocket Launch Event Code
-- Controls the "win condition"
--------------------------------------------------------------------------------
function RocketLaunchEvent(event)
local force = event.rocket.force
if event.rocket.get_item_count("satellite") == 0 then
for index, player in pairs(force.players) do
player.print("You launched the rocket, but you didn't put a satellite inside.")
end
return
end
if not global.satellite_sent then
global.satellite_sent = {}
end
if global.satellite_sent[force.name] then
global.satellite_sent[force.name] = global.satellite_sent[force.name] + 1
else
game.set_game_state{game_finished=true, player_won=true, can_continue=true}
global.satellite_sent[force.name] = 1
end
for index, player in pairs(force.players) do
if player.gui.left.rocket_score then
player.gui.left.rocket_score.rocket_count.caption = tostring(global.satellite_sent[force.name])
else
local frame = player.gui.left.add{name = "rocket_score", type = "frame", direction = "horizontal", caption="Score"}
frame.add{name="rocket_count_label", type = "label", caption={"", "Satellites launched", ":"}}
frame.add{name="rocket_count", type = "label", caption=tostring(global.satellite_sent[force.name])}
end
end
end
----------------------------------------
-- On Init - only runs once the first
-- time the game starts
----------------------------------------
function jvm.on_init(event)
-- Configures the map settings for enemies
-- This controls evolution growth factors and enemy expansion settings.
if spawnGenerator.CreateGameSurfaces then
spawnGenerator.CreateGameSurfaces()
else
CreateGameSurface(VANILLA_MODE)
end
if spawnGenerator.ConfigureGameSurface then
spawnGenerator.ConfigureGameSurface()
end
ConfigureAlienStartingParams()
if ENABLE_SEPARATE_SPAWNS then
InitSpawnGlobalsAndForces()
end
-- unfortunately, the order of execution matters
-- silo_on_init must not run until after forces have been setup
silo_on_init(event);
EnableStartingResearch(game.forces[MAIN_FORCE]);
EnableStartingRecipes(game.forces[MAIN_FORCE]);
if ENABLE_ALL_RESEARCH_DONE then
game.forces[MAIN_FORCE].research_all_technologies()
end
end
Event.register(-1, jvm.on_init)
----------------------------------------
-- Chunk Generation
----------------------------------------
function jvm.on_chunk_generated(event)
global.customChunk = false;
local shouldGenerateResources = true
if scenario.config.wipespawn.enabled then
wipespawn.onChunkGenerated(event)
end
if spawnGenerator.ChunkGenerated then
spawnGenerator.ChunkGenerated(event)
end
if scenario.config.toxicJungle.enabled then
toxicJungle.ChunkGenerated(event);
end
if not global.customChunk then
if terrainGenerator ~= nil then
terrainGenerator.ChunkGenerated(event);
end
end
end
Event.register(defines.events.on_chunk_generated, jvm.on_chunk_generated)
----------------------------------------
-- Gui Click
----------------------------------------
function jvm.on_gui_click(event)
if ENABLE_SEPARATE_SPAWNS then
WelcomeTextGuiClick(event)
SpawnOptsGuiClick(event)
SpawnCtrlGuiClick(event)
SharedSpwnOptsGuiClick(event)
end
end
Event.register(defines.events.on_gui_click, jvm.on_gui_click)
function jvm.on_gui_checked_state_changed(event)
SpawnCtrlGuiCheckStateChanged(event)
end
Event.register(defines.events.on_gui_checked_state_changed, jvm.on_gui_checked_state_changed)
----------------------------------------
-- Player Events
----------------------------------------
function jvm.on_player_joined_game(event)
PlayerJoinedMessages(event)
GivePlayerBonuses(game.players[event.player_index])
end
Event.register(defines.events.on_player_joined_game, jvm.on_player_joined_game)
function jvm.on_player_created(event)
if ENABLE_SPAWN_SURFACE then
AssignPlayerToStartSurface(game.players[event.player_index])
end
if not ENABLE_SEPARATE_SPAWNS then
PlayerSpawnItems(event)
else
SeparateSpawnsPlayerCreated(event)
end
end
Event.register(defines.events.on_player_created, jvm.on_player_created)
function jvm.on_player_died(event)
if ENABLE_GRAVESTONE_CHESTS then
CreateGravestoneChestsOnDeath(event)
end
end
Event.register(defines.events.on_player_died, jvm.on_player_died)
function jvm.on_player_respawned(event)
if not ENABLE_SEPARATE_SPAWNS then
PlayerRespawnItems(event)
else
SeparateSpawnsPlayerRespawned(event)
end
GivePlayerBonuses(game.players[event.player_index])
end
Event.register(defines.events.on_player_respawned, jvm.on_player_respawned)
function jvm.on_player_left_game(event)
if ENABLE_SEPARATE_SPAWNS then
FindUnusedSpawns(event)
end
end
Event.register(defines.events.on_player_left_game, jvm.on_player_left_game)
function jvm.on_built_entity(event)
if event.created_entity.valid then
local type = event.created_entity.type
if type == "entity-ghost" or type == "tile-ghost" or type == "item-request-proxy" then
if GHOST_TIME_TO_LIVE ~= 0 then
event.created_entity.time_to_live = GHOST_TIME_TO_LIVE
end
end
end
end
Event.register(defines.events.on_built_entity, jvm.on_built_entity)
function jvm.teleporter(event)
local player = game.players[event.player_index];
TeleportPlayer(player)
end
if scenario.config.teleporter.enabled then
Event.register(defines.events.on_player_driving_changed_state, jvm.teleporter)
end
----------------------------------------
-- On Research Finished
----------------------------------------
function jvm.on_research_finished(event)
if scenario.config.silo.disableSiloRecipe then
RemoveRocketSiloRecipe(event)
end
-- local config = spawnGenerator.GetConfig()
-- if config.recipesEnabled then
-- for kk,vv in pairs(config.recipesEnabled) do
-- RemoveRecipe( config.recipesEnabled[vv] )
-- end
-- end
-- Example of how to remove a particular recipe:
-- RemoveRecipe(event, "beacon")
end
Event.register(defines.events.on_research_finished, jvm.on_research_finished)
function jvm.on_entity_spawned(event)
if (scenario.config.modified_enemy_spawning) then
-- ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end
-- Event.register(defines.events.on_entity_spawned, jvm.on_entity_spawned)
function jvm.on_biter_base_built(event)
if (scenario.config.modified_enemy_spawning) then
-- ModifyEnemySpawnsNearPlayerStartingAreas(event)
end
end
-- Event.register(defines.events.on_biter_base_built, jvm.on_biter_base_built)
function jvm.on_robot_built_entity(event)
if scenario.config.silo.restrictSiloBuild then
BuildSiloAttempt(event)
end
end
Event.register(defines.events.on_robot_built_entity, jvm.on_robot_built_entity)
-- debug code from Mylon to detect possible causes for desync
--Time for the debug code. If any (not global.) globals are written to at this point, an error will be thrown.
--eg, x = 2 will throw an error because it's not global.x or local x
if false then
setmetatable(_G, {
__newindex = function(_, n, v)
logInfo("", "Attempt to write to undeclared var " .. n)
logInfo("", debug.traceback());
global[n] = v;
end,
__index = function(_, n)
game.print("Attempt to read undeclared var " .. n)
logInfo("", "Attempt to read undeclared var " .. n)
logInfo("", debug.traceback());
return global[n];
end
})
end