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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00

spawn control added

This commit is contained in:
James Gillham 2017-08-25 10:18:28 +01:00
parent 608850eda6
commit 9bc2198000
3 changed files with 243 additions and 1 deletions

View File

@ -18,8 +18,16 @@ require "nuke_control"
require "walk_distance"
require "on_tick"
require "follow"
require "spawn_control"
--[[
local function player_respawned(event)
game.print("hello")
end
Event.register(defines.events.on_player_respawned, player_respawned)
--]]
function player_joined(event)
local player = game.players[event.player_index]

View File

@ -21,7 +21,7 @@ line2 = translate(line2, 55.5,-23.5)
local half = compound_or({ line2,line1,circle})
half = translate(half, -78.625, 0)
half = translate(half, -78.71875, 0)
local map = compound_or({ half, flip_xy(half) })
map = scale(map, 16, 16)

234
spawn_control.lua Normal file
View File

@ -0,0 +1,234 @@
global.player_spawns = {} -- player_index to spawn_name
global.spawns = { left = { x = -2144, y = 0, count = 0 }, right = { x = 2144, y = 0, count = 0 }} -- spawn_name to x, y, player_count
local function get_min_count_spawn_name()
local min = nil
local min_spawn = nil
for name, t in pairs(global.spawns) do
local count = t.count
if not min or min < count then
min = count
min_spawn = name
end
end
return min_spawn
end
local function player_joined_game(event)
local index = event.player_index
local spawn_name = global.player_spawns[index]
-- player already has a spawn.
if spawn_name then
local spawn = global.spawns[spawn_name]
local count = spawn.count
spawn.count = count + 1
return
end
spawn_name = get_min_count_spawn_name()
if not spawn_name then
return
end
local spawn = global.spawns[spawn_name]
global.player_spawns[index] = spawn_name
game.players[index].teleport(spawn)
local count = spawn.count
spawn.count = count + 1
end
local function player_left_game(event)
local index = event.player_index
local spawn_name = global.player_spawns[index]
local spawn = global.spawns[spawn_name]
if not spawn then
return
end
local count = spawn.count
spawn.count = count - 1
end
local function player_respawned(event)
local index = event.player_index
local spawn_name = global.player_spawns[index]
local spawn = global.spawns[spawn_name]
if not spawn then
return
end
game.players[index].teleport(spawn)
end
local function tp_spawn(player_name, spawn_name)
local player = game.players[player_name]
if not player then
player_name = player_name or ""
game.player.print("player " .. player_name .. " does not exist.")
return
end
local spawn = global.spawns[spawn_name]
if not spawn then
spawn_name = spawn_name or ""
game.player.print("spawn " .. spawn_name .. " does not exist.")
return
end
player.teleport(spawn)
end
local function change_spawn(player_name, spawn_name)
local new_spawn = global.spawns[spawn_name]
if not new_spawn then
spawn_name = spawn_name or ""
game.player.print("spawn " .. spawn_name .. " does not exist.")
return
end
local player = game.players[player_name]
if not player then
player_name = player_name or ""
game.player.print("player " .. player_name .. " does not exist.")
return
end
local index = player.index
local old_spawn_name = global.player_spawns[index]
local old_spawn = global.spawns[old_spawn_name]
if old_spawn then
local count = old_spawn.count
old_spawn.count = count - 1
end
local count = new_spawn.count
new_spawn.count = count + 1
global.player_spawns[index] = spawn_name
game.player.print(player_name .. " spawn moved to " .. spawn_name)
end
local function print_spawns()
local str = ""
for name, spawn in pairs(global.spawns) do
str = str .. name .. ": (" .. spawn.x .. ", " .. spawn.y .. "), player count = " .. spawn.count .. "\n\r"
end
game.player.print(str)
end
local function print_players_for_spawn(target_spawn_name)
if not global.spawns[target_spawn_name] then
target_spawn_name = target_spawn_name or ""
game.player.print("spawn " .. target_spawn_name .. " does not exist.")
return
end
str = ""
for index, spawn_name in pairs(global.player_spawns) do
if target_spawn_name == spawn_name then
local player = game.players[index]
if player.connected then
str = str .. player.name .. ", "
end
end
end
if str == "" then
str = "no players"
end
game.player.print(str)
end
local function tp_spawn_command(cmd)
if not game.player.admin then
cant_run(cmd.name)
return
end
local params = cmd.parameter
if type(params) ~= "string" then
game.player.print("Command failed. Usage: /tpspawn <player>, <spawn_name>")
return
end
local ps ={}
for p in params:gmatch("%S+") do
table.insert( ps,p )
end
if #ps == 1 then
tp_spawn(game.player.name, ps[1])
else
tp_spawn(ps[1], ps[2])
end
end
function change_spawn_command(cmd)
if not game.player.admin then
cant_run(cmd.name)
return
end
local params = cmd.parameter
if type(params) ~= "string" then
game.player.print("Command failed. Usage: /changespawn <player>, <spawn_name>")
return
end
local ps ={}
for p in params:gmatch("%S+") do
table.insert( ps,p )
end
change_spawn(ps[1], ps[2])
end
local function print_spawns_command(cmd)
if not game.player.admin then
cant_run(cmd.name)
return
end
print_spawns()
end
local function print_players_for_spawn_command(cmd)
if not game.player.admin then
cant_run(cmd.name)
return
end
local params = cmd.parameter
if type(params) ~= "string" then
game.player.print("Command failed. Usage: /playersforspawn <spawn_name>")
return
end
local ps ={}
for p in params:gmatch("%S+") do
table.insert( ps,p )
end
print_players_for_spawn(ps[1])
end
Event.register(defines.events.on_player_joined_game, player_joined_game)
Event.register(defines.events.on_player_left_game, player_left_game)
Event.register(defines.events.on_player_respawned, player_respawned)
commands.add_command("tpspawn", "<player> <spawn_name> teleports a player to the spawn point (Admins only)", tp_spawn_command)
commands.add_command("changespawn", "<player> <spawn_name> changes the spawn point for a player (Admins only)", change_spawn_command)
commands.add_command("printspawns", "prints info on all spawn points (Admins only)", print_spawns_command)
commands.add_command("printplayersforspawn", "<spawn_name> prints all the connected players for a spawn (Admins only)", print_players_for_spawn_command)