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https://github.com/Refactorio/RedMew.git
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spawn control added
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parent
608850eda6
commit
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@ -18,8 +18,16 @@ require "nuke_control"
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require "walk_distance"
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require "walk_distance"
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require "on_tick"
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require "on_tick"
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require "follow"
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require "follow"
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require "spawn_control"
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--[[
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local function player_respawned(event)
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game.print("hello")
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end
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Event.register(defines.events.on_player_respawned, player_respawned)
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--]]
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function player_joined(event)
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function player_joined(event)
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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@ -21,7 +21,7 @@ line2 = translate(line2, 55.5,-23.5)
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local half = compound_or({ line2,line1,circle})
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local half = compound_or({ line2,line1,circle})
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half = translate(half, -78.625, 0)
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half = translate(half, -78.71875, 0)
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local map = compound_or({ half, flip_xy(half) })
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local map = compound_or({ half, flip_xy(half) })
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map = scale(map, 16, 16)
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map = scale(map, 16, 16)
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234
spawn_control.lua
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234
spawn_control.lua
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@ -0,0 +1,234 @@
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global.player_spawns = {} -- player_index to spawn_name
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global.spawns = { left = { x = -2144, y = 0, count = 0 }, right = { x = 2144, y = 0, count = 0 }} -- spawn_name to x, y, player_count
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local function get_min_count_spawn_name()
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local min = nil
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local min_spawn = nil
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for name, t in pairs(global.spawns) do
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local count = t.count
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if not min or min < count then
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min = count
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min_spawn = name
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end
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end
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return min_spawn
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end
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local function player_joined_game(event)
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local index = event.player_index
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local spawn_name = global.player_spawns[index]
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-- player already has a spawn.
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if spawn_name then
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local spawn = global.spawns[spawn_name]
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local count = spawn.count
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spawn.count = count + 1
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return
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end
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spawn_name = get_min_count_spawn_name()
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if not spawn_name then
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return
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end
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local spawn = global.spawns[spawn_name]
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global.player_spawns[index] = spawn_name
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game.players[index].teleport(spawn)
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local count = spawn.count
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spawn.count = count + 1
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end
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local function player_left_game(event)
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local index = event.player_index
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local spawn_name = global.player_spawns[index]
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local spawn = global.spawns[spawn_name]
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if not spawn then
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return
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end
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local count = spawn.count
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spawn.count = count - 1
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end
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local function player_respawned(event)
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local index = event.player_index
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local spawn_name = global.player_spawns[index]
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local spawn = global.spawns[spawn_name]
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if not spawn then
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return
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end
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game.players[index].teleport(spawn)
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end
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local function tp_spawn(player_name, spawn_name)
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local player = game.players[player_name]
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if not player then
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player_name = player_name or ""
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game.player.print("player " .. player_name .. " does not exist.")
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return
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end
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local spawn = global.spawns[spawn_name]
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if not spawn then
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spawn_name = spawn_name or ""
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game.player.print("spawn " .. spawn_name .. " does not exist.")
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return
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end
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player.teleport(spawn)
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end
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local function change_spawn(player_name, spawn_name)
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local new_spawn = global.spawns[spawn_name]
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if not new_spawn then
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spawn_name = spawn_name or ""
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game.player.print("spawn " .. spawn_name .. " does not exist.")
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return
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end
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local player = game.players[player_name]
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if not player then
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player_name = player_name or ""
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game.player.print("player " .. player_name .. " does not exist.")
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return
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end
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local index = player.index
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local old_spawn_name = global.player_spawns[index]
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local old_spawn = global.spawns[old_spawn_name]
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if old_spawn then
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local count = old_spawn.count
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old_spawn.count = count - 1
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end
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local count = new_spawn.count
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new_spawn.count = count + 1
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global.player_spawns[index] = spawn_name
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game.player.print(player_name .. " spawn moved to " .. spawn_name)
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end
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local function print_spawns()
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local str = ""
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for name, spawn in pairs(global.spawns) do
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str = str .. name .. ": (" .. spawn.x .. ", " .. spawn.y .. "), player count = " .. spawn.count .. "\n\r"
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end
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game.player.print(str)
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end
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local function print_players_for_spawn(target_spawn_name)
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if not global.spawns[target_spawn_name] then
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target_spawn_name = target_spawn_name or ""
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game.player.print("spawn " .. target_spawn_name .. " does not exist.")
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return
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end
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str = ""
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for index, spawn_name in pairs(global.player_spawns) do
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if target_spawn_name == spawn_name then
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local player = game.players[index]
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if player.connected then
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str = str .. player.name .. ", "
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end
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end
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end
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if str == "" then
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str = "no players"
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end
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game.player.print(str)
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end
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local function tp_spawn_command(cmd)
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if not game.player.admin then
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cant_run(cmd.name)
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return
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end
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local params = cmd.parameter
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if type(params) ~= "string" then
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game.player.print("Command failed. Usage: /tpspawn <player>, <spawn_name>")
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return
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end
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local ps ={}
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for p in params:gmatch("%S+") do
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table.insert( ps,p )
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end
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if #ps == 1 then
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tp_spawn(game.player.name, ps[1])
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else
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tp_spawn(ps[1], ps[2])
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end
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end
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function change_spawn_command(cmd)
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if not game.player.admin then
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cant_run(cmd.name)
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return
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end
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local params = cmd.parameter
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if type(params) ~= "string" then
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game.player.print("Command failed. Usage: /changespawn <player>, <spawn_name>")
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return
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end
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local ps ={}
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for p in params:gmatch("%S+") do
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table.insert( ps,p )
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end
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change_spawn(ps[1], ps[2])
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end
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local function print_spawns_command(cmd)
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if not game.player.admin then
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cant_run(cmd.name)
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return
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end
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print_spawns()
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end
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local function print_players_for_spawn_command(cmd)
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if not game.player.admin then
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cant_run(cmd.name)
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return
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end
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local params = cmd.parameter
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if type(params) ~= "string" then
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game.player.print("Command failed. Usage: /playersforspawn <spawn_name>")
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return
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end
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local ps ={}
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for p in params:gmatch("%S+") do
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table.insert( ps,p )
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end
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print_players_for_spawn(ps[1])
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end
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Event.register(defines.events.on_player_joined_game, player_joined_game)
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Event.register(defines.events.on_player_left_game, player_left_game)
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Event.register(defines.events.on_player_respawned, player_respawned)
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commands.add_command("tpspawn", "<player> <spawn_name> teleports a player to the spawn point (Admins only)", tp_spawn_command)
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commands.add_command("changespawn", "<player> <spawn_name> changes the spawn point for a player (Admins only)", change_spawn_command)
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commands.add_command("printspawns", "prints info on all spawn points (Admins only)", print_spawns_command)
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commands.add_command("printplayersforspawn", "<spawn_name> prints all the connected players for a spawn (Admins only)", print_players_for_spawn_command)
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