local Event = require 'utils.event' local RS = require 'map_gen.shared.redmew_surface' local Command = require 'utils.command' local Color = require 'resources.color_presets' local Global = require 'utils.global' local Retailer = require 'features.retailer' local Market_Items = require 'map_gen.maps.space_race.market_items' local Token = require 'utils.token' local Task = require 'utils.task' local config = require 'map_gen.maps.space_race.config' local Table = require 'utils.table' local floor = math.floor require 'map_gen.maps.space_race.map_info' require 'map_gen.maps.space_race.market_handler' local Lobby = require 'map_gen.maps.space_race.lobby' local cliff = require 'map_gen.maps.space_race.cliff_generator' -- GUIs local load_gui = require 'map_gen.maps.space_race.gui.load_gui' local Public = {} local redmew_config = global.config redmew_config.market.enabled = false redmew_config.score.enabled = false redmew_config.player_rewards.enabled = false redmew_config.apocalypse.enabled = false redmew_config.turret_active_delay.turret_types = { ['ammo-turret'] = 60 * 3, ['electric-turret'] = 60 * 10, ['fluid-turret'] = 60 * 5, ['artillery-turret'] = 60 * 60 } redmew_config.turret_active_delay.techs = {} redmew_config.player_create.show_info_at_start = false redmew_config.camera.enabled = false local players_needed = config.players_needed_to_start_game local player_kill_reward = config.player_kill_reward local startup_timer = config.bootstrap_period local player_ports = { USA = {{x = -409, y = 0}, {x = -380, y = 0}}, USSR = {{x = 409, y = 0}, {x = 380, y = 0}} } local disabled_research = config.disabled_research local researched_tech = {} local disabled_recipes = config.disabled_recipes local primitives = { game_started = false, game_generating = false, started_tick = 0, force_USA = nil, force_USSR = nil, lobby_permissions = nil, won = nil } Global.register( { primitives = primitives }, function(tbl) primitives = tbl.primitives end ) function Public.remove_recipes() local USA_recipe = primitives.force_USA.recipes local USSR_recipe = primitives.force_USSR.recipes for _, recipe in pairs(disabled_recipes) do USA_recipe[recipe].enabled = false USSR_recipe[recipe].enabled = false end end local remove_permission_group = Token.register( function(params) params.permission_group.remove_player(params.player) end ) Event.on_init( function() game.difficulty_settings.technology_price_multiplier = 0.5 local force_USA = game.create_force('United Factory Workers') local force_USSR = game.create_force('Union of Factory Employees') local surface = RS.get_surface() force_USSR.set_spawn_position({x = 409, y = 0}, surface) force_USA.set_spawn_position({x = -409, y = 0}, surface) force_USSR.laboratory_speed_modifier = 1 force_USA.laboratory_speed_modifier = 1 force_USSR.research_queue_enabled = true force_USA.research_queue_enabled = true local lobby_permissions = game.permissions.create_group('lobby') lobby_permissions.set_allows_action(defines.input_action.start_walking, false) force_USSR.chart(RS.get_surface(), {{x = 380, y = 64}, {x = 420, y = -64}}) force_USA.chart(RS.get_surface(), {{x = -380, y = 64}, {x = -420, y = -64}}) --game.forces.player.chart(RS.get_surface(), {{x = 400, y = 65}, {x = -400, y = -33}}) local silo silo = surface.create_entity {name = 'rocket-silo', position = {x = 388.5, y = -0.5}, force = force_USSR} silo.minable = false silo = surface.create_entity {name = 'rocket-silo', position = {x = -388.5, y = 0.5}, force = force_USA} silo.minable = false local wall wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = 18.5}, always_place = true, force = 'neutral'} wall.destructible = false wall.minable = false wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = -17.5}, always_place = true, force = 'neutral'} wall.destructible = false wall.minable = false wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = 18.5}, always_place = true, force = 'neutral'} wall.destructible = false wall.minable = false wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = -17.5}, always_place = true, force = 'neutral'} wall.destructible = false wall.minable = false local gun_turret gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR} gun_turret.insert({name = 'firearm-magazine', count = 200}) gun_turret = surface.create_entity {name = 'gun-turret', position = {x = -383, y = 0}, force = force_USA} gun_turret.insert({name = 'firearm-magazine', count = 200}) local market market = surface.create_entity {name = 'market', position = {x = 404, y = 0}, force = force_USSR} market.destructible = false Retailer.add_market('USSR_market', market) market = surface.create_entity {name = 'market', position = {x = -404, y = 0}, force = force_USA} market.destructible = false Retailer.add_market('USA_market', market) if table.size(Retailer.get_items('USSR_market')) == 0 then local items = Table.deep_copy(Market_Items) for _, prototype in pairs(items) do local name = prototype.name prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price local unlock_requires = disabled_research[name] if prototype.disabled and unlock_requires then if unlock_requires.invert then prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n' .. unlock_requires.entity .. ' entities have been destroyed'} else prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\ndestroy ' .. unlock_requires.entity .. ' entities'} end end Retailer.set_item('USSR_market', prototype) end end if table.size(Retailer.get_items('USA_market')) == 0 then local items = Table.deep_copy(Market_Items) for _, prototype in pairs(items) do local name = prototype.name prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price local unlock_requires = disabled_research[name] if prototype.disabled and unlock_requires then if unlock_requires.invert then prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n ' .. unlock_requires.entity .. ' entities have been destroyed'} else prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\n destroy ' .. unlock_requires.entity .. ' entities'} end end Retailer.set_item('USA_market', prototype) end end --[[ Items support the following structure: { name: the (raw) item inserted in inventory, does nothing when type is not item name_label: the name shown in the GUI. If omitted and a prototype exists for 'name', it will use that LocalisedString, can be a LocalisedString sprite: a custom sprite, will use 'item/' if omitted price: the price of an item, supports floats (0.95 for example) description: an additional description displayed in the tooltip, can be a LocalisedString disabled: whether or not the item should be disabled by default disabled_reason: the reason the item is disabled, can be a LocalisedString } ]] --ensures that the spawn points are not water surface.set_tiles( { {name = 'stone-path', position = {x = 409.5, y = 0.5}}, {name = 'stone-path', position = {x = 409.5, y = -0.5}}, {name = 'stone-path', position = {x = 408.5, y = -0.5}}, {name = 'stone-path', position = {x = 408.5, y = 0.5}}, {name = 'stone-path', position = {x = -409.5, y = 0.5}}, {name = 'stone-path', position = {x = -409.5, y = -0.5}}, {name = 'stone-path', position = {x = -408.5, y = -0.5}}, {name = 'stone-path', position = {x = -408.5, y = 0.5}} } ) for force_side, ports in pairs(player_ports) do local force if force_side == 'USA' then force = force_USA elseif force_side == 'USSR' then force = force_USSR end for _, port in pairs(ports) do rendering.draw_text {text = {'', 'Use the /warp command to teleport across'}, surface = surface, target = port, color = Color.red, forces = {force}, alignment = 'center', scale = 0.5} end end local USA_tech = force_USA.technologies local USSR_tech = force_USSR.technologies for research, _ in pairs(disabled_research) do USA_tech[research].enabled = false USSR_tech[research].enabled = false end for research, _ in pairs(researched_tech) do USA_tech[research].researched = true USSR_tech[research].researched = true end primitives.force_USA = force_USA primitives.force_USSR = force_USSR primitives.lobby_permissions = lobby_permissions Public.remove_recipes() end ) local function restore_character(player) if primitives.game_started then player.set_controller {type = defines.controllers.god} player.create_character() Task.set_timeout_in_ticks(1, remove_permission_group, {permission_group = primitives.lobby_permissions, player = player}) game.permissions.get_group('Default').add_player(player) for _, item in pairs(redmew_config.player_create.starting_items) do player.insert(item) end end end local tiles = {} local out_of_map_x = 388 local out_of_map_height = 512 local ignored_height = 18 local insert = table.insert for i = -out_of_map_height / 2, out_of_map_height / 2, 1 do if i < -ignored_height / 2 or i > ignored_height / 2 then insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x + 1, y = i}}) insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x + 1), y = i}}) insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x - 1, y = i}}) insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x - 1), y = i}}) insert(tiles, {name = 'out-of-map', position = {x = out_of_map_x, y = i}}) insert(tiles, {name = 'out-of-map', position = {x = -(out_of_map_x), y = i}}) end end local function start_game() primitives.game_started = true primitives.started_tick = game.tick game.forces.enemy.evolution_factor = 0 for _, player in pairs(primitives.force_USA.players) do restore_character(player) end for _, player in pairs(primitives.force_USSR.players) do restore_character(player) end local surface = RS.get_surface() cliff.generate_cliffs(surface) surface.set_tiles(tiles) end local function victory(force) primitives.won = force game.print('Congratulations to ' .. force.name .. '. You have gained factory dominance!') Lobby.all_to_lobby() end function Public.lost(force) local force_USA = primitives.force_USA if force == force_USA then victory(primitives.force_USSR) else victory(force_USA) end end local function on_rocket_launched(event) victory(event.entity.force) end Event.add(defines.events.on_rocket_launched, on_rocket_launched) local function on_built_entity(event) local entity = event.created_entity if not entity or not entity.valid then return end local name = entity.name if config.neutral_entities[name] then entity.force = 'neutral' return end if config.warning_on_built[name] then local position = entity.position game.print({'', '[gps=' .. floor(position.x) .. ', ' .. floor(position.y) .. '] [color=yellow]Warning! ', {'entity-name.' .. name}, ' has been deployed![/color]'}) end end Event.add(defines.events.on_built_entity, on_built_entity) local function allow_teleport(force, position) if force == primitives.force_USA and position.x > 0 then return false elseif force == primitives.force_USSR and position.x < 0 then return false end return math.abs(position.x) > 377 and math.abs(position.x) < 410 and position.y > -10 and position.y < 10 end local function get_teleport_location(force, to_safe_zone) local port_number = to_safe_zone and 1 or 2 local position if force == primitives.force_USA then position = player_ports.USA[port_number] elseif force == primitives.force_USSR then position = player_ports.USSR[port_number] else position = {0, 0} end local non_colliding_pos = RS.get_surface().find_non_colliding_position('character', position, 6, 1) position = non_colliding_pos and non_colliding_pos or position return position end local function teleport(_, player) local character = player.character if not character or not character.valid then player.print('[color=yellow]Could not warp, you are not part of a team yet![/color]') return end local tick = game.tick - primitives.started_tick if tick < startup_timer then local time_left = startup_timer - tick if time_left > 60 then local minutes = (time_left / 3600) minutes = minutes - minutes % 1 time_left = time_left - (minutes * 3600) local seconds = (time_left / 60) seconds = seconds - seconds % 1 time_left = minutes .. ' minutes and ' .. seconds .. ' seconds left' else local seconds = (time_left - (time_left % 60)) / 60 time_left = seconds .. ' seconds left' end player.print('[color=yellow]Could not warp, in setup fase![/color] [color=red]' .. time_left .. '[/color]') return end local position = character.position local force = player.force if allow_teleport(force, position) then if math.abs(position.x) < 388.5 then player.teleport(get_teleport_location(force, true)) else player.teleport(get_teleport_location(force, false)) end else player.print('[color=yellow]Could not warp, you are too far from rocket silo![/color]') end end Command.add('warp', {description = 'Use to switch between PVP and Safe-zone in Space Race', capture_excess_arguments = false, allowed_by_server = false}, teleport) local check_map_gen_is_done check_map_gen_is_done = Token.register( function() local num_usa_players = #primitives.force_USA.connected_players local num_ussr_players = #primitives.force_USSR.connected_players local num_players = num_usa_players + num_ussr_players if not primitives.game_started and num_players >= players_needed then local surface = RS.get_surface() if surface.get_tile({388.5, 0}).name == 'landfill' and surface.get_tile({-388.5, 0}).name == 'landfill' and surface.get_tile({388.5, 60}).name == 'out-of-map' and surface.get_tile({-388.5, 60}).name == 'out-of-map' then primitives.started_tick = 0 load_gui.remove_gui() Event.remove_removable_nth_tick(60, check_map_gen_is_done) start_game() return end load_gui.show_gui_to_all() else primitives.started_tick = 0 load_gui.remove_gui() Event.remove_removable_nth_tick(60, check_map_gen_is_done) end end ) local function check_ready_to_start() if primitives.game_started then return end local num_usa_players = #primitives.force_USA.connected_players local num_ussr_players = #primitives.force_USSR.connected_players local num_players = num_usa_players + num_ussr_players if not primitives.game_started and num_players >= players_needed then if primitives.started_tick == 0 then primitives.started_tick = game.tick Event.add_removable_nth_tick(60, check_map_gen_is_done) end else local message = primitives.force_USA.name .. ' has ' .. num_usa_players .. ' players\n ' .. primitives.force_USSR.name .. ' has ' .. num_ussr_players .. ' players\n\n' .. players_needed - num_players .. ' more players needed to start!' load_gui.show_gui_to_all(message) end end local function check_player_balance(force) local force_USSR = primitives.force_USSR local force_USA = primitives.force_USA local usa_players = #force_USA.players local ussr_players = #force_USSR.players local usa_connected = #force_USA.connected_players local ussr_connected = #force_USSR.connected_players if force == force_USSR then return ussr_players - 2 <= usa_players and ussr_connected <= usa_connected elseif force == force_USA then return ussr_players >= usa_players - 2 and ussr_connected >= usa_connected end end function Public.join_usa(_, player) local force_USA = primitives.force_USA local force_USSR = primitives.force_USSR local force = player.force if not check_player_balance(force_USA) then player.print('[color=red]Failed to join [/color][color=yellow]United Factory Workers,[/color][color=red] teams would become unbalanced![/color]') return false end if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then player.force = force_USA player.print('[color=green]You have joined United Factory Workers![/color]') restore_character(player) player.teleport(get_teleport_location(force_USA, true), RS.get_surface()) check_ready_to_start() return true end player.print('Failed to join new team, do not be a spy!') end Command.add('join-UFW', {description = 'Use to join United Factory Workers in Space Race', capture_excess_arguments = false, allowed_by_server = false}, Public.join_usa) function Public.join_ussr(_, player) local force_USA = primitives.force_USA local force_USSR = primitives.force_USSR local force = player.force if not check_player_balance(force_USSR) then player.print('[color=red]Failed to join [/color][color=yellow]Union of Factory Employees[/color][color=red], teams would become unbalanced![/color]') return false end if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then player.force = force_USSR player.print('[color=green]You have joined Union of Factory Employees![/color]') restore_character(player) player.teleport(get_teleport_location(force_USSR, true), RS.get_surface()) check_ready_to_start() return true end player.print('Failed to join new team, do not be a spy!') end Command.add('join-UFE', {description = 'Use to join Union of Factory Employees in Space Race', capture_excess_arguments = false, allowed_by_server = false}, Public.join_ussr) local function print_player_num(_, player) local force_USA = primitives.force_USA local force_USSR = primitives.force_USSR player.print('West: ' .. #force_USA.connected_players .. ' online /' .. #force_USA.players .. ' total') player.print('East: ' .. #force_USSR.connected_players .. ' online /' .. #force_USSR.players .. ' total') end Command.add('team_players', {description = 'Use to get number of players on both teams', capture_excess_arguments = false, allowed_by_server = false}, print_player_num) function Public.get_won() return primitives.won end function Public.get_teams() return {primitives.force_USA, primitives.force_USSR} end function Public.get_game_status() return primitives.game_started end function Public.get_started_tick() return primitives.started_tick end remote.add_interface('space-race', Public) --[[TODO Starting trees! NOTES: Mapgen is slow (a loading screen would be nice) Beach sine wave to break the hard line between shallow water and land Tiny islands in shallow water, space for a couple of turrets but not much Weapon damage balance -> Testing, testing, testing Worms and biters can kill turrets at the spawns ]]