local Event = require 'utils.event' local Utils = require 'utils.core' local Module = {} global.player_spawns = {} -- player_index to spawn_name global.spawns = {} -- spawn_name to x, y, player_online_count Module.add_spawn = function(name, x, y) if type(name) ~= 'string' then game.print('name must be a string') return end if type(x) ~= 'number' then game.print('x must be a number') return end if type(y) ~= 'number' then game.print('y must be a number') return end global.spawns[name] = {x = x, y = y, count = 0} end local function get_min_count_spawn_name() local min = 1000000 local min_spawn = nil for name, t in pairs(global.spawns) do local count = t.count if 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.get_player(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.get_player(index).teleport(spawn) end local function tp_spawn(player_name, spawn_name) local player = game.get_player(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.get_player(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() for name, spawn in pairs(global.spawns) do game.player.print(string.format('%s: (%d, %d), player count = %d', name, spawn.x, spawn.y, spawn.count)) end 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 local str = '' for index, spawn_name in pairs(global.player_spawns) do if target_spawn_name == spawn_name then local player = game.get_player(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 Utils.cant_run(cmd.name) return end local params = cmd.parameter if type(params) ~= 'string' then game.player.print('Command failed. Usage: /tpspawn , ') 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 local function change_spawn_command(cmd) if not game.player.admin then Utils.cant_run(cmd.name) return end local params = cmd.parameter if type(params) ~= 'string' then game.player.print('Command failed. Usage: /changespawn , ') 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 Utils.cant_run(cmd.name) return end print_spawns() end local function print_players_for_spawn_command(cmd) if not game.player.admin then Utils.cant_run(cmd.name) return end local params = cmd.parameter if type(params) ~= 'string' then game.player.print('Command failed. Usage: /playersforspawn ') return end local ps = {} for p in params:gmatch('%S+') do table.insert(ps, p) end print_players_for_spawn(ps[1]) end Event.add(defines.events.on_player_joined_game, player_joined_game) Event.add(defines.events.on_player_left_game, player_left_game) Event.add(defines.events.on_player_respawned, player_respawned) commands.add_command('tpspawn', ' teleports a player to the spawn point (Admins only)', tp_spawn_command) -- luacheck: ignore commands.add_command('changespawn', ' changes the spawn point for a player (Admins only)', change_spawn_command) -- luacheck: ignore commands.add_command('printspawns', 'prints info on all spawn points (Admins only)', print_spawns_command) -- luacheck: ignore commands.add_command('printplayersforspawn', ' prints all the connected players for a spawn (Admins only)', print_players_for_spawn_command) -- luacheck: ignore return Module