mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-04 09:42:30 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
259 lines
6.6 KiB
Lua
259 lines
6.6 KiB
Lua
local Event = require 'utils.event'
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local Utils = require 'utils.core'
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local Module = {}
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storage.player_spawns = {} -- player_index to spawn_name
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storage.spawns = {} -- spawn_name to x, y, player_online_count
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Module.add_spawn = function(name, x, y)
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if type(name) ~= 'string' then
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game.print('name must be a string')
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return
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end
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if type(x) ~= 'number' then
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game.print('x must be a number')
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return
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end
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if type(y) ~= 'number' then
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game.print('y must be a number')
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return
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end
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storage.spawns[name] = {x = x, y = y, count = 0}
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end
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local function get_min_count_spawn_name()
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local min = 1000000
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local min_spawn = nil
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for name, t in pairs(storage.spawns) do
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local count = t.count
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if 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 = storage.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 = storage.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 = storage.spawns[spawn_name]
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storage.player_spawns[index] = spawn_name
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local player = game.get_player(index)
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player.teleport(spawn, player.physical_surface)
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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 = storage.player_spawns[index]
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local spawn = storage.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 = storage.player_spawns[index]
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local spawn = storage.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 player = game.get_player(index)
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player.teleport(spawn, player.physical_surface)
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end
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local function tp_spawn(player_name, spawn_name)
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local player = game.get_player(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 = storage.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 = storage.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.get_player(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 = storage.player_spawns[index]
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local old_spawn = storage.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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storage.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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for name, spawn in pairs(storage.spawns) do
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game.player.print(string.format('%s: (%d, %d), player count = %d', name, spawn.x, spawn.y, spawn.count))
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end
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end
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local function print_players_for_spawn(target_spawn_name)
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if not storage.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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local str = ''
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for index, spawn_name in pairs(storage.player_spawns) do
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if target_spawn_name == spawn_name then
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local player = game.get_player(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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Utils.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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local function change_spawn_command(cmd)
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if not game.player.admin then
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Utils.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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Utils.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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Utils.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.add(defines.events.on_player_joined_game, player_joined_game)
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Event.add(defines.events.on_player_left_game, player_left_game)
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Event.add(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) -- luacheck: ignore
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commands.add_command('changespawn', '<player> <spawn_name> changes the spawn point for a player (Admins only)', change_spawn_command) -- luacheck: ignore
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commands.add_command('printspawns', 'prints info on all spawn points (Admins only)', print_spawns_command) -- luacheck: ignore
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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) -- luacheck: ignore
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return Module
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