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RedMew/map_gen/shared/spawn_control.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

259 lines
6.6 KiB
Lua

local Event = require 'utils.event'
local Utils = require 'utils.core'
local Module = {}
storage.player_spawns = {} -- player_index to spawn_name
storage.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
storage.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(storage.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 = storage.player_spawns[index]
-- player already has a spawn.
if spawn_name then
local spawn = storage.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 = storage.spawns[spawn_name]
storage.player_spawns[index] = spawn_name
local player = game.get_player(index)
player.teleport(spawn, player.physical_surface)
local count = spawn.count
spawn.count = count + 1
end
local function player_left_game(event)
local index = event.player_index
local spawn_name = storage.player_spawns[index]
local spawn = storage.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 = storage.player_spawns[index]
local spawn = storage.spawns[spawn_name]
if not spawn then
return
end
local player = game.get_player(index)
player.teleport(spawn, player.physical_surface)
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 = storage.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 = storage.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 = storage.player_spawns[index]
local old_spawn = storage.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
storage.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(storage.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 storage.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(storage.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 <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
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 <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
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 <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.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', '<player> <spawn_name> teleports a player to the spawn point (Admins only)', tp_spawn_command) -- luacheck: ignore
commands.add_command('changespawn', '<player> <spawn_name> 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', '<spawn_name> prints all the connected players for a spawn (Admins only)', print_players_for_spawn_command) -- luacheck: ignore
return Module