mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
240 lines
6.4 KiB
Lua
240 lines
6.4 KiB
Lua
local Event = require "utils.event"
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local Game = require 'utils.game'
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local Utils = require "utils.utils"
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global.player_spawns = {} -- player_index to spawn_name
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global.spawns = {} -- spawn_name to x, y, player_online_count
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function add_spawn(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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global.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(global.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 = 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 return 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.get_player_by_index(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 return 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 return end
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Game.get_player_by_index(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.get_player_by_index(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.get_player_by_index(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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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 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.get_player_by_index(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 str = "no players" 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 tp_spawn(game.player.name, ps[1]) else tp_spawn(ps[1], ps[2]) 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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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 table.insert( ps,p ) 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 table.insert( ps,p ) 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)
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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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