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RedMew/features/player_create.lua
SimonFlapse 85fc38fd3a Minor changes to player_create
Allowing cutscenes to run before welcoming players via info gui and console messages.

Also includes a search limit for walls and rock to prevent the cutscene from running too far away from {0, 0}
2019-06-09 23:59:16 +02:00

132 lines
4.2 KiB
Lua

local table = require 'utils.table'
local Event = require 'utils.event'
local Global = require 'utils.global'
local Info = require 'features.gui.info'
local pairs = pairs
local get_random_weighted = table.get_random_weighted
local Public = {}
function Public.show_start_up(player)
local config = global.config.player_create
local p = player.print
for _, message in pairs(config.join_messages) do
p(message)
end
local random_messages = config.random_join_message_set
if #random_messages > 0 then
p(get_random_weighted(random_messages))
end
if config.show_info_at_start and not _DEBUG then
if Info ~= nil then
Info.show_info(player)
end
end
if _DEBUG and game.is_multiplayer() then
game.print('THIS MULTIPLAYER MAP IS IN DEBUG!!!')
elseif _DEBUG then
game.print("DON'T LAUNCH THIS MAP! DEBUG MODE IS ENABLED!!!")
elseif not _DEBUG and not game.is_multiplayer() then
player.print('To change your name in single-player, open chat and type the following /c game.player.name = "your_name"')
end
end
local function player_created(event)
local config = global.config.player_create
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
-- ensure the top menu is correctly styled
local gui = player.gui
gui.top.style = 'slot_table_spacing_horizontal_flow'
gui.left.style = 'slot_table_spacing_vertical_flow'
local player_insert = player.insert
for _, item in pairs(config.starting_items) do
player_insert(item)
end
if not config.cutscene then
Public.show_start_up(player)
end
end
Event.add(defines.events.on_player_created, player_created)
if _CHEATS then
local memory = {
forces_initialized = {
player = false -- default force for everyone
}
}
Global.register(
{
memory = memory
},
function(tbl)
memory = tbl.memory
end
)
local function player_created_cheat_mode(event)
local config = global.config.player_create
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local force = player.force
player.cheat_mode = true
local cheats = config.cheats
local player_insert = player.insert
if cheats.start_with_power_armor then
player_insert({name = 'power-armor-mk2', count = 1})
local armor_put = player.get_inventory(5)[1].grid.put
armor_put({name = 'fusion-reactor-equipment'})
armor_put({name = 'fusion-reactor-equipment'})
armor_put({name = 'fusion-reactor-equipment'})
armor_put({name = 'fusion-reactor-equipment'})
armor_put({name = 'personal-roboport-mk2-equipment'})
armor_put({name = 'personal-roboport-mk2-equipment'})
armor_put({name = 'personal-laser-defense-equipment'})
armor_put({name = 'personal-laser-defense-equipment'})
armor_put({name = 'energy-shield-mk2-equipment'})
armor_put({name = 'energy-shield-mk2-equipment'})
armor_put({name = 'night-vision-equipment'})
armor_put({name = 'battery-mk2-equipment'})
armor_put({name = 'battery-mk2-equipment'})
armor_put({name = 'battery-mk2-equipment'})
armor_put({name = 'belt-immunity-equipment'})
armor_put({name = 'solar-panel-equipment'})
end
for _, item in pairs(cheats.starting_items) do
player_insert(item)
end
if not memory.forces_initialized[force.name] then
force.manual_mining_speed_modifier = cheats.manual_mining_speed_modifier
force.character_inventory_slots_bonus = cheats.character_inventory_slots_bonus
force.character_running_speed_modifier = cheats.character_running_speed_modifier
force.character_health_bonus = cheats.character_health_bonus
end
memory.forces_initialized[force.name] = true
end
Event.add(defines.events.on_player_created, player_created_cheat_mode)
end
return Public