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Move spectate into exp_scenario
The spectate and follow module moves to exp_scenario/module/control/spectate.lua in the event_handler shape the other control modules use, and the copy in exp_legacy is removed. Follow state is a typed record rather than a positional table, the follow label caption is localised, and the escape handler marks the record to stop on the next tick instead of poking an invalid position into it. The LuaPlayer.close_map call is gone: it does not exist in Factorio 2.0, where the map is the remote controller and set_controller replaces it.
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@@ -1,173 +0,0 @@
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local Storage = require("modules/exp_util/storage")
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local Gui = require("modules/exp_gui")
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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----- Locals -----
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local follow_label --- @type ExpElement Gui constructor
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local following = {}
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local spectating = {}
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local Public = {}
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----- Storage data -----
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Storage.register({
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following = following,
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spectating = spectating,
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}, function(tbl)
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following = tbl.following
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spectating = tbl.spectating
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end)
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----- Public Functions -----
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--- Test if a player is in spectator mode
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-- @tparam LuaPlayer player The player to test the controller type of
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-- @treturn boolean Returns true if the player is in spectator mode
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function Public.is_spectating(player)
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assert(player and player.valid, "Invalid player given to follower")
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return player.controller_type == defines.controllers.spectator
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end
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--- Puts a player into spectator mode while maintaining an association to their character
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-- @tparam LuaPlayer player The player that will be placed into spectator mode
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-- @treturn boolean Returns false if the player was already in spectator mode
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function Public.start_spectate(player)
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assert(player and player.valid, "Invalid player given to follower")
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if spectating[player.index] or not player.character then return false end
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local character = player.character
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local opened = player.opened
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player.set_controller{ type = defines.controllers.spectator }
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player.associate_character(character)
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spectating[player.index] = character
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if opened then player.opened = opened end -- Maintain opened after controller change
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return true
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end
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--- Return a player from spectator mode back to their character, if their character was killed then respawn them
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-- @tparam LuaPlayer player The player that will leave spectator mode
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function Public.stop_spectate(player)
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assert(player and player.valid, "Invalid player given to follower")
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local character = spectating[player.index]
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spectating[player.index] = nil
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if character and character.valid then
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local opened = player.opened
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player.teleport(character.position, character.surface)
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player.set_controller{ type = defines.controllers.character, character = character }
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if opened then player.opened = opened end -- Maintain opened after controller change
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else
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player.ticks_to_respawn = 300
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end
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end
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--- Test if a player is in follow mode
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-- @tparam LuaPlayer player The player to test the follow mode of
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-- @treturn boolean Returns true if the player is in follow mode
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function Public.is_following(player)
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assert(player and player.valid, "Invalid player given to follower")
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return following[player.index] ~= nil
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end
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--- Puts a player into spectator mode and follows an entity as it moves
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-- @tparam LuaPlayer player The player that will follow the entity
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-- @tparam ?LuaPlayer|LuaEntity entity The player or entity that will be followed
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function Public.start_follow(player, entity)
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assert(player and player.valid, "Invalid player given to follower")
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assert(entity and entity.valid, "Invalid entity given to follower")
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local spectate = Public.start_spectate(player)
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player.close_map()
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follow_label(player.gui.screen, entity)
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player.teleport(entity.position, entity.surface)
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following[player.index] = { player, entity, entity.position, spectate }
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end
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--- Returns camera control to the player, will return a player to their character if start_follow placed them into spectator mode
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-- @tparam LuaPlayer player The player that will regain control of their camera
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function Public.stop_follow(player)
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assert(player and player.valid, "Invalid player given to follower")
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if following[player.index] and following[player.index][4] and Public.is_spectating(player) then
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Public.stop_spectate(player)
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end
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Gui.destroy_if_valid(player.gui.screen.follow_label)
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following[player.index] = nil
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end
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--- Returns camera control to all players, will return a player to their character if start_follow placed them into spectator mode
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function Public.stop_all()
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for key, data in pairs(following) do
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Public.stop_follow(data[1])
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end
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end
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----- Gui -----
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--- Label used to show that the player is following, also used to allow esc to stop following
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follow_label = Gui.define("follow-label")
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:draw(function(def, parent, target)
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Gui.destroy_if_valid(parent.follow_label)
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local label = parent.add{
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type = "label",
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name = "follow_label",
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style = "frame_title",
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caption = "Following " .. target.name .. ".\nClick here or press esc to stop following.",
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}
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local player = Gui.get_player(parent)
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local res = player.display_resolution
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label.location = { 0, res.height - 150 }
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label.style.width = res.width
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label.style.horizontal_align = "center"
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player.opened = label
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return label
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end)
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:on_click(function(def, player, element)
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Public.stop_follow(player)
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end)
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:on_closed(function(def, player, element)
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-- Don't call set_controller during on_close as it invalidates the controller
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-- Setting an invalid position (as to not equal their current) will call stop_follow on the next tick
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following[player.index][3] = {}
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end)
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----- Events -----
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--- Updates the location of the player as well as doing some sanity checks
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-- @tparam LuaPlayer player The player to update the position of
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-- @tparam ?LuaPlayer|LuaEntity entity The player or entity being followed
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local function update_player_location(player, entity, old_position)
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if player.character or not entity.valid then
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Public.stop_follow(player)
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elseif player.position.x ~= old_position.x or player.position.y ~= old_position.y then
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Public.stop_follow(player)
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else
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player.teleport(entity.position, entity.surface)
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end
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end
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--- Updates the locations of all players currently following something
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local function update_all()
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for _, data in pairs(following) do
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update_player_location(data[1], data[2], data[3])
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data[3] = data[1].position
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end
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end
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-- Update the location of all players each tick
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Event.add(defines.events.on_tick, update_all)
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-- Check for player leaving
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Event.add(defines.events.on_pre_player_left_game, function(event)
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local player = game.players[event.player_index]
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Public.stop_follow(player)
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for _, data in pairs(following) do
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if data[2] == player then
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Public.stop_follow(data[1])
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end
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end
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end)
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----- Module Return -----
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return Public
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