Refactor legacy addons into Clusterio format (#413)

* Refactor custom start

* Refactor afk kick

* Fix use of assert get player

* Refactor chat popup

* Refactor chat auto reply

* Refactor help bubbles

* Refactor damage popups

* Refactor death markers

* Refactor deconstruction log

* Remove FAGC logging

* Refactor discord alerts

* Refactor insert pickup

* Refactor inventory clear

* Refactor extra logging

* Refactor nuke protection

* Refactor pollution grading

* Refactor protection jail

* Refactor report jail

* Refactor mine depletion

* Refactor degrading tiles

* Refactor station auto name

* Refactor spawn area

* Refactor fast deconstruction

* Bug Fixes
This commit is contained in:
Cooldude2606
2025-12-02 18:34:24 +00:00
committed by GitHub
parent a45f53bc48
commit 9bd699ebf1
69 changed files with 2614 additions and 2260 deletions

View File

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--[[-- Control - Spawn Area
Adds a custom spawn area with chests and afk turrets
]]
local config = require("modules.exp_legacy.config.spawn_area")
--- Apply an offset to a LuaPosition
--- @param position MapPosition
--- @param offset MapPosition
--- @return MapPosition.0
local function apply_offset(position, offset)
return {
x = (position.x or position[1]) + (offset.x or offset[1]),
y = (position.y or position[2]) + (offset.y or offset[2])
}
end
--- Apply offset to an array of positions
--- @param positions table
--- @param offset MapPosition
--- @param x_index number
--- @param y_index number
local function apply_offset_to_array(positions, offset, x_index, y_index)
local x = (offset.x or offset[1])
local y = (offset.y or offset[2])
for _, position in ipairs(positions) do
position[x_index] = position[x_index] + x
position[y_index] = position[y_index] + y
end
end
-- Apply the offsets to all config values
apply_offset_to_array(config.turrets.locations, config.turrets.offset, 1, 2)
apply_offset_to_array(config.afk_belts.locations, config.afk_belts.offset, 1, 2)
apply_offset_to_array(config.water.locations, config.water.offset, 1, 2)
apply_offset_to_array(config.water.locations, config.water.offset, 1, 2)
apply_offset_to_array(config.entities.locations, config.entities.offset, 2, 3)
--- Get or create the force used for entities in spawn
--- @return LuaForce
local function get_spawn_force()
local force = game.forces["spawn"]
if force and force.valid then
return force
end
force = game.create_force("spawn")
force.set_cease_fire("player", true)
game.forces["player"].set_cease_fire("spawn", true)
return force
end
--- Protects an entity from player interaction
--- @param entity LuaEntity
local function protect_entity(entity)
if entity and entity.valid then
entity.destructible = false
entity.minable = false
entity.rotatable = false
entity.operable = false
end
end
--- Will spawn all infinite ammo turrets and keep them refilled
local function update_turrets()
local force = get_spawn_force()
for _, position in pairs(config.turrets.locations) do
-- Get or create a valid turret
local surface = assert(game.get_surface("nauvis"))
local turret = surface.find_entity("gun-turret", position)
if not turret or not turret.valid then
turret = surface.create_entity{ name = "gun-turret", position = position, force = force }
if not turret then
goto continue
end
protect_entity(turret)
end
-- Adds ammo to the turret
local inv = turret.get_inventory(defines.inventory.turret_ammo)
if inv and inv.can_insert{ name = config.turrets.ammo_type, count = 10 } then
inv.insert{ name = config.turrets.ammo_type, count = 10 }
end
::continue::
end
end
--- Details required to create a 2x2 belt circle
local belt_details = {
{ -0.5, -0.5, defines.direction.east },
{ 0.5, -0.5, defines.direction.south },
{ -0.5, 0.5, defines.direction.north },
{ 0.5, 0.5, defines.direction.west },
}
--- Makes a 2x2 afk belt at the locations in the config
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_belts(surface, offset)
local belt_type = config.afk_belts.belt_type
for _, position in pairs(config.afk_belts.locations) do
position = apply_offset(position, offset)
for _, belt in pairs(belt_details) do
local pos = apply_offset(position, belt)
local entity = surface.create_entity{ name = belt_type, position = pos, force = "neutral", direction = belt[3] }
if entity and config.afk_belts.protected then
protect_entity(entity)
end
end
end
end
-- Generates extra tiles in a set pattern as defined in the config
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_pattern_tiles(surface, offset)
local tiles_to_make = {}
local pattern_tile = config.pattern.pattern_tile
for index, position in pairs(config.pattern.locations) do
tiles_to_make[index] = { name = pattern_tile, position = apply_offset(position, offset) }
end
surface.set_tiles(tiles_to_make)
end
-- Generates extra water as defined in the config
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_water_tiles(surface, offset)
local tiles_to_make = {}
local water_tile = config.water.water_tile
for _, position in pairs(config.water.locations) do
table.insert(tiles_to_make, { name = water_tile, position = apply_offset(position, offset) })
end
surface.set_tiles(tiles_to_make)
end
--- Generates the entities that are in the config
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_entities(surface, offset)
for _, entity_details in pairs(config.entities.locations) do
local pos = apply_offset({ entity_details[2], entity_details[3] }, offset)
local entity = surface.create_entity{ name = entity_details[1], position = pos, force = "neutral" }
if entity and config.entities.protected then
protect_entity(entity)
end
entity.operable = config.entities.operable
end
end
--- Generates an area with no water or entities, no water area is larger
--- @param surface LuaSurface
--- @param offset MapPosition
local function clear_spawn_area(surface, offset)
local get_tile = surface.get_tile
-- Make sure a non water tile is used for filling
--- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761
local starting_tile = get_tile(offset)
local fill_tile = starting_tile.collides_with("player") and "landfill" or starting_tile.name
local fill_radius = config.spawn_area.landfill_radius
local fill_radius_sqr = fill_radius ^ 2
-- Select the deconstruction tile
local decon_radius = config.spawn_area.deconstruction_radius
local decon_tile = config.spawn_area.deconstruction_tile or fill_tile
local tiles_to_make = {}
local tile_radius_sqr = config.spawn_area.tile_radius ^ 2
for x = -fill_radius, fill_radius do -- loop over x
local x_sqr = (x + 0.5) ^ 2
for y = -fill_radius, fill_radius do -- loop over y
local y_sqr = (y + 0.5) ^ 2
local dst = x_sqr + y_sqr
local pos = apply_offset({ x, y }, offset)
if dst < tile_radius_sqr then
-- If it is inside the decon radius always set the tile
tiles_to_make[#tiles_to_make + 1] = { name = decon_tile, position = pos }
--- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761
elseif dst < fill_radius_sqr and get_tile(pos).collides_with("player") then
-- If it is inside the fill radius only set the tile if it is water
tiles_to_make[#tiles_to_make + 1] = { name = fill_tile, position = pos }
end
end
end
-- Remove entities then set the tiles
local entities_to_remove = surface.find_entities_filtered{ position = offset, radius = decon_radius, name = "character", invert = true }
for _, entity in pairs(entities_to_remove) do
entity.destroy()
end
surface.set_tiles(tiles_to_make)
end
--- Spawn the resource tiles
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_resources_tiles(surface, offset)
for _, resource in ipairs(config.resource_tiles.resources) do
if resource.enabled then
local pos = apply_offset(resource.offset, offset)
for x = pos.x, pos.x + resource.size[1] do
for y = pos.y, pos.y + resource.size[2] do
surface.create_entity{ name = resource.name, amount = resource.amount, position = { x, y } }
end
end
end
end
end
--- Spawn the resource entities
--- @param surface LuaSurface
--- @param offset MapPosition
local function create_resource_patches(surface, offset)
for _, resource in ipairs(config.resource_patches.resources) do
if resource.enabled then
local pos = apply_offset(resource.offset, offset)
for i = 1, resource.num_patches do
surface.create_entity{ name = resource.name, amount = resource.amount, position = { pos.x + resource.offset_next[1] * (i - 1), pos.y + resource.offset_next[2] * (i - 1) } }
end
end
end
end
local on_nth_tick = {}
if config.turrets.enabled then
--- Refill the ammo in the spawn turrets
on_nth_tick[config.turrets.refill_time] = function()
if game.tick < 10 then return end
update_turrets()
end
end
if config.resource_refill_nearby.enabled then
---
on_nth_tick[config.resource_refill_nearby.refill_time] = function()
if game.tick < 10 then return end
local force = game.forces.player
local surface = assert(game.get_surface("nauvis"))
local entities = surface.find_entities_filtered{
position = force.get_spawn_position(surface),
radius = config.resource_refill_nearby.range,
name = config.resource_refill_nearby.resources_name
}
for _, ore in ipairs(entities) do
ore.amount = ore.amount + math.random(config.resource_refill_nearby.amount[1], config.resource_refill_nearby.amount[2])
end
end
end
--- When the first player joins create the spawn area
--- @param event EventData.on_player_created
local function on_player_created(event)
if event.player_index ~= 1 then return end
local player = assert(game.get_player(event.player_index))
local surface = player.physical_surface
local offset = { x = 0, y = 0 }
clear_spawn_area(surface, offset)
if config.pattern.enabled then create_pattern_tiles(surface, offset) end
if config.water.enabled then create_water_tiles(surface, offset) end
if config.afk_belts.enabled then create_belts(surface, offset) end
if config.entities.enabled then create_entities(surface, offset) end
if config.resource_tiles.enabled then create_resources_tiles(surface, offset) end
if config.resource_patches.enabled then create_resource_patches(surface, offset) end
if config.turrets.enabled then update_turrets() end
player.force.set_spawn_position(offset, surface)
player.teleport(offset, surface)
end
local e = defines.events
return {
on_nth_tick = on_nth_tick,
events = {
[e.on_player_created] = on_player_created,
}
}