--- Adds a custom spawn area with chests and afk turrets -- @addon Spawn-Area local Storage = require("modules/exp_util/storage") local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event local config = require("modules.exp_legacy.config.spawn_area") --- @dep config.spawn_area local turrets = config.turrets.locations Storage.register(turrets, function(tbl) turrets = tbl end) -- Apply an offset to a LuaPosition local function apply_offset(position, offset) return { x = position.x + (offset.x or offset[1]), y = position.y + (offset.y or offset[2]) } end -- Apply the offset to the turrets default position for _, turret in ipairs(turrets) do turret.position = apply_offset(turret.position, config.turrets.offset) end -- Get or create the force used for entities in spawn 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) -- force.set_friend('player', true) game.forces["player"].set_cease_fire("spawn", true) -- game.forces['player'].set_friend('spawn', true) return force end -- Protects an entity -- and sets its force to the spawn force local function protect_entity(entity, set_force) if entity and entity.valid then entity.destructible = false entity.minable = false entity.rotatable = false entity.operable = false if set_force then entity.force = get_spawn_force() end end end -- Will spawn all infinite ammo turrets and keep them refilled local function spawn_turrets() for _, turret_pos in pairs(turrets) do local surface = game.surfaces[turret_pos.surface] local pos = turret_pos.position local turret = surface.find_entity("gun-turret", pos) -- Makes a new turret if it is not found if not turret or not turret.valid then turret = surface.create_entity{ name = "gun-turret", position = pos, force = "spawn" } if not turret then return 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 end end -- Makes a 2x2 afk belt at the locations in the config local function spawn_belts(surface, position) position = apply_offset(position, config.afk_belts.offset) local belt_type = config.afk_belts.belt_type -- 2 4 0 6 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 } } -- x, y, dir for _, belt_set in pairs(config.afk_belts.locations) do local set_position = apply_offset(position, belt_set) for _, belt in pairs(belt_details) do local pos = apply_offset(set_position, belt) local belt_entity = surface.create_entity{ name = belt_type, position = pos, force = "neutral", direction = belt[3] } if config.afk_belts.protected then protect_entity(belt_entity) end end end end -- Generates extra tiles in a set pattern as defined in the config local function spawn_pattern(surface, position) position = apply_offset(position, config.pattern.offset) local tiles_to_make = {} local pattern_tile = config.pattern.pattern_tile for _, tile in pairs(config.pattern.locations) do table.insert(tiles_to_make, { name = pattern_tile, position = apply_offset(position, tile) }) end surface.set_tiles(tiles_to_make) end -- Generates extra water as defined in the config local function spawn_water(surface, position) position = apply_offset(position, config.water.offset) local tiles_to_make = {} local water_tile = config.water.water_tile for _, tile in pairs(config.water.locations) do table.insert(tiles_to_make, { name = water_tile, position = apply_offset(position, tile) }) end surface.set_tiles(tiles_to_make) end -- Generates the entities that are in the config local function spawn_entities(surface, position) position = apply_offset(position, config.entities.offset) for _, entity in pairs(config.entities.locations) do local pos = apply_offset(position, { x = entity[2], y = entity[3] }) entity = surface.create_entity{ name = entity[1], position = pos, force = "neutral" } if 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 local function spawn_area(surface, position) local dr = config.spawn_area.deconstruction_radius local tr = config.spawn_area.tile_radius local tr2 = tr ^ 2 local decon_tile = config.spawn_area.deconstruction_tile local fr = config.spawn_area.landfill_radius local fr2 = fr ^ 2 --- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761 local fill_tile = surface.get_tile(position).name -- Make sure a non water tile is used for each tile --- @diagnostic disable-next-line Incorrect Api Type: https://forums.factorio.com/viewtopic.php?f=233&t=109145&p=593761&hilit=get_tile#p593761 if surface.get_tile(position).collides_with("player") then fill_tile = "landfill" end if decon_tile == nil then decon_tile = fill_tile end local tiles_to_make = {} for x = -fr, fr do -- loop over x local x2 = (x + 0.5) ^ 2 for y = -fr, fr do -- loop over y local y2 = (y + 0.5) ^ 2 local dst = x2 + y2 local pos = { x = position.x + x, y = position.y + y } if dst < tr2 then -- If it is inside the decon radius always set the tile table.insert(tiles_to_make, { 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 < fr2 and surface.get_tile(pos).collides_with("player") then -- If it is inside the fill radius only set the tile if it is water table.insert(tiles_to_make, { name = fill_tile, position = pos }) end end end -- Remove entities then set the tiles local entities_to_remove = surface.find_entities_filtered{ position = position, radius = dr, name = "character", invert = true } for _, entity in pairs(entities_to_remove) do entity.destroy() end surface.set_tiles(tiles_to_make) end local function spawn_resource_tiles(surface) for _, v in ipairs(config.resource_tiles.resources) do if v.enabled then for x = v.offset[1], v.offset[1] + v.size[1] do for y = v.offset[2], v.offset[2] + v.size[2] do surface.create_entity{ name = v.name, amount = v.amount, position = { x, y } } end end end end end local function spawn_resource_patches(surface) for _, v in ipairs(config.resource_patches.resources) do if v.enabled then for i = 1, v.num_patches do surface.create_entity{ name = v.name, amount = v.amount, position = { v.offset[1] + v.offset_next[1] * (i - 1), v.offset[2] + v.offset_next[2] * (i - 1) } } end end end end -- Only add a event handler if the turrets are enabled if config.turrets.enabled then Event.on_nth_tick(config.turrets.refill_time, function() if game.tick < 10 then return end if game.tick < (config.turrets.refill_time + 10) then get_spawn_force() end spawn_turrets() end) end if config.resource_refill_nearby.enabled then -- could have a flag in global that early returns if true, and reset it on_tick Event.on_nth_tick(36000, function() if game.tick < 10 then return end for _, ore in pairs(game.players[1].surface.find_entities_filtered{ position = game.players[1].force.get_spawn_position(game.players[1].surface), radius = config.resource_refill_nearby.range, name = config.resource_refill_nearby.resources_name }) 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 Event.add(defines.events.on_player_created, function(event) if event.player_index ~= 1 then return end local player = game.players[event.player_index] local p = { x = 0, y = 0 } local s = player.physical_surface get_spawn_force() spawn_area(s, p) if config.pattern.enabled then spawn_pattern(s, p) end if config.water.enabled then spawn_water(s, p) end if config.afk_belts.enabled then spawn_belts(s, p) end if config.turrets.enabled then spawn_turrets() end if config.entities.enabled then spawn_entities(s, p) end if config.resource_tiles.enabled then spawn_resource_tiles(s) end if config.resource_patches.enabled then spawn_resource_patches(s) end player.teleport(p, s) end) -- Way to access global table return turrets