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182 lines
6.0 KiB
Lua
182 lines
6.0 KiB
Lua
--[[-- Control - Spectate
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Lets players spectate without losing their character, and follow other players or entities
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]]
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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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--- @class ExpScenario_Spectate
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local Spectate = {
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--- @package
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events = {},
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}
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--- @class ExpScenario_Spectate.Following
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--- @field player LuaPlayer
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--- @field target LuaPlayer | LuaEntity
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--- @field position MapPosition Where the player was after the last update, moving away stops following
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--- @field started_spectate boolean True when start_follow put the player into spectator mode
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--- @field stop boolean? Set when following must end on the next tick
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local following = {} --- @type table<uint, ExpScenario_Spectate.Following> Keyed by player index
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local spectating = {} --- @type table<uint, LuaEntity> The character a player returns to, keyed by player index
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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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--- Label shown while following, clicking it or pressing escape stops following
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--- @class ExpScenario_Spectate.follow_label: ExpElement
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--- @overload fun(parent: LuaGuiElement, target: LuaPlayer | LuaEntity): LuaGuiElement
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local follow_label = Gui.define("spectate/follow_label")
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:draw(function(_, 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 = { "exp_spectate.follow-label", target.name },
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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(_, player)
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Spectate.stop_follow(player)
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end)
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:on_closed(function(_, player)
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-- set_controller can not be called during on_gui_closed, so the next update stops following
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local data = following[player.index]
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if data then data.stop = true end
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end) --[[@as any]]
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--- Check if a player is in spectator mode
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--- @param player LuaPlayer
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--- @return boolean
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function Spectate.is_spectating(player)
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return player.controller_type == defines.controllers.spectator
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end
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--- Put a player into spectator mode while keeping their character
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--- @param player LuaPlayer
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--- @return boolean # False when the player was already spectating or has no character
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function Spectate.start_spectate(player)
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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 -- Changing controller closes the opened gui
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return true
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end
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--- Return a player to their character, or respawn them if it was killed
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--- @param player LuaPlayer
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function Spectate.stop_spectate(player)
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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 -- Changing controller closes the opened gui
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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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--- Check if a player is following something
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--- @param player LuaPlayer
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--- @return boolean
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function Spectate.is_following(player)
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return following[player.index] ~= nil
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end
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--- Put a player into spectator mode and keep their camera on a target as it moves
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--- @param player LuaPlayer
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--- @param target LuaPlayer | LuaEntity
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function Spectate.start_follow(player, target)
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local started_spectate = Spectate.start_spectate(player)
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follow_label(player.gui.screen, target)
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player.teleport(target.position, target.surface)
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following[player.index] = {
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player = player,
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target = target,
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position = player.position,
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started_spectate = started_spectate,
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}
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end
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--- Give a player their camera back, returning them to their character if start_follow took it
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--- @param player LuaPlayer
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function Spectate.stop_follow(player)
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local data = following[player.index]
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if data and data.started_spectate and Spectate.is_spectating(player) then
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Spectate.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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--- Move a following player onto their target, or stop following when they have moved away or regained a character
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--- @param data ExpScenario_Spectate.Following
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local function update_following(data)
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local player, target = data.player, data.target
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local position = player.position
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if
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data.stop
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or player.character
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or not target.valid
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or position.x ~= data.position.x
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or position.y ~= data.position.y
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then
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Spectate.stop_follow(player)
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else
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player.teleport(target.position, target.surface)
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data.position = player.position
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end
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end
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local function on_tick()
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for _, data in pairs(following) do
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update_following(data)
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end
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end
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--- Stop following when a player leaves, and stop anyone who was following them
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--- @param event EventData.on_pre_player_left_game
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local function on_pre_player_left_game(event)
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local player = game.players[event.player_index]
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Spectate.stop_follow(player)
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for _, data in pairs(following) do
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if data.target == player then
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Spectate.stop_follow(data.player)
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end
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end
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end
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local e = defines.events
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Spectate.events[e.on_tick] = on_tick
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Spectate.events[e.on_pre_player_left_game] = on_pre_player_left_game
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return Spectate
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