Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/addons/spawn-area.lua
2024-11-19 22:16:34 +00:00

237 lines
8.5 KiB
Lua

--- 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'}
protect_entity(turret)
end
-- Adds ammo to the turret
local inv = turret.get_inventory(defines.inventory.turret_ammo)
if 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
local belt_details = {{-0.5, -0.5, 2}, {0.5, -0.5, 4}, {-0.5, 0.5, 0}, {0.5, 0.5, 6}} -- 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
local fill_tile = surface.get_tile(position).name
-- Make sure a non water tile is used for each tile
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})
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
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.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