Archipelago/worlds/factorio/data/mod_template/control.lua

462 lines
18 KiB
Lua
Raw Normal View History

{% from "macros.lua" import dict_to_lua %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require "lib"
require "util"
FREE_SAMPLES = {{ free_samples }}
2021-05-09 15:26:53 +00:00
SLOT_NAME = "{{ slot_name }}"
SEED_NAME = "{{ seed_name }}"
FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }}
2021-08-04 03:40:51 +00:00
TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
{% if not imported_blueprints -%}
function set_permissions()
local group = game.permissions.get_group("Default")
group.set_allows_action(defines.input_action.open_blueprint_library_gui, false)
group.set_allows_action(defines.input_action.import_blueprint, false)
group.set_allows_action(defines.input_action.import_blueprint_string, false)
group.set_allows_action(defines.input_action.import_blueprints_filtered, false)
end
{%- endif %}
2021-07-25 20:12:03 +00:00
function check_spawn_silo(force)
if force.players and #force.players > 0 and force.get_entity_count("rocket-silo") < 1 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
spawn_entity(surface, force, "rocket-silo", spawn_position.x, spawn_position.y, 80, true, true)
2021-07-25 20:12:03 +00:00
end
end
function check_despawn_silo(force)
if not force.players or #force.players < 1 and force.get_entity_count("rocket-silo") > 0 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
local x1 = spawn_position.x - 41
local x2 = spawn_position.x + 41
local y1 = spawn_position.y - 41
local y2 = spawn_position.y + 41
local silos = surface.find_entities_filtered{area = { {x1, y1}, {x2, y2} },
name = "rocket-silo",
force = force}
for i,silo in ipairs(silos) do
silo.destructible = true
silo.destroy()
end
end
end
-- Initialize force data, either from it being created or already being part of the game when the mod was added.
function on_force_created(event)
2021-07-25 20:12:03 +00:00
local force = event.force
if type(event.force) == "string" then -- should be of type LuaForce
force = game.forces[force]
end
force.research_queue_enabled = true
local data = {}
data['earned_samples'] = {{ dict_to_lua(starting_items) }}
2021-04-29 02:34:47 +00:00
data["victory"] = 0
data["checked_technologies"] = {}
global.forcedata[event.force] = data
2021-07-25 20:12:03 +00:00
{%- if silo == 2 %}
check_spawn_silo(force)
{%- endif %}
end
script.on_event(defines.events.on_force_created, on_force_created)
-- Destroy force data. This doesn't appear to be currently possible with the Factorio API, but here for completeness.
function on_force_destroyed(event)
2021-07-25 20:12:03 +00:00
{%- if silo == 2 %}
check_despawn_silo(event.force)
{%- endif %}
2021-04-29 02:34:47 +00:00
global.forcedata[event.force.name] = nil
end
-- Initialize player data, either from them joining the game or them already being part of the game when the mod was
-- added.`
function on_player_created(event)
local player = game.players[event.player_index]
-- FIXME: This (probably) fires before any other mod has a chance to change the player's force
-- For now, they will (probably) always be on the 'player' force when this event fires.
local data = {}
data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples'])
global.playerdata[player.index] = data
update_player(player.index) -- Attempt to send pending free samples, if relevant.
2021-07-25 20:12:03 +00:00
{%- if silo == 2 %}
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
end
script.on_event(defines.events.on_player_created, on_player_created)
2021-07-25 20:12:03 +00:00
-- Create/destroy silo for force if player switched force
function on_player_changed_force(event)
{%- if silo == 2 %}
check_despawn_silo(event.force)
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
end
script.on_event(defines.events.on_player_changed_force, on_player_changed_force)
function on_player_removed(event)
global.playerdata[event.player_index] = nil
end
script.on_event(defines.events.on_player_removed, on_player_removed)
2021-04-29 02:34:47 +00:00
function on_rocket_launched(event)
global.forcedata[event.rocket.force.name]['victory'] = 1
dumpInfo(event.rocket.force)
end
script.on_event(defines.events.on_rocket_launched, on_rocket_launched)
-- Updates a player, attempting to send them any pending samples (if relevant)
function update_player(index)
local player = game.players[index]
if not player or not player.valid then -- Do nothing if we reference an invalid player somehow
return
end
local character = player.character or player.cutscene_character
if not character or not character.valid then
return
end
local data = global.playerdata[index]
local samples = data['pending_samples']
local sent
--player.print(serpent.block(data['pending_samples']))
local stack = {}
for name, count in pairs(samples) do
stack.name = name
stack.count = count
if game.item_prototypes[name] then
if character.can_insert(stack) then
sent = character.insert(stack)
else
sent = 0
end
if sent > 0 then
player.print("Received " .. sent .. "x [item=" .. name .. "]")
data.suppress_full_inventory_message = false
end
if sent ~= count then -- Couldn't full send.
if not data.suppress_full_inventory_message then
player.print("Additional items will be sent when inventory space is available.", {r=1, g=1, b=0.25})
end
data.suppress_full_inventory_message = true -- Avoid spamming them with repeated full inventory messages.
samples[name] = count - sent -- Buffer the remaining items
break -- Stop trying to send other things
else
samples[name] = nil -- Remove from the list
end
else
player.print("Unable to receive " .. count .. "x [item=" .. name .. "] as this item does not exist.")
samples[name] = nil
end
end
end
-- Update players upon them connecting, since updates while they're offline are suppressed.
script.on_event(defines.events.on_player_joined_game, function(event) update_player(event.player_index) end)
function update_player_event(event)
update_player(event.player_index)
end
script.on_event(defines.events.on_player_main_inventory_changed, update_player_event)
function add_samples(force, name, count)
local function add_to_table(t)
t[name] = (t[name] or 0) + count
end
-- Add to global table of earned samples for future new players
add_to_table(global.forcedata[force.name]['earned_samples'])
-- Add to existing players
for _, player in pairs(force.players) do
add_to_table(global.playerdata[player.index]['pending_samples'])
update_player(player.index)
end
end
script.on_init(function()
{% if not imported_blueprints %}set_permissions(){% endif %}
global.forcedata = {}
global.playerdata = {}
-- Fire dummy events for all currently existing forces.
local e = {}
for name, _ in pairs(game.forces) do
e.force = name
on_force_created(e)
end
e.force = nil
-- Fire dummy events for all currently existing players.
for index, _ in pairs(game.players) do
e.player_index = index
on_player_created(e)
end
end)
2021-04-01 09:40:58 +00:00
-- hook into researches done
script.on_event(defines.events.on_research_finished, function(event)
local technology = event.research
if technology.researched and string.find(technology.name, "ap%-") == 1 then
-- check if it came from the server anyway, then we don't need to double send.
if global.forcedata[technology.force.name]["checked_technologies"][technology.name] ~= nil then
dumpInfo(technology.force) --is sendable
end
else
if FREE_SAMPLES == 0 then
return -- Nothing else to do
end
if not technology.effects then
return -- No technology effects, so nothing to do.
end
for _, effect in pairs(technology.effects) do
if effect.type == "unlock-recipe" then
local recipe = game.recipe_prototypes[effect.recipe]
for _, result in pairs(recipe.products) do
if result.type == "item" and result.amount then
local name = result.name
if FREE_SAMPLE_BLACKLIST[name] ~= 1 then
local count
if FREE_SAMPLES == 1 then
count = result.amount
else
count = get_any_stack_size(result.name)
if FREE_SAMPLES == 2 then
count = math.ceil(count / 2)
end
end
add_samples(technology.force, name, count)
end
end
end
end
end
end
end)
2021-04-01 09:40:58 +00:00
2021-07-02 18:52:06 +00:00
function dumpInfo(force)
log("Archipelago Bridge Data available for game tick ".. game.tick .. ".") -- notifies client
2021-04-01 09:40:58 +00:00
end
function chain_lookup(table, ...)
for _, k in ipairs{...} do
table = table[k]
if not table then
return nil
end
end
return table
end
2021-04-01 09:40:58 +00:00
function spawn_entity(surface, force, name, x, y, radius, randomize, avoid_ores)
2021-07-25 20:12:03 +00:00
local prototype = game.entity_prototypes[name]
local args = { -- For can_place_entity and place_entity
name = prototype.name,
position = {x = x, y = y},
force = force.name,
build_check_type = defines.build_check_type.blueprint_ghost,
forced = true
}
local box = prototype.selection_box
local dims = {
w = box.right_bottom.x - box.left_top.x,
h = box.right_bottom.y - box.left_top.y
}
local entity_radius = math.ceil(math.max(dims.w, dims.h) / math.sqrt(2) / 2)
local bounds = {
xmin = math.ceil(x - radius - box.left_top.x),
xmax = math.floor(x + radius - box.right_bottom.x),
ymin = math.ceil(y - radius - box.left_top.y),
ymax = math.floor(y + radius - box.right_bottom.y)
2021-07-25 20:12:03 +00:00
}
local new_entity = nil
2021-07-25 20:12:03 +00:00
local attempts = 1000
for i = 1,attempts do -- Try multiple times
-- Find a position
if (randomize and i < attempts-3) or (not randomize and i ~= 1) then
args.position.x = math.random(bounds.xmin, bounds.xmax)
args.position.y = math.random(bounds.ymin, bounds.ymax)
elseif randomize then
args.position.x = x + (i + 3 - attempts) * dims.w
args.position.y = y + (i + 3 - attempts) * dims.h
end
-- Generate required chunks
local x1 = args.position.x + box.left_top.x
local x2 = args.position.x + box.right_bottom.x
local y1 = args.position.y + box.left_top.y
local y2 = args.position.y + box.right_bottom.y
if not surface.is_chunk_generated({x = x1, y = y1}) or
not surface.is_chunk_generated({x = x2, y = y1}) or
not surface.is_chunk_generated({x = x1, y = y2}) or
not surface.is_chunk_generated({x = x2, y = y2}) then
surface.request_to_generate_chunks(args.position, entity_radius)
surface.force_generate_chunk_requests()
end
-- Try to place entity
if surface.can_place_entity(args) then
-- Can hypothetically place this entity here. Destroy everything underneath it.
local collision_area = {
{
args.position.x + prototype.collision_box.left_top.x,
args.position.y + prototype.collision_box.left_top.y
2021-07-25 20:12:03 +00:00
},
{
args.position.x + prototype.collision_box.right_bottom.x,
args.position.y + prototype.collision_box.right_bottom.y
2021-07-25 20:12:03 +00:00
}
}
local entities = surface.find_entities_filtered {
area = collision_area,
collision_mask = prototype.collision_mask
}
local can_place = true
2021-07-25 20:12:03 +00:00
for _, entity in pairs(entities) do
if entity.force and entity.force.name ~= 'neutral' then
can_place = false
break
2021-07-25 20:12:03 +00:00
end
end
local allow_placement_on_resources = not avoid_ores or i > attempts/2
if can_place and not allow_placement_on_resources then
local resources = surface.find_entities_filtered {
area = collision_area,
type = 'resource'
}
can_place = (next(resources) == nil)
end
if can_place then
2021-07-25 20:12:03 +00:00
for _, entity in pairs(entities) do
entity.destroy({do_cliff_correction=true, raise_destroy=true})
end
args.build_check_type = defines.build_check_type.script
args.create_build_effect_smoke = false
new_entity = surface.create_entity(args)
if new_entity then
new_entity.destructible = false
new_entity.minable = false
new_entity.rotatable = false
2021-07-25 20:12:03 +00:00
break
end
end
end
end
if new_entity == nil then
2021-07-25 20:12:03 +00:00
force.print("Failed to place " .. args.name .. " in " .. serpent.line({x = x, y = y, radius = radius}))
end
end
2021-07-02 18:52:06 +00:00
-- add / commands
commands.add_command("ap-sync", "Used by the Archipelago client to get progress information", function(call)
local force
if call.player_index == nil then
2021-07-02 18:52:06 +00:00
force = game.forces.player
else
2021-07-02 18:52:06 +00:00
force = game.players[call.player_index].force
end
local research_done = {}
local data_collection = {
["research_done"] = research_done,
["victory"] = chain_lookup(global, "forcedata", force.name, "victory"),
}
for tech_name, tech in pairs(force.technologies) do
if tech.researched and string.find(tech_name, "ap%-") == 1 then
research_done[tech_name] = tech.researched
end
end
2021-07-02 18:52:06 +00:00
rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["info"] = data_collection}))
2021-04-01 09:40:58 +00:00
end)
commands.add_command("ap-print", "Used by the Archipelago client to print messages", function (call)
game.print(call.parameter)
end)
2021-07-02 18:52:06 +00:00
2021-04-01 09:40:58 +00:00
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
2021-07-04 20:21:53 +00:00
if global.index_sync == nil then
global.index_sync = {}
end
local tech
2021-04-01 09:40:58 +00:00
local force = game.forces["player"]
chunks = split(call.parameter, "\t")
2021-08-04 03:40:51 +00:00
local item_name = chunks[1]
local index = chunks[2]
local source = chunks[3] or "Archipelago"
if index == -1 then -- for coop sync and restoring from an older savegame
tech = force.technologies[item_name]
if tech.researched ~= true then
global.forcedata[force.name]["checked_technologies"][tech.name] = 1 -- mark as don't send again
2021-08-07 00:57:47 +00:00
game.print({"", "Received [technology=" .. tech.name .. "] as it is already checked."})
game.play_sound({path="utility/research_completed"})
tech.researched = true
return
end
2021-08-07 00:57:47 +00:00
elseif progressive_technologies[item_name] ~= nil then
2021-07-04 20:21:53 +00:00
if global.index_sync[index] == nil then -- not yet received prog item
2021-08-04 03:40:51 +00:00
global.index_sync[index] = item_name
local tech_stack = progressive_technologies[item_name]
for _, item_name in ipairs(tech_stack) do
tech = force.technologies[item_name]
2021-07-04 20:21:53 +00:00
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"})
tech.researched = true
return
end
end
end
2021-08-04 03:40:51 +00:00
elseif force.technologies[item_name] ~= nil then
tech = force.technologies[item_name]
2021-07-04 20:21:53 +00:00
if tech ~= nil then
if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then
game.print("Warning: Desync Detected. Duplicate/Missing items may occur.")
end
global.index_sync[index] = tech
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"})
tech.researched = true
end
2021-04-01 09:40:58 +00:00
end
2021-08-04 03:40:51 +00:00
elseif item_name == "Attack Trap" then
if global.index_sync[index] == nil then -- not yet received trap
game.print({"", "Received Attack Trap from ", source})
global.index_sync[index] = item_name
local spawn_position = force.get_spawn_position(game.get_surface(1))
game.surfaces["nauvis"].build_enemy_base(spawn_position, 25)
end
elseif item_name == "Evolution Trap" then
if global.index_sync[index] == nil then -- not yet received trap
global.index_sync[index] = item_name
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + TRAP_EVO_FACTOR
game.print({"", "Received Evolution Trap from ", source, ". New factor:", game.forces["enemy"].evolution_factor})
end
2021-04-01 09:40:58 +00:00
else
2021-08-04 03:40:51 +00:00
game.print("Unknown Item " .. item_name)
2021-04-01 09:40:58 +00:00
end
end)
2021-07-02 18:52:06 +00:00
commands.add_command("ap-rcon-info", "Used by the Archipelago client to get information", function(call)
rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME}))
2021-07-04 20:21:53 +00:00
end)
2021-07-25 20:12:03 +00:00
{% if allow_cheats -%}
commands.add_command("ap-spawn-silo", "Attempts to spawn a silo around 0,0", function(call)
spawn_entity(game.player.surface, game.player.force, "rocket-silo", 0, 0, 80, true, true)
2021-07-25 20:12:03 +00:00
end)
{% endif -%}
2021-07-04 20:21:53 +00:00
-- data
2021-07-25 20:12:03 +00:00
progressive_technologies = {{ dict_to_lua(progressive_technology_table) }}