Did a bunch
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88f5211ddb
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22
base.lua
22
base.lua
@ -29,7 +29,20 @@ function base.assign_force_color(force_name)
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storage.force_colors[force_name] = COLORS[(used % #COLORS) + 1]
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end
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function base.register(entity)
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function base.player_color(player)
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if not (player and player.valid and player.force) then return end
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local force_name = player.force.name
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local is_team = false
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for _, name in pairs(storage.planet_teams or {}) do
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if name == force_name then is_team = true; break end
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end
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if not is_team then return end
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storage.force_colors = storage.force_colors or {}
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base.assign_force_color(force_name)
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player.color = storage.force_colors[force_name]
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end
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function base.register(entity, silent)
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if not (entity and entity.valid) then return end
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local force_name = entity.force.name
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storage.force_bases[force_name] = storage.force_bases[force_name] or {}
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@ -40,8 +53,10 @@ function base.register(entity)
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text = force_name, surface = entity.surface, target = entity, target_offset = {0, -3.5},
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color = color, scale = 2, font = "default-bold", alignment = "center", visible = true,
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}
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notify(force_name, "[color=green][BASE] A base has been established at (" .. math.floor(entity.position.x)
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.. ", " .. math.floor(entity.position.y) .. ") on " .. entity.surface.name .. ".[/color]")
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if not silent then
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notify(force_name, "[color=green][BASE] A base has been established at (" .. math.floor(entity.position.x)
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.. ", " .. math.floor(entity.position.y) .. ") on " .. entity.surface.name .. ".[/color]")
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end
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end
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function base.spawn_initial(force_name, planet_name)
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@ -99,6 +114,7 @@ end
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function base.on_player_respawned(event)
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local player = game.players[event.player_index]
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if not (player and player.valid) then return end
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base.player_color(player)
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if not (storage.player_team_joined and storage.player_team_joined[player.index]) then return end
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local force_name = player.force.name
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if storage.permadead[force_name] and storage.permadead[force_name][player.index] then spectator(player); return end
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37
control.lua
37
control.lua
@ -4,17 +4,27 @@ local drop_zone = require("drop_zone")
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local base = require("base")
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local setup = require("setup")
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local player_system = require("player")
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local roster = require("roster")
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-- One registration per Factorio event lets the separate systems share events safely.
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script.on_init(function() setup.on_init(observer); player_system.on_init() end)
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script.on_configuration_changed(setup.on_configuration_changed)
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script.on_configuration_changed(function(event)
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setup.on_configuration_changed(event)
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for _, player in pairs(game.players) do
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roster.create_button(player)
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base.player_color(player)
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end
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end)
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script.on_event(defines.events.on_player_created, function(event)
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player_system.on_player_created(event)
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roster.create_button(game.get_player(event.player_index))
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setup.on_player_created(event)
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end)
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script.on_event(defines.events.on_player_joined_game, function(event)
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player_system.on_player_joined_game(event)
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roster.create_button(game.get_player(event.player_index))
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base.player_color(game.get_player(event.player_index))
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setup.on_player_joined_game(event)
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end)
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script.on_event(defines.events.on_player_respawned, function(event)
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@ -38,25 +48,34 @@ script.on_event(defines.events.on_player_died, base.on_player_died)
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script.on_event(defines.events.on_pre_player_mined_item, base.on_pre_player_mined_item)
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script.on_event(defines.events.on_robot_pre_mined, base.on_robot_pre_mined)
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script.on_nth_tick(1800, radar.on_orbital_scan_tick)
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-- Fires once on the first tick after any save load, then unregisters itself.
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script.on_nth_tick(1, function()
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script.on_nth_tick(1, nil)
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setup.on_save_loaded()
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end)
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-- No writable "save loaded" event exists; a local flag on the permanent on_tick
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-- handler fires once per load. on_nth_tick(1) cannot be used: registering a
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-- transient handler makes join-time event checks fail for multiplayer clients.
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script.on_event(defines.events.on_cargo_pod_finished_ascending, drop_zone.on_cargo_pod_finished_ascending)
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script.on_event(defines.events.on_entity_damaged, drop_zone.on_entity_damaged)
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script.on_event(defines.events.on_lua_shortcut, drop_zone.on_lua_shortcut)
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script.on_event(defines.events.on_player_selected_area, drop_zone.on_player_selected_area)
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script.on_event(defines.events.on_gui_click, function(event)
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if not observer.on_gui_click(event) then setup.on_gui_click(event) end
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if not (observer.on_gui_click(event) or roster.on_gui_click(event)) then setup.on_gui_click(event) end
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end)
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script.on_event("planet-pvp-toggle-observer", function(event)
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local player = game.get_player(event.player_index)
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if player then observer.toggle_window(player) end
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end)
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script.on_nth_tick(5, observer.on_tick)
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script.on_nth_tick(120, player_system.on_light_tick)
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script.on_event(defines.events.on_tick, base.on_tick)
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script.on_nth_tick(120, function()
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player_system.on_light_tick()
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for _, player in pairs(game.connected_players) do base.player_color(player) end
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end)
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local save_loaded_fired = false
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script.on_event(defines.events.on_tick, function(event)
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if not save_loaded_fired then
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save_loaded_fired = true
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setup.on_save_loaded()
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end
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base.on_tick(event)
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drop_zone.on_tick(event)
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end)
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commands.add_command("basestatus", "Show base count for every force", base.status_command)
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commands.add_command("ping", nil, function(command)
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@ -8,16 +8,26 @@ function drop_zone.teleport_to_planet(player, surface)
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local target = storage.player_targets[player.force.name .. "_" .. planet_name]
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local position = target and target.position
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or surface.find_non_colliding_position("character", {0, 0}, 500, 2) or {x = 0, y = 0}
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local attempts = 0
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script.on_nth_tick(1, function()
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if player and player.valid and attempts < 30 then
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player.teleport(position, surface)
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-- Retries live in storage and are pumped from the permanent on_tick;
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-- transient on_nth_tick registrations break multiplayer join checks.
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storage.pending_teleports = storage.pending_teleports or {}
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storage.pending_teleports[player.index] = {position = position, surface_index = surface.index, attempts = 0}
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end
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function drop_zone.on_tick()
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local pending = storage.pending_teleports
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if not pending or not next(pending) then return end
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for index, data in pairs(pending) do
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local player = game.players[index]
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local surface = game.surfaces[data.surface_index]
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if player and player.valid and surface and data.attempts < 30 then
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player.teleport(data.position, surface)
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if player.character then player.set_controller{type = defines.controllers.character, character = player.character} end
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attempts = attempts + 1
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data.attempts = data.attempts + 1
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else
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script.on_nth_tick(1, nil)
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pending[index] = nil
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end
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end)
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end
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end
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function drop_zone.on_player_changed_surface(event)
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@ -1,11 +1,11 @@
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{
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"name": "Planet-PvP-Green",
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"version": "1.0.0",
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"version": "1.0.1",
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"title": "Planet PvP Green",
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"author": "Blizliam",
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"factorio_version": "2.1",
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"dependencies": [
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"base >= 2.0.77",
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"space-age"],
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"description": "A PvP mod for factorio where you can choose a planet of the first 4. Aquilo will be available in a future version."
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"description": "A PvP mod for factorio where you can choose a planet of the first 4."
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}
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84
player.lua
84
player.lua
@ -18,6 +18,88 @@ local function maintain_light(player)
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end
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end
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-- show_on_map is all-or-nothing, so allies are revealed with rendering objects
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-- whose players list is restricted to the owner's force instead.
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-- Name over the character in-world and on the map, plus a dot on the map.
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-- Each is separate because render_mode is per-object.
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local ALLY_MARKER_SPECS = {
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{key = "name_game", mode = "game", text = true},
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{key = "name_chart", mode = "chart", text = true},
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{key = "dot_chart", mode = "chart", radius = 2},
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}
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local function is_team_force(force_name)
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for _, name in pairs(storage.planet_teams or {}) do
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if name == force_name then return true end
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end
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return false
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end
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local function maintain_marker(player)
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if not (player and player.valid) then return end
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storage.ally_markers = storage.ally_markers or {}
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local markers = storage.ally_markers[player.index]
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local viewers = {}
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if player.character and player.character.valid and player.force and is_team_force(player.force.name) then
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for _, ally in pairs(player.force.players) do
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viewers[#viewers + 1] = ally.index
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end
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end
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if #viewers == 0 then
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if markers then for _, marker in pairs(markers) do if marker.valid then marker.destroy() end end end
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storage.ally_markers[player.index] = nil
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return
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end
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local color = (storage.force_colors and storage.force_colors[player.force.name]) or {r = 1, g = 1, b = 1, a = 1}
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markers = markers or {}
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for _, spec in pairs(ALLY_MARKER_SPECS) do
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local marker = markers[spec.key]
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if marker and marker.valid and marker.surface ~= player.character.surface then
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marker.destroy()
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marker = nil
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markers[spec.key] = nil
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end
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if not (marker and marker.valid) then
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if spec.text then
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marker = rendering.draw_text{
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text = player.name, surface = player.character.surface, target = player.character,
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target_offset = {0, -2.5}, color = color, scale = 1.5, render_mode = spec.mode, players = viewers,
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}
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else
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marker = rendering.draw_circle{
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surface = player.character.surface, target = player.character, color = color,
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radius = spec.radius, filled = true, render_mode = spec.mode, players = viewers,
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}
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end
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markers[spec.key] = marker
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else
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marker.players = viewers
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marker.target = player.character
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marker.color = color
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end
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end
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storage.ally_markers[player.index] = markers
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end
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-- Vanilla pins can bind to a player or their character, leaking a live
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-- tracker arrow that defeats show_on_map = false. Drop any pin that targets
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-- a player/character of another force.
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local function clear_enemy_pins(player)
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for _, pin in pairs(player.get_pins()) do
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local pinned = pin.player
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local leak = pinned and pinned.valid and pinned.force ~= player.force
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if not leak then
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for _, target in pairs(pin.targets or {}) do
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if target.valid and target.type == "character" and target.force ~= player.force then
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leak = true
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break
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end
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end
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end
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if leak and pin.valid then pin.destroy() end
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end
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end
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function player_system.on_init()
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storage.player_lights = storage.player_lights or {}
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end
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@ -43,6 +125,8 @@ end
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function player_system.on_light_tick()
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for _, player in pairs(game.connected_players) do
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maintain_light(player)
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maintain_marker(player)
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clear_enemy_pins(player)
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if player.character and player.character.valid then player.character.disable_flashlight() end
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end
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end
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80
roster.lua
Normal file
80
roster.lua
Normal file
@ -0,0 +1,80 @@
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local mod_gui = require("__core__.lualib.mod-gui")
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local roster = {}
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local PLANETS = {"nauvis", "vulcanus", "fulgora", "gleba"}
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local function format_playtime(ticks)
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local total_seconds = math.floor((ticks or 0) / 60)
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local hours = math.floor(total_seconds / 3600)
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local minutes = math.floor((total_seconds % 3600) / 60)
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return string.format("%d:%02d", hours, minutes)
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end
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function roster.create_button(player)
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if not (player and player.valid) then return end
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local flow = mod_gui.get_button_flow(player)
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if flow.pvp_roster_button then return end
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flow.add{
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type = "sprite-button",
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name = "pvp_roster_button",
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sprite = "entity/character",
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tooltip = "Team roster",
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}
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end
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local function build_window(player)
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if player.gui.screen.pvp_roster_frame then player.gui.screen.pvp_roster_frame.destroy() end
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local frame = player.gui.screen.add{type = "frame", name = "pvp_roster_frame", caption = "TEAM ROSTER", direction = "vertical"}
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frame.auto_center = true
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local any_team = false
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for _, planet in ipairs(PLANETS) do
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local force_name = storage.planet_teams and storage.planet_teams[planet]
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if force_name then
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any_team = true
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local color = storage.force_colors and storage.force_colors[force_name]
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local header = frame.add{type = "label", caption = force_name .. " (" .. planet .. ")", style = "caption_label"}
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if color then header.style.font_color = color end
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local found = false
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for _, target in pairs(game.players) do
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if target.force and target.force.name == force_name then
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found = true
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local status = target.connected and "" or " (offline)"
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local line = frame.add{type = "label", caption = " " .. target.name .. status .. " - " .. format_playtime(target.online_time)}
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if color then line.style.font_color = color end
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end
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end
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if not found then frame.add{type = "label", caption = " (no players)"} end
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end
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end
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if not any_team then frame.add{type = "label", caption = "No teams initialized yet."} end
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local buttons = frame.add{type = "flow", direction = "horizontal"}
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buttons.add{type = "button", name = "pvp_roster_refresh", caption = "Refresh"}
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buttons.add{type = "button", name = "pvp_roster_close", caption = "Close"}
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end
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function roster.on_gui_click(event)
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local element = event.element
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if not (element and element.valid) then return false end
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local player = game.get_player(event.player_index)
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if not (player and player.valid) then return false end
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if element.name == "pvp_roster_button" then
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if player.gui.screen.pvp_roster_frame then
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player.gui.screen.pvp_roster_frame.destroy()
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else
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build_window(player)
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end
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return true
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end
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if element.name == "pvp_roster_refresh" then
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build_window(player)
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return true
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end
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if element.name == "pvp_roster_close" then
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if player.gui.screen.pvp_roster_frame then player.gui.screen.pvp_roster_frame.destroy() end
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return true
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end
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return false
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end
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return roster
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98
setup.lua
98
setup.lua
@ -164,6 +164,100 @@ local function init_planet_surfaces()
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end
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end
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local RESERVED_FORCES = {player = true, enemy = true, neutral = true, observer = true}
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-- storage is per-mod, so a Planet-PvP save loses everything on the swap. Team
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-- forces persist in the save itself; find which force owns a planet via its
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-- surviving base, then its researched discovery tech, then unlocked locations.
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local function find_team_force(planet_name)
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local planet = game.planets[planet_name]
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local surface = planet and planet.surface
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if surface then
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for _, entity in pairs(surface.find_entities_filtered{name = "pvp-base"}) do
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if entity.valid and not RESERVED_FORCES[entity.force.name] then return entity.force.name end
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end
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end
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local tech_name = "planet-discovery-" .. planet_name
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for _, force in pairs(game.forces) do
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if not RESERVED_FORCES[force.name] then
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local tech = force.technologies[tech_name]
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if tech and tech.researched then return force.name end
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end
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end
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-- Nauvis can be unlocked by default, so only trust a force whose single
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-- unlocked planet of the four is the one being matched.
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for _, force in pairs(game.forces) do
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if not RESERVED_FORCES[force.name] then
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local unlocked = {}
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for _, p in ipairs(PLANETS) do
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if force.is_space_location_unlocked(p) then unlocked[#unlocked + 1] = p end
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end
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if #unlocked == 1 and unlocked[1] == planet_name then return force.name end
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end
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end
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end
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local function migrate_from_planet_pvp()
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for _, planet_name in ipairs(PLANETS) do
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if not storage.planet_teams[planet_name] then
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local force_name = find_team_force(planet_name)
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if force_name then
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storage.planet_teams[planet_name] = force_name
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base.assign_force_color(force_name)
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end
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end
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end
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local team_forces = {}
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for _, force_name in pairs(storage.planet_teams) do team_forces[force_name] = true end
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for planet_name, force_name in pairs(storage.planet_teams) do
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local planet = game.planets[planet_name]
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if planet and planet.surface then
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for _, entity in pairs(planet.surface.find_entities_filtered{name = "pvp-base", force = force_name}) do
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if entity.valid then
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base.register(entity, true)
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storage.team_kit_spawned[force_name] = true
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end
|
||||
end
|
||||
end
|
||||
end
|
||||
for _, player in pairs(game.players) do
|
||||
if player.force and team_forces[player.force.name] then
|
||||
storage.team_kit_spawned[player.force.name] = true
|
||||
storage.player_team_joined[player.index] = true
|
||||
base.player_color(player)
|
||||
end
|
||||
if player.controller_type == defines.controllers.spectator and player.force.name == "observer" then
|
||||
storage.observers[player.index] = {following = nil, perspective = "observer", gui_open = false}
|
||||
end
|
||||
end
|
||||
if next(storage.planet_teams) then
|
||||
storage.game_started = true
|
||||
storage.crash_site_cleanup_done = true
|
||||
local names = {}
|
||||
for force_name in pairs(team_forces) do names[#names + 1] = force_name end
|
||||
for i, a_name in ipairs(names) do
|
||||
for j, b_name in ipairs(names) do
|
||||
if i ~= j then
|
||||
local a, b = game.forces[a_name], game.forces[b_name]
|
||||
if a and b then a.set_friend(b, false); a.set_cease_fire(b, false) end
|
||||
end
|
||||
end
|
||||
end
|
||||
for planet_name, force_name in pairs(storage.planet_teams) do
|
||||
local members = {}
|
||||
for _, player in pairs(game.players) do
|
||||
if player.force and player.force.name == force_name then members[#members + 1] = player.name end
|
||||
end
|
||||
game.print("[Planet PvP] " .. planet_name .. " = " .. force_name .. " (" .. #members .. "): " .. table.concat(members, ", "))
|
||||
end
|
||||
end
|
||||
for _, player in pairs(game.players) do
|
||||
if player.force and not team_forces[player.force.name] and not RESERVED_FORCES[player.force.name] then
|
||||
game.print("[Planet PvP] WARNING: " .. player.name .. " is on unknown force '" .. player.force.name .. "'. They were sent to the lobby to pick a team.")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function show_admin(player)
|
||||
if player.gui.screen.pvp_admin_frame then player.gui.screen.pvp_admin_frame.destroy() end
|
||||
local frame = player.gui.screen.add{type = "frame", name = "pvp_admin_frame", caption = "ADMIN: CONFIGURE PLANET TEAMS", direction = "vertical"}
|
||||
@ -207,7 +301,8 @@ function setup.on_configuration_changed(event)
|
||||
if event and event.mod_changes and event.mod_changes["Planet-PvP"] then
|
||||
game.print("Save migrated from Planet-PvP to Planet PvP Green. All teams, bases and drop zones carry over.")
|
||||
end
|
||||
for _, key in pairs({"planet_teams", "team_kit_spawned", "player_surfaces", "force_bases", "permadead", "pending_spectator", "force_colors", "base_label_ids", "player_targets", "grid_pos", "player_lights", "player_team_joined", "observers", "radar_scan_progress"}) do storage[key] = storage[key] or {} end
|
||||
for _, key in pairs({"planet_teams", "team_kit_spawned", "player_surfaces", "force_bases", "permadead", "pending_spectator", "force_colors", "base_label_ids", "player_targets", "grid_pos", "player_lights", "player_team_joined", "observers", "radar_scan_progress", "ally_markers", "pending_teleports"}) do storage[key] = storage[key] or {} end
|
||||
if event and event.mod_changes and event.mod_changes["Planet-PvP"] then migrate_from_planet_pvp() end
|
||||
get_hub_surface()
|
||||
if storage.game_started then init_planet_surfaces() end
|
||||
for planet_name, force_name in pairs(storage.planet_teams or {}) do
|
||||
@ -298,6 +393,7 @@ function setup.on_gui_click(event)
|
||||
local force_name = storage.planet_teams[planet_name]
|
||||
if force_name then
|
||||
player.force = game.forces[force_name]; player.clear_items_inside()
|
||||
base.player_color(player)
|
||||
storage.player_team_joined = storage.player_team_joined or {}
|
||||
storage.player_team_joined[player.index] = true
|
||||
local planet = game.planets[planet_name]
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user