dofile_once("mods/quant.ew/NoitaPatcher/load.lua") local np = require("noitapatcher") dofile_once( "data/scripts/lib/utilities.lua" ) np.InstallShootProjectileFiredCallbacks() np.EnableGameSimulatePausing(false) np.InstallDamageDetailsPatch() np.SilenceLogs("Warning - streaming didn\'t find any chunks it could stream away...\n") local ctx = dofile_once("mods/quant.ew/files/src/ctx.lua") local player_fns = dofile_once("mods/quant.ew/files/src/player_fns.lua") local net = dofile_once("mods/quant.ew/files/src/net.lua") local util = dofile_once("mods/quant.ew/files/src/util.lua") local inventory_helper = dofile_once("mods/quant.ew/files/src/inventory_helper.lua") local pretty = dofile_once("mods/quant.ew/files/lib/pretty_print.lua") local perk_fns = dofile_once("mods/quant.ew/files/src/perk_fns.lua") local version = dofile_once("mods/quant.ew/files/version.lua") or "unknown (dev build)" print("Noita EW version: "..version) dofile_once("data/scripts/lib/coroutines.lua") ModLuaFileAppend("data/scripts/gun/gun.lua", "mods/quant.ew/files/append/gun.lua") ModLuaFileAppend("data/scripts/gun/gun_actions.lua", "mods/quant.ew/files/append/action_fix.lua") ModMagicNumbersFileAdd("mods/quant.ew/files/magic.xml") local function load_modules() ctx.dofile_and_add_hooks("mods/quant.ew/files/src/item_sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/enemy_sync.lua") -- ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/effect_sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/damage/sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/nickname.lua") if ctx.debug then ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/debug.lua") end ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/fungal_shift/sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/weather_sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/polymorph/sync.lua") if ctx.proxy_opt.world_sync_version == "1" then ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/world_sync_v1.lua") else ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/world_sync_v2.lua") end ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/heart_pickups/sync.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/spawn_hooks/init.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/proxy_info.lua") ctx.dofile_and_add_hooks("mods/quant.ew/files/src/system/perk_patches/init.lua") end function OnProjectileFired(shooter_id, projectile_id, initial_rng, position_x, position_y, target_x, target_y, send_message, unknown1, multicast_index, unknown3) ctx.hook.on_projectile_fired(shooter_id, projectile_id, initial_rng, position_x, position_y, target_x, target_y, send_message, unknown1, multicast_index, unknown3) if not EntityHasTag(shooter_id, "player_unit") and not EntityHasTag(shooter_id, "ew_client") then return -- Not fired by player, we don't care about it (for now?) end EntityAddTag(projectile_id, "ew_no_enemy_sync") local projectileComponent = EntityGetFirstComponentIncludingDisabled(projectile_id, "ProjectileComponent") local entity_that_shot = ComponentGetValue2(projectileComponent, "mEntityThatShot") local shooter_player_data = player_fns.get_player_data_by_local_entity_id(shooter_id) local rng = 0 -- Was shot locally if shooter_id == ctx.my_player.entity then -- If it was an initial shot by host if (entity_that_shot == 0 and multicast_index ~= -1 and unknown3 == 0) then rng = initial_rng table.insert(shooter_player_data.projectile_rng_init, rng) else rng = shooter_player_data.projectile_seed_chain[entity_that_shot] + 25 end else if (entity_that_shot == 0 and multicast_index ~= -1 and unknown3 == 0) then if #shooter_player_data.projectile_rng_init > 0 then rng = table.remove(shooter_player_data.projectile_rng_init, 1) else -- Shouldn't happen -- GamePrint("No values in projectile_rng_init") rng = 0 end else rng = (shooter_player_data.projectile_seed_chain[entity_that_shot] or 0) + 25 end end shooter_player_data.projectile_seed_chain[projectile_id] = rng -- GamePrint("on fired "..projectile_id.." "..entity_that_shot.." "..shooter_id.." "..rng) np.SetProjectileSpreadRNG(rng) end function OnProjectileFiredPost(shooter_id, projectile_id, rng, position_x, position_y, target_x, target_y, send_message, unknown1, multicast_index, unknown3) end function OnPausedChanged(paused, is_wand_pickup) ctx.is_wand_pickup = is_wand_pickup local players = EntityGetWithTag("ew_current_player") or {} if (players[1]) then np.RegisterPlayerEntityId(players[1]) local inventory_gui = EntityGetFirstComponentIncludingDisabled(players[1], "InventoryGuiComponent") local controls_component = EntityGetFirstComponentIncludingDisabled(players[1], "ControlsComponent") if (paused) then --EntitySetComponentIsEnabled(players[1], inventory_gui, false) np.EnableInventoryGuiUpdate(false) np.EnablePlayerItemPickUpper(false) ComponentSetValue2(controls_component, "enabled", false) else --EntitySetComponentIsEnabled(players[1], inventory_gui, true) np.EnableInventoryGuiUpdate(true) np.EnablePlayerItemPickUpper(true) ComponentSetValue2(controls_component, "enabled", true) end end end function OnWorldInitialized() -- This is called once the game world is initialized. Doesn't ensure any world chunks actually exist. Use OnPlayerSpawned to ensure the chunks around player have been loaded or created. --GamePrint( "OnWorldInitialized() " .. tostring(GameGetFrameNum()) ) end function OnPlayerSpawned( player_entity ) -- This runs when player entity has been created print("Initial player entity: "..player_entity) if GlobalsGetValue("ew_player_count", "") == "" then GlobalsSetValue("ew_player_count", "1") end local x, y = EntityGetTransform(player_entity) ctx.initial_player_pos = {x=x, y=y} local my_player = player_fns.make_playerdata_for(player_entity, ctx.my_id) GamePrint("My peer_id: "..ctx.my_id) ctx.players[ctx.my_id] = my_player ctx.player_data_by_local_entity[player_entity] = my_player ctx.ready = true ctx.my_player = my_player if ctx.is_host then EntityAddTag(player_entity, "ew_host") else -- EntityAddComponent2(player_entity, "LuaComponent", {script_damage_about_to_be_received = "mods/quant.ew/files/cbs/immortal.lua"}) end EntityAddTag(player_entity, "ew_current_player") EntityAddComponent2(player_entity, "LuaComponent", {script_wand_fired = "mods/quant.ew/files/cbs/count_times_wand_fired.lua"}) net.send_welcome() local item_pick = EntityGetFirstComponentIncludingDisabled(player_entity, "ItemPickUpperComponent") ComponentSetValue2(item_pick, "is_immune_to_kicks", true) ctx.hook.on_local_player_spawn(my_player) ctx.hook.on_should_send_updates() GamePrint("Noita Entangled Worlds version "..version) OnPausedChanged(false, false) print("Game state entity: "..GameGetWorldStateEntity()) end local function on_world_pre_update_inner() if ctx.my_player == nil then return end GlobalsSetValue("ew_player_rng", tostring(GameGetFrameNum())) net.update() local inventory_gui_comp = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "InventoryGuiComponent") if inventory_gui_comp and inventory_gui_comp ~= 0 then local inventory_open = ComponentGetValue2(inventory_gui_comp, "mActive") if ctx.is_inventory_open and not inventory_open then ctx.events.inventory_maybe_just_changed = true end ctx.is_inventory_open = inventory_open end if GameGetFrameNum() % 120 == 0 then player_fns.respawn_if_necessary() player_fns.spread_max_health() end -- Player sync if GameGetFrameNum() % 1 == 0 then local input_data = player_fns.serialize_inputs(ctx.my_player) local pos_data = player_fns.serialize_position(ctx.my_player) local current_slot = player_fns.get_current_slot(ctx.my_player) if input_data ~= nil and pos_data ~= nil then net.send_player_update(input_data, pos_data, current_slot) end end if ctx.events.new_player_just_connected or ctx.events.inventory_maybe_just_changed or (GameGetFrameNum() % 5 == 0 and inventory_helper.has_inventory_changed(ctx.my_player)) then local inventory_state = player_fns.serialize_items(ctx.my_player) if inventory_state ~= nil then -- GamePrint("Sending updated inventory") net.send_player_inventory(inventory_state) end end -- Perk sync if GameGetFrameNum() % 120 == 0 and not ctx.run_ended then local perk_data = perk_fns.get_my_perks() if perk_data ~= nil then net.send_player_perks(perk_data) end end if not ctx.run_ended then if ctx.is_host then ctx.hook.on_world_update_host() else ctx.hook.on_world_update_client() end ctx.hook.on_world_update() end wake_up_waiting_threads(1) end function OnWorldPreUpdate() -- This is called every time the game is about to start updating the world util.tpcall(on_world_pre_update_inner) end local function on_world_post_update_inner() if ctx.my_player == nil then return end -- local px, py = EntityGetTransform(my_player.entity) -- GameSetCameraPos(px, py) if not ctx.run_ended then ctx.hook.on_world_update_post() end local times_wand_fired = tonumber(GlobalsGetValue("ew_wand_fired", "0")) GlobalsSetValue("ew_wand_fired", "0") if times_wand_fired > 0 then local special_seed = tonumber(GlobalsGetValue("ew_player_rng", "0")) local fire_data = player_fns.make_fire_data(special_seed, ctx.my_player) if fire_data ~= nil then net.send_fire(fire_data) end end end function OnWorldPostUpdate() -- This is called every time the game has finished updating the world util.tpcall(on_world_post_update_inner) ctx.events = {} end function register_localizations(translation_file, clear_count) clear_count = clear_count or 0 local loc_content = ModTextFileGetContent("data/translations/common.csv") -- Gets the original translations of the game local append_content = ModTextFileGetContent(translation_file) -- Gets my own translations file -- Split the append_content into lines local lines = {} for line in append_content:gmatch("[^\n]+") do table.insert(lines, line) end -- Remove the first clear_count lines for i = 1, clear_count do table.remove(lines, 1) end -- Reconstruct append_content after removing clear_count lines local new_append_content = table.concat(lines, "\n") -- if loc_content does not end with a new line, add one if not loc_content:match("\n$") then loc_content = loc_content .. "\n" end -- Concatenate loc_content and new_append_content without extra newline character local new_content = loc_content .. new_append_content .. "\n" -- Set the new content to the file ModTextFileSetContent("data/translations/common.csv", new_content) end function OnModPreInit() register_localizations("mods/quant.ew/translations.csv", 1) ctx.init() net.init() load_modules() end function OnModInit() end function OnModPostInit() end print("entangled_worlds init ok")