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local Scheduler = require 'utils.scheduler'
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local ScenarioTable = require 'maps.scrap_towny_ffa.table'
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local Event = require 'utils.event'
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local yellow = { r = 200, g = 200, b = 0 }
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-- Must be at least 1 minute
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local minutes_to_die = 10
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local one_minute = 60 * 60
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local function on_player_died(event)
local this = ScenarioTable.get_table()
local player = game.players[event.player_index]
this.suicides[player.index] = nil
end
Event.add(defines.events.on_player_died, on_player_died)
local suicide_handler = Scheduler.set(function(data)
for i = 1, #data do
local this = ScenarioTable.get_table()
local player_index = data[i].player_index
local player = game.get_player(player_index)
if not player or not player.valid or not player.character then
return
end
if not this.suicides[player.index] then
-- the suicide was cancelled (the character died)
return
end
local minutes_remaining = this.suicides[player.index].minutes_remaining
if minutes_remaining <= 0 then
player.character.die(player.force, player.character)
this.suicides[player.index] = nil
else
if minutes_remaining == 1 then
player.print(minutes_remaining .. " minute remaining until death.", yellow)
else
player.print(minutes_remaining .. " minutes remaining until death.", yellow)
end
this.suicides[player.index].minutes_remaining = this.suicides[player.index].minutes_remaining - 1
Scheduler.timer(game.tick + one_minute, data[i].handler, { player_index = player.index, handler = data[i].handler})
end
end
end)
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commands.add_command(
'suicide',
'Kills the player',
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function()
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local this = ScenarioTable.get_table()
local player = game.player
if not player or not player.valid then
return
end
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if this.suicides[player.index] then
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player.print("You are already dying!", yellow)
return
end
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this.suicides[player.index] = {minutes_remaining = minutes_to_die - 1}
Scheduler.timer(game.tick + one_minute, suicide_handler, { player_index = player.index, handler = suicide_handler })
player.print("You ate a poison pill. You will die in " .. minutes_to_die .. " minutes.", yellow)
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end
)