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switch to scheduler
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@ -231,7 +231,7 @@ require 'utils.freeplay'
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--require 'maps.cube'
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--require 'maps.mountain_race.main'
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--require 'maps.native_war.main'
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--require 'maps.scrap_towny_ffa.main'
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require 'maps.scrap_towny_ffa.main'
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---------------------------------------------------------------
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---------------- MORE MODULES HERE ----------------
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@ -18,6 +18,7 @@ require 'maps.scrap_towny_ffa.fluids_are_explosive'
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require 'maps.scrap_towny_ffa.trap'
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require 'maps.scrap_towny_ffa.turrets_drop_ammo'
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require 'maps.scrap_towny_ffa.vehicles'
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require 'maps.scrap_towny_ffa.suicide'
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local Event = require 'utils.event'
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local Autostash = require 'modules.autostash'
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@ -37,7 +38,6 @@ local Gui = require 'utils.gui'
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local Color = require 'utils.color_presets'
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local Where = require 'utils.commands.where'
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local Inventory = require 'modules.show_inventory'
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local Suicide = require 'maps.scrap_towny_ffa.suicide'
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local function spairs(t, order)
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local keys = {}
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@ -183,7 +183,6 @@ local tick_actions = {
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[60 * 5] = Team.update_town_chart_tags, -- each minute, at 05 seconds
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[60 * 10] = Team.set_all_player_colors, -- each minute, at 10 seconds
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[60 * 15] = Fish.reproduce, -- each minute, at 15 seconds
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[60 * 20] = Suicide.check, -- each minute, at 20 seconds
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[60 * 25] = Biters.unit_groups_start_moving, -- each minute, at 25 seconds
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[60 * 30] = Radar.reset, -- each minute, at 30 seconds
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[60 * 45] = Biters.validate_swarms, -- each minute, at 45 seconds
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@ -1,8 +1,52 @@
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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 one_minute = 60 * 10 -- 60 * 60
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local function on_player_died(event)
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local this = ScenarioTable.get_table()
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local player = game.players[event.player_index]
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this.suicides[player.index] = nil
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end
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Event.add(defines.events.on_player_died, on_player_died)
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local suicide_handler = Scheduler.set(function(data)
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for i = 1, #data do
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local this = ScenarioTable.get_table()
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local player_index = data[i].player_index
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local player = game.get_player(player_index)
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if not player or not player.valid or not player.character then
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return
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end
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if not this.suicides[player.index] then
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-- the suicide was cancelled (the character died)
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return
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end
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local minutes_remaining = this.suicides[player.index].minutes_remaining
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if minutes_remaining <= 0 then
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player.character.die(player.force, player.character)
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this.suicides[player.index] = nil
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else
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if minutes_remaining == 1 then
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player.print(minutes_remaining .. " minute remaining until death.", yellow)
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else
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player.print(minutes_remaining .. " minutes remaining until death.", yellow)
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end
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this.suicides[player.index].minutes_remaining = this.suicides[player.index].minutes_remaining - 1
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Scheduler.timer(game.tick + one_minute, data[i].handler, { player_index = player.index, handler = data[i].handler})
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end
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end
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end)
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commands.add_command(
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'suicide',
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@ -15,46 +59,13 @@ commands.add_command(
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return
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end
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if this.suicides[player.name] then
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if this.suicides[player.index] then
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player.print("You are already dying!", yellow)
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return
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end
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-- Schedule death for 30 seconds less than the average. Death is checked every minute, so this keeps
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-- the average correct.
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this.suicides[player.name] = game.tick + (one_minute * minutes_to_die - (one_minute * 0.5))
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player.print("You ate a poison pill. You will die in approximately " .. minutes_to_die .. " minutes.", yellow)
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this.suicides[player.index] = {minutes_remaining = minutes_to_die - 1}
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Scheduler.timer(game.tick + one_minute, suicide_handler, { player_index = player.index, handler = suicide_handler })
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player.print("You ate a poison pill. You will die in " .. minutes_to_die .. " minutes.", yellow)
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end
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)
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local Public = {}
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function Public.check()
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local this = ScenarioTable.get_table()
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for name, death_time in pairs(this.suicides) do
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local remaining_time = death_time - game.tick
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local player = game.get_player(name)
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if not player or not player.valid then
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return
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end
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if not player.character then
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return
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end
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if remaining_time <= 0 then
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player.character.die(player.force, player.character)
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this.suicides[player.name] = nil
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else
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local remaining_minutes = math.ceil(remaining_time / 3600)
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if remaining_minutes ~= minutes_to_die then
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if remaining_minutes == 1 then
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player.print(remaining_minutes .. " minute remaining until death.", yellow)
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else
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player.print(remaining_minutes .. " minutes remaining until death.", yellow)
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end
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end
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end
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end
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end
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return Public
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