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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-11-27 22:38:18 +02:00
minor tweaks
This commit is contained in:
@@ -1196,7 +1196,7 @@ stds.factorio_defines = {
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'change_train_stop_station',
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'change_train_stop_station',
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'change_train_wait_condition',
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'change_train_wait_condition',
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'change_train_wait_condition_data',
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'change_train_wait_condition_data',
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'clean_cursor_stack',
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'clear_cursor_stack',
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'clear_selected_blueprint',
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'clear_selected_blueprint',
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'clear_selected_deconstruction_item',
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'clear_selected_deconstruction_item',
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'clear_selected_upgrade_item',
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'clear_selected_upgrade_item',
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@@ -40,7 +40,7 @@ local function enemy_weapon_damage()
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local e = game.forces.enemy
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local e = game.forces.enemy
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local data = {
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local data = {
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['artillery-shell'] = 0.001,
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['artillery-shell'] = 0.05,
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['biological'] = 0.08,
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['biological'] = 0.08,
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['bullet'] = 0.08,
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['bullet'] = 0.08,
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['capsule'] = 0.08,
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['capsule'] = 0.08,
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@@ -221,13 +221,15 @@ local function output_cargo(wagon, passive_chest)
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if not passive_chest.valid then
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if not passive_chest.valid then
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return
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return
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end
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end
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local chest1 = passive_chest.get_inventory(defines.inventory.cargo_wagon)
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local chest1 = passive_chest.get_inventory(defines.inventory.chest)
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local chest2 = wagon.entity.get_inventory(defines.inventory.cargo_wagon)
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local chest2 = wagon.entity.get_inventory(defines.inventory.cargo_wagon)
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for k, v in pairs(chest1.get_contents()) do
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for i = 1, #chest1 do
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local t = {name = k, count = v}
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local t = chest1[i]
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local c = chest2.insert(t)
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if t and t.valid then
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if (c > 0) then
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local c = chest2.insert(t)
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chest1.remove({name = k, count = c})
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if (c > 0) then
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chest1.remove(t)
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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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end
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end
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@@ -427,14 +429,13 @@ function Public.create_wagon_room(icw, wagon)
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end
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end
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end
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end
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for x = area.left_top.x, area.right_bottom.x - 1, 1 do
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--[[ for x = area.left_top.x, area.right_bottom.x - 1, 1 do
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for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
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for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
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if random(1, 16) == 1 then
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if random(1, 16) == 1 then
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fishes[#fishes + 1] = {name = 'mineable-wreckage', position = {x, y}}
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fishes[#fishes + 1] = {name = crash_site[random(1, size_of_crash)], position = {x, y}, force = 'player'}
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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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end ]]
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surface.set_tiles(tiles, true)
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surface.set_tiles(tiles, true)
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for _, fish in pairs(fishes) do
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for _, fish in pairs(fishes) do
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@@ -22,6 +22,7 @@ local wagon_raffle = {
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'locomotive',
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'locomotive',
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'fluid-wagon'
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'fluid-wagon'
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}
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}
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local rock_raffle = {
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local rock_raffle = {
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'sand-rock-big',
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'sand-rock-big',
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'sand-rock-big',
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'sand-rock-big',
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@@ -954,7 +955,7 @@ local function process_level_8_position(x, y, data, void_or_lab)
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}
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}
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end
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end
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if random(1, 5) > 1 then
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if random(1, 5) > 1 then
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entities[#entities + 1] = {name = 'mineable-wreckage', position = p}
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entities[#entities + 1] = {name = rock_raffle[random(1, size_of_rock_raffle)], position = p}
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end
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end
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if random(1, 256) == 1 then
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if random(1, 256) == 1 then
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entities[#entities + 1] = {name = 'land-mine', position = p, force = 'enemy'}
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entities[#entities + 1] = {name = 'land-mine', position = p, force = 'enemy'}
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@@ -474,7 +474,7 @@ end
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--- Gives connected player some bonus xp if the map was preemptively shut down.
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--- Gives connected player some bonus xp if the map was preemptively shut down.
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-- amount (integer) -- 10 levels
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-- amount (integer) -- 10 levels
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-- local Public = require 'modules.rpg_v2' Public.give_xp(512)
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-- local Public = require 'modules.rpg.functions' Public.give_xp(512)
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function Public.give_xp(amount)
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function Public.give_xp(amount)
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for _, player in pairs(game.connected_players) do
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for _, player in pairs(game.connected_players) do
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if not Public.validate_player(player) then
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if not Public.validate_player(player) then
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139
utils/scenariohandler.lua
Normal file
139
utils/scenariohandler.lua
Normal file
@@ -0,0 +1,139 @@
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local Color = require 'utils.color_presets'
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local Server = require 'utils.server'
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local Global = require 'utils.globals'
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local mapkeeper = '[color=blue]Mapkeeper:[/color]'
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local Public = {}
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local this = {
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scenarioname = '',
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reset_are_you_sure = false,
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restart = false,
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soft_reset = false,
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shutdown = false,
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accepted_params = {
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['restart'] = true,
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['resetnow'] = true,
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['shutdown'] = true,
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['restartnow'] = true
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}
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}
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Global.register(
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this,
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function(t)
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this = t
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end
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)
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commands.add_command(
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'scenario',
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'Usable only for admins - controls the scenario!',
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function(cmd)
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local p
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local player = game.player
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if not player or not player.valid then
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p = log
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else
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p = player.print
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if not player.admin then
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return
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end
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end
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local param = cmd.parameter
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if this.accepted_params[param] then
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goto continue
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else
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p('[ERROR] Arguments was invalid.')
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return
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end
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::continue::
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if not this.reset_are_you_sure then
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this.reset_are_you_sure = true
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p(
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'[WARNING] This command will disable the soft-reset feature, run this command again if you really want to do this!'
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)
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return
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end
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if param == 'restart' then
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if this.restart then
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this.reset_are_you_sure = nil
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this.restart = false
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this.soft_reset = true
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p('[SUCCESS] Soft-reset is once again enabled.')
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return
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else
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this.reset_are_you_sure = nil
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this.restart = true
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this.soft_reset = false
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if this.shutdown then
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this.shutdown = false
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end
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p('[WARNING] Soft-reset is disabled! Server will restart from scenario to load new changes.')
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return
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end
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elseif param == 'restartnow' then
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this.reset_are_you_sure = nil
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p(player.name .. ' restarted the game.')
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Server.start_scenario(this.scenarioname)
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return
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elseif param == 'shutdown' then
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if this.shutdown then
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this.reset_are_you_sure = nil
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this.shutdown = false
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this.soft_reset = true
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p('[SUCCESS] Soft-reset is once again enabled.')
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return
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else
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this.reset_are_you_sure = nil
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this.shutdown = true
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this.soft_reset = false
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if this.restart then
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this.restart = false
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end
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p('[WARNING] Soft-reset is disabled! Server will shutdown. Most likely because of updates.')
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return
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end
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elseif param == 'reset' then
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this.reset_are_you_sure = nil
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if player and player.valid then
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game.print(mapkeeper .. ' ' .. player.name .. ', has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
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else
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game.print(mapkeeper .. ' server, has reset the game!', {r = 0.98, g = 0.66, b = 0.22})
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end
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reset_map()
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p('[WARNING] Game has been reset!')
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return
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end
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end
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)
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function Public.map_reset_callback(data, callback)
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if not data then
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return
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end
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if not callback then
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return
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end
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if not string.find(callback, '%s') and not string.find(callback, 'return') then
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callback = 'return ' .. callback
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end
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if type(callback) == 'function' then
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local success, err = pcall(callback, data)
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return success, err
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else
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local success, err = pcall(loadstring(callback), data)
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return success, err
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end
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end
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return Public
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