local Session = require 'utils.datastore.session_data' local Modifiers = require 'utils.player_modifiers' local Server = require 'utils.server' local Color = require 'utils.color_presets' local Event = require 'utils.event' local Global = require 'utils.global' local BottomFrame = require 'utils.gui.bottom_frame' local Gui = require 'utils.gui' local SpamProtection = require 'utils.spam_protection' local this = { players = {}, bottom_button = false } Global.register( this, function(t) this = t end ) local Public = {} local clear_corpse_button_name = Gui.uid_name() commands.add_command( 'spaghetti', 'Does spaghett.', function(cmd) local player = game.player local param = tostring(cmd.parameter) local force = game.forces['player'] if not (player and player.valid) then return end local p = player.print if not player.admin then p("[ERROR] You're not admin!", Color.fail) return end if param == nil then player.print('[ERROR] Arguments are true/false', Color.yellow) return end if param == 'true' then if not this.spaghetti_are_you_sure then this.spaghetti_are_you_sure = true player.print('Spaghetti is not enabled, run this command again to enable spaghett', Color.yellow) return end if this.spaghetti_enabled then player.print('Spaghetti is already enabled.', Color.yellow) return end game.print('The world has been spaghettified!', Color.success) force.technologies['logistic-system'].enabled = false force.technologies['construction-robotics'].enabled = false force.technologies['logistic-robotics'].enabled = false force.technologies['robotics'].enabled = false force.technologies['personal-roboport-equipment'].enabled = false force.technologies['personal-roboport-mk2-equipment'].enabled = false force.technologies['character-logistic-trash-slots-1'].enabled = false force.technologies['character-logistic-trash-slots-2'].enabled = false force.technologies['auto-character-logistic-trash-slots'].enabled = false force.technologies['worker-robots-storage-1'].enabled = false force.technologies['worker-robots-storage-2'].enabled = false force.technologies['worker-robots-storage-3'].enabled = false force.technologies['character-logistic-slots-1'].enabled = false force.technologies['character-logistic-slots-2'].enabled = false force.technologies['character-logistic-slots-3'].enabled = false force.technologies['character-logistic-slots-4'].enabled = false force.technologies['character-logistic-slots-5'].enabled = false force.technologies['character-logistic-slots-6'].enabled = false force.technologies['worker-robots-speed-1'].enabled = false force.technologies['worker-robots-speed-2'].enabled = false force.technologies['worker-robots-speed-3'].enabled = false force.technologies['worker-robots-speed-4'].enabled = false force.technologies['worker-robots-speed-5'].enabled = false force.technologies['worker-robots-speed-6'].enabled = false this.spaghetti_enabled = true elseif param == 'false' then if this.spaghetti_enabled == false or this.spaghetti_enabled == nil then player.print('Spaghetti is already disabled.', Color.yellow) return end game.print('The world is no longer spaghett!', Color.yellow) force.technologies['logistic-system'].enabled = true force.technologies['construction-robotics'].enabled = true force.technologies['logistic-robotics'].enabled = true force.technologies['robotics'].enabled = true force.technologies['personal-roboport-equipment'].enabled = true force.technologies['personal-roboport-mk2-equipment'].enabled = true force.technologies['character-logistic-trash-slots-1'].enabled = true force.technologies['character-logistic-trash-slots-2'].enabled = true force.technologies['auto-character-logistic-trash-slots'].enabled = true force.technologies['worker-robots-storage-1'].enabled = true force.technologies['worker-robots-storage-2'].enabled = true force.technologies['worker-robots-storage-3'].enabled = true force.technologies['character-logistic-slots-1'].enabled = true force.technologies['character-logistic-slots-2'].enabled = true force.technologies['character-logistic-slots-3'].enabled = true force.technologies['character-logistic-slots-4'].enabled = true force.technologies['character-logistic-slots-5'].enabled = true force.technologies['character-logistic-slots-6'].enabled = true force.technologies['worker-robots-speed-1'].enabled = true force.technologies['worker-robots-speed-2'].enabled = true force.technologies['worker-robots-speed-3'].enabled = true force.technologies['worker-robots-speed-4'].enabled = true force.technologies['worker-robots-speed-5'].enabled = true force.technologies['worker-robots-speed-6'].enabled = true this.spaghetti_enabled = false end end ) commands.add_command( 'generate_map', 'Pregenerates map.', function(cmd) local player = game.player local param = tonumber(cmd.parameter) if not (player and player.valid) then return end local p = player.print if not player.admin then p("[ERROR] You're not admin!", Color.fail) return end if param == nil then player.print('[ERROR] Must specify radius!', Color.fail) return end if param > 50 then player.print('[ERROR] Value is too big.', Color.fail) return end if not this.generate_map then this.generate_map = true player.print('[WARNING] This command will make the server LAG, run this command again if you really want to do this!', Color.yellow) return end local radius = param local surface = game.players[1].surface if surface.is_chunk_generated({radius, radius}) then game.print('Map generation done!', Color.success) this.generate_map = nil return end surface.request_to_generate_chunks({0, 0}, radius) surface.force_generate_chunk_requests() for _, pl in pairs(game.connected_players) do pl.play_sound {path = 'utility/new_objective', volume_modifier = 1} end game.print('Map generation done!', Color.success) this.generate_map = nil end ) commands.add_command( 'dump_layout', 'Dump the current map-layout.', function() local player = game.player if not (player and player.valid) then return end local p = player.print if not player.admin then p("[ERROR] You're not admin!", Color.warning) return end if not this.dump_layout then this.dump_layout = true player.print('[WARNING] This command will make the server LAG, run this command again if you really want to do this!', Color.yellow) return end local surface = game.players[1].surface game.write_file('layout.lua', '', false) local area = { left_top = {x = 0, y = 0}, right_bottom = {x = 32, y = 32} } local entities = surface.find_entities_filtered {area = area} local tiles = surface.find_tiles_filtered {area = area} for _, e in pairs(entities) do local str = '{position = {x = ' .. e.position.x str = str .. ', y = ' str = str .. e.position.y str = str .. '}, name = "' str = str .. e.name str = str .. '", direction = ' str = str .. tostring(e.direction) str = str .. ', force = "' str = str .. e.force.name str = str .. '"},' if e.name ~= 'character' then game.write_file('layout.lua', str .. '\n', true) end end game.write_file('layout.lua', '\n', true) game.write_file('layout.lua', '\n', true) game.write_file('layout.lua', 'Tiles: \n', true) for _, t in pairs(tiles) do local str = '{position = {x = ' .. t.position.x str = str .. ', y = ' str = str .. t.position.y str = str .. '}, name = "' str = str .. t.name str = str .. '"},' game.write_file('layout.lua', str .. '\n', true) player.print('Dumped layout as file: layout.lua', Color.success) end this.dump_layout = false end ) commands.add_command( 'creative', 'Enables creative_mode.', function() local player = game.player if not (player and player.valid) then return end local p = player.print if not player.admin then p("[ERROR] You're not admin!", Color.fail) return end if not this.creative_are_you_sure then this.creative_are_you_sure = true player.print('[WARNING] This command will enable creative/cheat-mode for all connected players, run this command again if you really want to do this!', Color.yellow) return end if this.creative_enabled then player.print('[ERROR] Creative/cheat-mode is already active!', Color.fail) return end game.print('[CREATIVE] ' .. player.name .. ' has activated creative-mode!', Color.warning) Server.to_discord_bold(table.concat {'[Creative] ' .. player.name .. ' has activated creative-mode!'}) Modifiers.set('creative_enabled', true) player.force.enable_all_prototypes() this.creative_enabled = true this.creative_are_you_sure = false for _, _player in pairs(game.connected_players) do if _player.character ~= nil then Public.insert_all_items(_player) end end end ) commands.add_command( 'delete-uncharted-chunks', 'Deletes all chunks that are not charted. Can reduce filesize of the savegame. May be unsafe to use in certain custom maps.', function() local player = game.player if not (player and player.valid) then return end local p = player.print if not player.admin then p("[ERROR] You're not admin!", Color.fail) return end local forces = {} for _, force in pairs(game.forces) do if force.index == 1 or force.index > 3 then table.insert(forces, force) end end local is_charted local count = 0 for _, surface in pairs(game.surfaces) do for chunk in surface.get_chunks() do is_charted = false for _, force in pairs(forces) do if force.is_chunk_charted(surface, {chunk.x, chunk.y}) then is_charted = true break end end if not is_charted then surface.delete_chunk({chunk.x, chunk.y}) count = count + 1 end end end local message = player.name .. ' deleted ' .. count .. ' uncharted chunks!' game.print(message, Color.warning) Server.to_discord_bold(table.concat {message}) end ) local function clear_corpses(cmd) local player local trusted = Session.get_trusted_table() local param if cmd and cmd.player then player = cmd.player param = 50 elseif cmd then player = game.player param = tonumber(cmd.parameter) end if not player or not player.valid then return end local p = player.print if not trusted[player.name] then if not player.admin then p('[ERROR] Only admins and trusted weebs are allowed to run this command!', Color.fail) return end end if param == nil then player.print('[ERROR] Must specify radius!', Color.fail) return end if param < 0 then player.print('[ERROR] Value is too low.', Color.fail) return end if param > 500 then player.print('[ERROR] Value is too big.', Color.fail) return end local pos = player.position local i = 0 local radius = {{x = (pos.x + -param), y = (pos.y + -param)}, {x = (pos.x + param), y = (pos.y + param)}} for _, entity in pairs(player.surface.find_entities_filtered {area = radius, type = 'corpse'}) do if entity.corpse_expires then entity.destroy() i = i + 1 end end local corpse = 'corpse' if i > 1 then corpse = 'corpses' end if i == 0 then player.print('[color=blue][Cleaner][/color] No corpses to clear!', Color.warning) else player.print('[color=blue][Cleaner][/color] Cleared ' .. i .. ' ' .. corpse .. '!', Color.success) end end commands.add_command( 'clear-corpses', 'Clears all the biter corpses..', function(cmd) clear_corpses(cmd) end ) local on_player_joined_game = function(player) Public.insert_all_items(player) end function Public.insert_all_items(player) if this.creative_enabled and not this.players[player.index] then if player.character ~= nil then if player.get_inventory(defines.inventory.character_armor) then player.get_inventory(defines.inventory.character_armor).clear() end player.insert {name = 'power-armor-mk2', count = 1} Modifiers.update_single_modifier(player, 'character_inventory_slots_bonus', 'creative', #game.item_prototypes) Modifiers.update_single_modifier(player, 'character_mining_speed_modifier', 'creative', 150) Modifiers.update_single_modifier(player, 'character_health_bonus', 'creative', 2000) Modifiers.update_single_modifier(player, 'character_crafting_speed_modifier', 'creative', 150) Modifiers.update_single_modifier(player, 'character_resource_reach_distance_bonus', 'creative', 150) Modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'creative', 2) Modifiers.update_player_modifiers(player) this.players[player.index] = true local p_armor = player.get_inventory(5)[1].grid if p_armor and p_armor.valid then p_armor.put({name = 'fusion-reactor-equipment'}) p_armor.put({name = 'fusion-reactor-equipment'}) p_armor.put({name = 'fusion-reactor-equipment'}) p_armor.put({name = 'exoskeleton-equipment'}) p_armor.put({name = 'exoskeleton-equipment'}) p_armor.put({name = 'exoskeleton-equipment'}) p_armor.put({name = 'energy-shield-mk2-equipment'}) p_armor.put({name = 'energy-shield-mk2-equipment'}) p_armor.put({name = 'energy-shield-mk2-equipment'}) p_armor.put({name = 'energy-shield-mk2-equipment'}) p_armor.put({name = 'personal-roboport-mk2-equipment'}) p_armor.put({name = 'night-vision-equipment'}) p_armor.put({name = 'battery-mk2-equipment'}) p_armor.put({name = 'battery-mk2-equipment'}) end local item = game.item_prototypes local i = 0 for _k, _v in pairs(item) do i = i + 1 if _k and _v.type ~= 'mining-tool' then player.character_inventory_slots_bonus = Modifiers.get_single_modifier(player, 'character_inventory_slots_bonus', 'creative') player.insert {name = _k, count = _v.stack_size} player.print('[CREATIVE] Inserted all base items.', Color.success) end end end end end local function create_clear_corpse_frame(player, bottom_frame_data) local button bottom_frame_data = bottom_frame_data or BottomFrame.get_player_data(player) if Gui.get_mod_gui_top_frame() then button = Gui.add_mod_button( player, { type = 'sprite-button', name = clear_corpse_button_name, sprite = 'entity/behemoth-biter', tooltip = {'commands.clear_corpse'}, style = Gui.button_style } ) else button = player.gui.top[clear_corpse_button_name] or player.gui.top.add( { type = 'sprite-button', sprite = 'entity/behemoth-biter', name = clear_corpse_button_name, tooltip = {'commands.clear_corpse'}, style = Gui.button_style } ) button.style.font_color = {r = 0.11, g = 0.8, b = 0.44} button.style.font = 'heading-1' button.style.minimal_height = 40 button.style.maximal_width = 40 button.style.minimal_width = 38 button.style.maximal_height = 38 button.style.padding = 1 button.style.margin = 0 end if this.bottom_button and bottom_frame_data ~= nil and not bottom_frame_data.top then if button and button.valid then button.destroy() end end end function Public.get(key) if key then return this[key] else return this end end function Public.set(key, value) if key then this[key] = value or false return this[key] elseif key then return this[key] else return this end end Event.on_init( function() Modifiers.set('creative_enabled', false) this.creative_are_you_sure = false this.creative_enabled = false this.spaghetti_are_you_sure = false this.spaghetti_enabled = false end ) function Public.reset() Modifiers.set('creative_enabled', false) this.creative_are_you_sure = false this.creative_enabled = false this.spaghetti_are_you_sure = false this.spaghetti_enabled = false this.players = {} end function Public.bottom_button(value) this.bottom_button = value or false end Event.add( defines.events.on_player_joined_game, function(event) local player = game.players[event.player_index] on_player_joined_game(player) create_clear_corpse_frame(player) if this.bottom_button then BottomFrame.add_inner_frame({player = player, element_name = clear_corpse_button_name, tooltip = {'commands.clear_corpse'}, sprite = 'entity/behemoth-biter'}) end end ) Gui.on_click( clear_corpse_button_name, function(event) local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Clear Corpse') if is_spamming then return end clear_corpses(event) end ) Event.add( BottomFrame.events.bottom_quickbar_location_changed, function(event) local player_index = event.player_index if not player_index then return end local player = game.get_player(player_index) if not player or not player.valid then return end local bottom_frame_data = event.data create_clear_corpse_frame(player, bottom_frame_data) end ) Public.clear_corpses = clear_corpses return Public