mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-24 03:47:58 +02:00
564 lines
20 KiB
Lua
564 lines
20 KiB
Lua
---@diagnostic disable: deprecated
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local Session = require 'utils.datastore.session_data'
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local Modifiers = require 'utils.player_modifiers'
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local Server = require 'utils.server'
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local Color = require 'utils.color_presets'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local BottomFrame = require 'utils.gui.bottom_frame'
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local Gui = require 'utils.gui'
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local SpamProtection = require 'utils.spam_protection'
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local Discord = require 'utils.discord_handler'
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local Commands = require 'utils.commands'
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local this = {
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enabled = true,
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players = {},
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bottom_button = false
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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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local Public = {
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}
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local clear_corpse_button_name = Gui.uid_name()
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Commands.new('playtime', 'Fetches a player total playtime or nil.')
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:require_backend()
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:add_parameter('target', false, 'string')
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:callback(
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function (player, target)
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Session.get_and_print_to_player(player, target)
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end
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)
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Commands.new('refresh', 'Reloads game script')
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:require_admin()
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:callback(
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function ()
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game.print('Reloading game script...', Color.warning)
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Server.to_discord_bold('Reloading game script...')
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game.reload_script()
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end
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)
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Commands.new('spaghetti', 'Toggle between disabling bots.')
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:require_admin()
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:require_validation()
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:is_activated()
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:add_parameter('true/false', true, 'boolean')
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:callback(
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function (player, args)
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local force = player.force
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if args == 'true' then
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game.print('The world has been spaghettified!', Color.success)
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force.technologies['logistic-system'].enabled = false
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force.technologies['construction-robotics'].enabled = false
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force.technologies['logistic-robotics'].enabled = false
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force.technologies['robotics'].enabled = false
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force.technologies['personal-roboport-equipment'].enabled = false
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force.technologies['personal-roboport-mk2-equipment'].enabled = false
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force.technologies['worker-robots-storage-1'].enabled = false
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force.technologies['worker-robots-storage-2'].enabled = false
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force.technologies['worker-robots-storage-3'].enabled = false
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force.technologies['worker-robots-speed-1'].enabled = false
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force.technologies['worker-robots-speed-2'].enabled = false
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force.technologies['worker-robots-speed-3'].enabled = false
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force.technologies['worker-robots-speed-4'].enabled = false
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force.technologies['worker-robots-speed-5'].enabled = false
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force.technologies['worker-robots-speed-6'].enabled = false
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this.spaghetti_enabled = true
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elseif args == 'false' then
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game.print('The world is no longer spaghett!', Color.yellow)
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force.technologies['logistic-system'].enabled = true
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force.technologies['construction-robotics'].enabled = true
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force.technologies['logistic-robotics'].enabled = true
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force.technologies['robotics'].enabled = true
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force.technologies['personal-roboport-equipment'].enabled = true
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force.technologies['personal-roboport-mk2-equipment'].enabled = true
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force.technologies['worker-robots-storage-1'].enabled = true
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force.technologies['worker-robots-storage-2'].enabled = true
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force.technologies['worker-robots-storage-3'].enabled = true
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force.technologies['worker-robots-speed-1'].enabled = true
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force.technologies['worker-robots-speed-2'].enabled = true
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force.technologies['worker-robots-speed-3'].enabled = true
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force.technologies['worker-robots-speed-4'].enabled = true
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force.technologies['worker-robots-speed-5'].enabled = true
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force.technologies['worker-robots-speed-6'].enabled = true
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this.spaghetti_enabled = false
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end
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end
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)
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Commands.new('generate_map', 'Pregenerates map.')
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:require_admin()
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:require_validation()
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:add_parameter('radius', false, 'number')
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:callback(
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function (player, args)
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local radius = args
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local surface = player.surface
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if surface.is_chunk_generated({ radius, radius }) then
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player.print('Map generation done')
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return true
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end
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surface.request_to_generate_chunks({ 0, 0 }, radius)
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surface.force_generate_chunk_requests()
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for _, pl in pairs(game.connected_players) do
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pl.play_sound { path = 'utility/new_objective', volume_modifier = 1 }
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end
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player.print('Map generation done')
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end
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)
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Commands.new('repair', 'Revives all ghost entities.')
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:require_admin()
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:require_validation()
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:add_parameter('1-50', true, 'number')
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:callback(
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function (player, args)
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if args < 1 then
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player.print('[ERROR] Value is too low.')
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return false
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end
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if args > 50 then
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player.print('[ERROR] Value is too big.')
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return false
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end
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local radius = { { x = (player.position.x + -args), y = (player.position.y + -args) }, { x = (player.position.x + args), y = (player.position.y + args) } }
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local c = 0
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for _, v in pairs(player.surface.find_entities_filtered { type = 'entity-ghost', area = radius }) do
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if v and v.valid then
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c = c + 1
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v.silent_revive()
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end
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end
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if c == 0 then
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player.print('No entities to repair were found!')
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return false
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end
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Discord.send_notification_raw(nil, player.name .. ' repaired ' .. c .. ' entities!')
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return 'Repaired ' .. c .. ' entities!'
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end
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)
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Commands.new('dump_layout', 'Dump the current map-layout.')
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:require_admin()
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:require_validation('This will lag the server if ran')
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:callback(
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function (player, _)
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local surface = player.surface
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game.write_file('layout.lua', '', false)
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local area = {
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left_top = { x = 0, y = 0 },
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right_bottom = { x = 32, y = 32 }
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}
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local entities = surface.find_entities_filtered { area = area }
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local tiles = surface.find_tiles_filtered { area = area }
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for _, e in pairs(entities) do
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local str = '{position = {x = ' .. e.position.x
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str = str .. ', y = '
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str = str .. e.position.y
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str = str .. '}, name = "'
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str = str .. e.name
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str = str .. '", direction = '
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str = str .. tostring(e.direction)
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str = str .. ', force = "'
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str = str .. e.force.name
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str = str .. '"},'
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if e.name ~= 'character' then
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game.write_file('layout.lua', str .. '\n', true)
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end
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end
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game.write_file('layout.lua', '\n', true)
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game.write_file('layout.lua', '\n', true)
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game.write_file('layout.lua', 'Tiles: \n', true)
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for _, t in pairs(tiles) do
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local str = '{position = {x = ' .. t.position.x
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str = str .. ', y = '
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str = str .. t.position.y
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str = str .. '}, name = "'
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str = str .. t.name
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str = str .. '"},'
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game.write_file('layout.lua', str .. '\n', true)
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end
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return 'Dumped layout as file: layout.lua'
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end
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)
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Commands.new('creative', 'Enables creative_mode.')
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:require_admin()
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:add_parameter('true/false', false, 'boolean')
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:require_validation()
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:is_activated()
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:callback(
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function (player, args)
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local force = player.force
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if args == 'true' then
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game.print('[CREATIVE] ' .. player.name .. ' has activated creative-mode!', Color.warning)
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Server.to_discord_bold(table.concat { '[Creative] ' .. player.name .. ' has activated creative-mode!' })
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Modifiers.set('creative_enabled', true)
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this.creative_enabled = true
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force.enable_all_prototypes()
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for _, _player in pairs(game.connected_players) do
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player.cheat_mode = true
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if _player.character ~= nil then
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Public.insert_all_items(_player)
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end
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end
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elseif args == 'false' then
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game.print('[CREATIVE] ' .. player.name .. ' has deactivated creative-mode!', Color.warning)
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Server.to_discord_bold(table.concat { '[Creative] ' .. player.name .. ' has deactivated creative-mode!' })
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Modifiers.set('creative_enabled', false)
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this.creative_enabled = false
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for _, _player in pairs(game.connected_players) do
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Public.remove_all_items(player)
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_player.cheat_mode = false
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end
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end
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end
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)
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Commands.new('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.')
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:require_admin()
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:require_validation()
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:callback(
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function (player, _)
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local forces = {}
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for _, force in pairs(game.forces) do
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if force.index == 1 or force.index > 3 then
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table.insert(forces, force)
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end
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end
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local is_charted
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local count = 0
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for _, surface in pairs(game.surfaces) do
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for chunk in surface.get_chunks() do
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is_charted = false
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for _, force in pairs(forces) do
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if force.is_chunk_charted(surface, { chunk.x, chunk.y }) then
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is_charted = true
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break
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end
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end
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if not is_charted then
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surface.delete_chunk({ chunk.x, chunk.y })
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count = count + 1
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end
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end
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end
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local message = player.name .. ' deleted ' .. count .. ' uncharted chunks!'
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game.print(message, Color.warning)
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Server.to_discord_bold(table.concat { message })
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end
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)
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local function clear_corpses(cmd)
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local player
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local trusted = Session.get_trusted_table()
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local param
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if cmd and cmd.player then
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player = cmd.player
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param = 50
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elseif cmd then
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player = game.player
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param = tonumber(cmd.parameter)
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end
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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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local p = player.print
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if not trusted[player.name] then
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if not player.admin then
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p('[ERROR] Only admins and trusted weebs are allowed to run this command!', Color.fail)
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return
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end
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end
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if param == nil then
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player.print('[ERROR] Must specify radius!', Color.fail)
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return
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end
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if param < 0 then
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player.print('[ERROR] Value is too low.', Color.fail)
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return
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end
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if param > 500 then
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player.print('[ERROR] Value is too big.', Color.fail)
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return
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end
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local pos = player.position
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local i = 0
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local radius = { { x = (pos.x + -param), y = (pos.y + -param) }, { x = (pos.x + param), y = (pos.y + param) } }
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for _, entity in pairs(player.surface.find_entities_filtered { area = radius, type = 'corpse' }) do
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if entity.corpse_expires then
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entity.destroy()
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i = i + 1
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end
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end
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local corpse = 'corpse'
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if i > 1 then
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corpse = 'corpses'
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end
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if i == 0 then
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player.print('[color=blue][Cleaner][/color] No corpses to clear!', Color.warning)
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else
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player.print('[color=blue][Cleaner][/color] Cleared ' .. i .. ' ' .. corpse .. '!', Color.success)
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end
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end
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commands.add_command(
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'clear-corpses',
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'Clears all the biter corpses..',
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function (cmd)
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clear_corpses(cmd)
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end
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)
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local on_player_joined_game = function (player)
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Public.insert_all_items(player)
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end
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function Public.insert_all_items(player)
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if this.creative_enabled and not this.players[player.index] then
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if player.character ~= nil then
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if player.get_inventory(defines.inventory.character_armor) then
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player.get_inventory(defines.inventory.character_armor).clear()
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end
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player.insert { name = 'power-armor-mk2', count = 1 }
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Modifiers.update_single_modifier(player, 'character_inventory_slots_bonus', 'creative', #game.item_prototypes)
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Modifiers.update_single_modifier(player, 'character_mining_speed_modifier', 'creative', 150)
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Modifiers.update_single_modifier(player, 'character_health_bonus', 'creative', 2000)
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Modifiers.update_single_modifier(player, 'character_crafting_speed_modifier', 'creative', 150)
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Modifiers.update_single_modifier(player, 'character_resource_reach_distance_bonus', 'creative', 150)
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Modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'creative', 2)
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Modifiers.update_player_modifiers(player)
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this.players[player.index] = true
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local p_armor = player.get_inventory(5)[1].grid
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if p_armor and p_armor.valid then
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p_armor.put({ name = 'fusion-reactor-equipment' })
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p_armor.put({ name = 'fusion-reactor-equipment' })
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p_armor.put({ name = 'fusion-reactor-equipment' })
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p_armor.put({ name = 'exoskeleton-equipment' })
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p_armor.put({ name = 'exoskeleton-equipment' })
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p_armor.put({ name = 'exoskeleton-equipment' })
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p_armor.put({ name = 'energy-shield-mk2-equipment' })
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p_armor.put({ name = 'energy-shield-mk2-equipment' })
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p_armor.put({ name = 'energy-shield-mk2-equipment' })
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p_armor.put({ name = 'energy-shield-mk2-equipment' })
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p_armor.put({ name = 'personal-roboport-mk2-equipment' })
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p_armor.put({ name = 'night-vision-equipment' })
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p_armor.put({ name = 'battery-mk2-equipment' })
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p_armor.put({ name = 'battery-mk2-equipment' })
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end
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local item = game.item_prototypes
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local i = 0
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for _k, _v in pairs(item) do
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i = i + 1
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if _k and _v.type ~= 'mining-tool' then
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player.character_inventory_slots_bonus = Modifiers.get_single_modifier(player, 'character_inventory_slots_bonus', 'creative')
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player.insert { name = _k, count = _v.stack_size }
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player.print('[CREATIVE] Inserted all base items.', Color.success)
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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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function Public.remove_all_items(player)
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if player.character ~= nil then
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if player.get_inventory(defines.inventory.character_armor) then
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player.get_inventory(defines.inventory.character_armor).clear()
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end
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player.clear_items_inside()
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Modifiers.reset_player_modifiers(player)
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this.players[player.index] = nil
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end
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end
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local function create_clear_corpse_frame(player, bottom_frame_data)
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local button
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bottom_frame_data = bottom_frame_data or BottomFrame.get_player_data(player)
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if Gui.get_mod_gui_top_frame() then
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button =
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Gui.add_mod_button(
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player,
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{
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type = 'sprite-button',
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name = clear_corpse_button_name,
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sprite = 'entity/behemoth-biter',
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tooltip = { 'commands.clear_corpse' },
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style = Gui.button_style
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}
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)
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if button then
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button.style.font_color = { 165, 165, 165 }
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button.style.font = 'heading-3'
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button.style.minimal_height = 36
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button.style.maximal_height = 36
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button.style.minimal_width = 40
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button.style.padding = -2
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end
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else
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button =
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player.gui.top[clear_corpse_button_name] or
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player.gui.top.add(
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{
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type = 'sprite-button',
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sprite = 'entity/behemoth-biter',
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name = clear_corpse_button_name,
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tooltip = { 'commands.clear_corpse' },
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style = Gui.button_style
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}
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)
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button.style.font_color = { r = 0.11, g = 0.8, b = 0.44 }
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button.style.font = 'heading-1'
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button.style.minimal_height = 40
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button.style.maximal_width = 40
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button.style.minimal_width = 38
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button.style.maximal_height = 38
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button.style.padding = 1
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button.style.margin = 0
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end
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if this.bottom_button and bottom_frame_data ~= nil and not bottom_frame_data.top then
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if button and button.valid then
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button.destroy()
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end
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end
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end
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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function Public.set(key, value)
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if key then
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this[key] = value or false
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return this[key]
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elseif key then
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return this[key]
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else
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return this
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end
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end
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Event.on_init(
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function ()
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Modifiers.set('creative_enabled', false)
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this.creative_are_you_sure = false
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this.creative_enabled = false
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this.spaghetti_are_you_sure = false
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this.spaghetti_enabled = false
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end
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)
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function Public.reset()
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Modifiers.set('creative_enabled', false)
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this.creative_are_you_sure = false
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this.creative_enabled = false
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this.spaghetti_are_you_sure = false
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this.spaghetti_enabled = false
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this.players = {}
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end
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function Public.bottom_button(value)
|
|
this.bottom_button = value or false
|
|
end
|
|
|
|
Event.add(
|
|
defines.events.on_player_joined_game,
|
|
function (event)
|
|
if not this.enabled then
|
|
return
|
|
end
|
|
|
|
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)
|
|
if not this.enabled then
|
|
return
|
|
end
|
|
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)
|
|
if not this.enabled then
|
|
return
|
|
end
|
|
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
|
|
)
|
|
|
|
function Public.set_enabled(value)
|
|
this.enabled = value or false
|
|
end
|
|
|
|
Public.clear_corpses = clear_corpses
|
|
|
|
return Public
|