1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-19 21:10:19 +02:00
2024-10-28 09:54:00 +01:00

738 lines
26 KiB
Lua

---@diagnostic disable: deprecated
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 Discord = require 'utils.discord_handler'
local Commands = require 'utils.commands'
local mapkeeper = '[color=blue]Mapkeeper:[/color]'
local Task = require 'utils.task_token'
local this = {
enabled = true,
players = {},
bottom_button = false
}
Global.register(
this,
function (t)
this = t
end
)
local Public = {}
local clear_corpse_button_name = Gui.uid_name()
local floor = math.floor
local clear_chunk_token =
Task.register(
function (event)
local chunk = event.chunk
if not chunk then
return
end
local surface = game.get_surface(event.surface_index)
if not surface or not surface.valid then
return
end
if chunk and #chunk > 2 then
for _, c in pairs(chunk) do
surface.delete_chunk(c)
end
else
surface.delete_chunk(chunk)
end
end
)
local remove_offline_players_token =
Task.register(
function (event)
local list = event.list
if not list then
return
end
game.remove_offline_players(list)
end
)
local function tick_to_hours(t)
local seconds = t * 60
local minutes = floor((seconds) * 60)
return floor((minutes) * 60)
end
local function hours_to_tick(t)
local seconds = t / 60
local minutes = floor((seconds) / 60)
return floor((minutes) / 60)
end
Commands.new('clear_all_enemies', 'Iterates over the current player surface and removes all generated enemies.')
:require_admin()
:require_validation("This will remove all enemies from the map.")
:add_parameter('surface', true, 'surface')
:add_parameter('force', true, 'string')
:callback(
function (player, surface_arg, force_arg)
local surface = surface_arg or player.surface
local force = force_arg or 'enemy'
local count = 0
for c in surface.get_chunks() do
for _, entity in pairs(surface.find_entities_filtered({ area = { { c.x * 32, c.y * 32 }, { c.x * 32 + 32, c.y * 32 + 32 } }, force = force })) do
if entity and entity.valid then
entity.destroy()
count = count + 1
end
end
end
if count == 0 then
player.print('No enemies to remove were found!')
return false
end
game.print(mapkeeper .. ' ' .. player.name .. ' removed ' .. count .. ' enemies.')
Discord.send_notification_raw(nil, player.name .. ' removed ' .. count .. ' enemies.')
return true
end
)
Commands.new('remove_chunks', 'Iterates over a surface and removes chunks that are charted but does not have any player entitie.')
:require_validation("This will remove all chunks that are charted but does not have any player entities.")
:require_admin()
:add_parameter('force', true, 'string')
:callback(
function (player, args)
local surface = player.surface
local chunks = surface.get_chunks()
local tick = 0
local force = args or player.force.name
local chunks_to_remove = {}
for chunk in chunks do
if surface.is_chunk_generated(chunk) then
local area = {
left_top = { chunk.area.left_top.x - 64, chunk.area.left_top.y - 64 },
right_bottom = { chunk.area.right_bottom.x + 64, chunk.area.right_bottom.y + 64 }
}
local ents = surface.find_entities_filtered { area = area, force = { force } }
local total_count = #ents
if total_count <= 0 then
chunks_to_remove[#chunks_to_remove + 1] = chunk
end
end
if chunks_to_remove and #chunks_to_remove >= 10 then
tick = tick + 2
Task.set_timeout_in_ticks(tick, clear_chunk_token,
{ chunk = chunks_to_remove, surface_index = surface.index })
chunks_to_remove = {}
end
end
game.print(mapkeeper .. ' ' .. player.name .. ' scheduled ' .. surface.name .. ' for chunk removal.')
Discord.send_notification_raw(nil, player.name .. ' scheduled ' .. surface.name .. ' for chunk removal.')
return true
end
)
Commands.new('remove_offline_players', 'Remove offline players.')
:require_validation("This will remove offline players that has not connected in the given hours.")
:add_parameter('hours', false, "number")
:require_admin()
:callback(
function (player, hours)
local surface = player.surface
local remove_players = {}
local tick = 0
local count = 0
local converted_hours = tick_to_hours(hours)
local converted_game_tick = hours_to_tick(game.tick)
if game.tick < converted_hours then
player.print('Cannot remove players that has not been offline for less than ' .. hours .. ' hours when the server has been running for ' .. converted_game_tick .. ' hours.')
return false
end
for _, p in pairs(game.players) do
if p.last_online < converted_hours then
count = count + 1
remove_players[#remove_players + 1] = p.name
if remove_players and #remove_players >= 10 then
tick = tick + 2
Task.set_timeout_in_ticks(tick, remove_offline_players_token,
{ list = remove_players })
remove_players = {}
end
end
end
local message = player.name .. ' scheduled ' .. surface.name .. ' for offline player removal of count: ' .. count .. '.'
game.print(mapkeeper .. ' ' .. message)
Discord.send_notification_raw(nil, message)
return true
end
)
Commands.new('playtime', 'Gets a single player total playtime or nil.')
:require_backend()
:add_parameter('target', false, 'string')
:callback(
function (player, target)
Session.get_and_print_to_player(player, target)
return true
end
)
Commands.new('refresh', 'Reloads game script')
:require_admin()
:require_validation("Running this command will freeze the server if run in multiplayer.")
:add_alias('reload')
:callback(
function (player)
game.print('Reloading game script...', Color.warning)
Server.to_discord_bold(player.name .. ' is reloading the game script.')
Discord.send_notification_raw(nil, player.name .. ' is reloading the game script.')
game.reload_script()
return true
end
)
Commands.new('spaghetti', 'Toggle between disabling bots.')
:require_admin()
:require_validation()
:is_activated()
:add_parameter('true/false', true, 'boolean')
:callback(
function (player, args)
local force = player.force
if args == 'true' then
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['worker-robots-storage-1'].enabled = false
force.technologies['worker-robots-storage-2'].enabled = false
force.technologies['worker-robots-storage-3'].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
return true
elseif args == 'false' then
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['worker-robots-storage-1'].enabled = true
force.technologies['worker-robots-storage-2'].enabled = true
force.technologies['worker-robots-storage-3'].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
return true
end
return false
end
)
Commands.new('generate_map', 'Pregenerates map.')
:require_admin()
:require_validation()
:add_parameter('radius', false, 'number')
:callback(
function (player, args)
local radius = args
local surface = player.surface
if surface.is_chunk_generated({ radius, radius }) then
player.print('Map generation is already generated')
return true
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
player.print('Map generation done')
return true
end
)
Commands.new('repair', 'Revives all ghost entities.')
:require_admin()
:require_validation()
:add_parameter('1-50', true, 'number')
:callback(
function (player, args)
if args < 1 then
player.print('[ERROR] Value is too low.')
return false
end
if args > 50 then
player.print('[ERROR] Value is too big.')
return false
end
local radius = { { x = (player.position.x + -args), y = (player.position.y + -args) }, { x = (player.position.x + args), y = (player.position.y + args) } }
local c = 0
for _, v in pairs(player.surface.find_entities_filtered { type = 'entity-ghost', area = radius }) do
if v and v.valid then
c = c + 1
v.silent_revive()
end
end
if c == 0 then
player.print('No entities to repair were found!')
return false
end
Discord.send_notification_raw(nil, player.name .. ' repaired ' .. c .. ' entities!')
return 'Repaired ' .. c .. ' entities!'
end
)
Commands.new('dump_layout', 'Dump the current map-layout.')
:require_admin()
:require_validation('This will lag the server if ran')
:callback(
function (player, _)
local surface = player.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)
end
return 'Dumped layout as file: layout.lua'
end
)
Commands.new('creative', 'Enables creative_mode.')
:require_admin()
:add_parameter('true/false', false, 'boolean')
:require_validation()
:is_activated()
:callback(
function (player, args)
local force = player.force
if args == 'true' then
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)
this.creative_enabled = true
force.enable_all_prototypes()
for _, _player in pairs(game.connected_players) do
player.cheat_mode = true
if _player.character ~= nil then
Public.insert_all_items(_player)
end
end
elseif args == 'false' then
game.print('[CREATIVE] ' .. player.name .. ' has deactivated creative-mode!', Color.warning)
Server.to_discord_bold(table.concat { '[Creative] ' .. player.name .. ' has deactivated creative-mode!' })
Modifiers.set('creative_enabled', false)
this.creative_enabled = false
for _, _player in pairs(game.connected_players) do
Public.remove_all_items(player)
_player.cheat_mode = false
end
end
end
)
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.')
:require_admin()
:require_validation()
:callback(
function (player, _)
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 = Color.fail })
return
end
if param < 0 then
player.print('[ERROR] Value is too low.', { color = Color.fail })
return
end
if param > 500 then
player.print('[ERROR] Value is too big.', { color = 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 = Color.warning })
else
player.print('[color=blue][Cleaner][/color] Cleared ' .. i .. ' ' .. corpse .. '!', { color = 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
local quality = has_space_age() and 'legendary' or 'normal'
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, quality = quality }
Modifiers.update_single_modifier(player, 'character_inventory_slots_bonus', 'creative', #prototypes.item)
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(defines.inventory.character_armor)[1].grid
if p_armor and p_armor.valid then
p_armor.put({ name = 'fission-reactor-equipment', quality = quality })
p_armor.put({ name = 'fission-reactor-equipment', quality = quality })
p_armor.put({ name = 'fission-reactor-equipment', quality = quality })
p_armor.put({ name = 'exoskeleton-equipment', quality = quality })
p_armor.put({ name = 'exoskeleton-equipment', quality = quality })
p_armor.put({ name = 'exoskeleton-equipment', quality = quality })
p_armor.put({ name = 'energy-shield-mk2-equipment', quality = quality })
p_armor.put({ name = 'energy-shield-mk2-equipment', quality = quality })
p_armor.put({ name = 'energy-shield-mk2-equipment', quality = quality })
p_armor.put({ name = 'energy-shield-mk2-equipment', quality = quality })
p_armor.put({ name = 'personal-roboport-mk2-equipment', quality = quality })
p_armor.put({ name = 'night-vision-equipment', quality = quality })
p_armor.put({ name = 'battery-mk2-equipment', quality = quality })
p_armor.put({ name = 'battery-mk2-equipment', quality = quality })
end
local item = prototypes.item
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, quality = quality }
player.print('[CREATIVE] Inserted all base items.', { color = Color.success })
end
end
end
end
end
function Public.remove_all_items(player)
if player.character ~= nil then
if player.get_inventory(defines.inventory.character_armor) then
player.get_inventory(defines.inventory.character_armor).clear()
end
player.clear_items_inside()
Modifiers.reset_player_modifiers(player)
this.players[player.index] = nil
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
}
)
if button then
button.style.font_color = { 165, 165, 165 }
button.style.font = 'default-semibold'
button.style.minimal_height = 36
button.style.maximal_height = 36
button.style.minimal_width = 40
button.style.padding = -2
end
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)
print('Setting bottom button.')
this.bottom_button = value or false
end
Event.add(
defines.events.on_player_joined_game,
function (event)
if not this.enabled then
return
end
print('Player joined game.')
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