mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
42fc25df49
Added them at the top which made the game desync, fixed now...
259 lines
9.8 KiB
Lua
259 lines
9.8 KiB
Lua
-- luacheck: ignore
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--antigrief things made by mewmew
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--modified by gerkiz--
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--as an admin, write either /trust or /untrust and the players name in the chat to grant/revoke immunity from protection
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local event = require 'utils.event'
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local session = require 'utils.session_data'
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local function create_admin_button(player)
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if player.gui.top["admin_button"] then return end
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local b = player.gui.top.add({type = "button", caption = "Admin", name = "admin_button", tooltip = "Use your powers wisely"})
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b.style.font_color = {r = 0.1, g = 0.1, b = 0.1}
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b.style.font = "default-bold"
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b.style.minimal_height = 38
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b.style.minimal_width = 54
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b.style.top_padding = 2
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b.style.left_padding = 4
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b.style.right_padding = 4
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b.style.bottom_padding = 2
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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if player.admin == true then
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create_admin_button(player)
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end
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end
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local function on_player_promoted(event)
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local player = game.players[event.player_index]
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create_admin_button(player)
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end
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local function on_player_demoted(event)
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local player = game.players[event.player_index]
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if player.gui.top["admin_button"] then player.gui.top["admin_button"].destroy() end
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if player.gui.left["admin_panel"] then player.gui.left["admin_panel"].destroy() end
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end
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local function on_marked_for_deconstruction(event)
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local tracker = session.get_session_table()
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local trusted = session.get_trusted_table()
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if not event.player_index then return end
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local player = game.players[event.player_index]
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if player.admin == true then return end
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if trusted[player.name] == true then return end
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local playtime = player.online_time
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if tracker[player.name] then
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playtime = player.online_time + tracker[player.name]
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end
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if playtime < 2592000 then
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event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
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player.print("You have not grown accustomed to this technology yet.", { r=0.22, g=0.99, b=0.99})
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end
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end
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local function on_player_ammo_inventory_changed(event)
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local tracker = session.get_session_table()
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local trusted = session.get_trusted_table()
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local player = game.players[event.player_index]
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if player.admin == true then return end
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if trusted[player.name] == true then return end
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local playtime = player.online_time
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if tracker[player.name] then
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playtime = player.online_time + tracker[player.name]
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end
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if playtime < 1296000 then
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local nukes = player.remove_item({name="atomic-bomb", count=1000})
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if nukes > 0 then
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player.surface.spill_item_stack(player.position, {name = "atomic-bomb", count = nukes}, false)
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player.print("You have not grown accustomed to this technology yet.", {r=0.22, g=0.99, b=0.99})
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server_commands.to_discord_bold(table.concat{'[Nuke] ' .. player.name .. ' tried to equip nukes but was not trusted.'})
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player.character.health = 0
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end
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end
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end
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local function on_player_built_tile(event)
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local tracker = session.get_session_table()
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local trusted = session.get_trusted_table()
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local placed_tiles = event.tiles
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if placed_tiles[1].old_tile.name ~= "deepwater" and placed_tiles[1].old_tile.name ~= "water" and placed_tiles[1].old_tile.name ~= "water-green" then return end
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local player = game.players[event.player_index]
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--[[
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if not player.admin and not trusted[player.name] then
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local playtime = player.online_time
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if tracker[player.name] then
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playtime = player.online_time + tracker[player.name][1]
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end
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if playtime < 648000 then
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local tiles = {}
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for _, t in pairs(placed_tiles) do
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table.insert(tiles, {name = t.old_tile.name, position = t.position})
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end
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player.insert({name = "landfill", count = #placed_tiles})
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player.surface.set_tiles(tiles, true)
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player.print("You have not grown accustomed to this technology yet.", { r=0.22, g=0.99, b=0.99})
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end
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end]]
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--landfill history--
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if not global.landfill_history then global.landfill_history = {} end
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if #global.landfill_history > 999 then global.landfill_history = {} end
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local str = player.name .. " at X:"
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str = str .. placed_tiles[1].position.x
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str = str .. " Y:"
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str = str .. placed_tiles[1].position.y
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table.insert(global.landfill_history, str)
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end
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local function on_built_entity(event)
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local tracker = session.get_session_table()
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local trusted = session.get_trusted_table()
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if game.tick < 1296000 then return end
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if event.created_entity.type == "entity-ghost" then
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local player = game.players[event.player_index]
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if player.admin == true then return end
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if trusted[player.name] == true then return end
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local playtime = player.online_time
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if tracker[player.name] then
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playtime = player.online_time + tracker[player.name]
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end
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if playtime < 432000 then
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event.created_entity.destroy()
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player.print("You have not grown accustomed to this technology yet.", { r=0.22, g=0.99, b=0.99})
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end
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end
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end
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--Artillery History and Antigrief
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local function on_player_used_capsule(event)
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local tracker = session.get_session_table()
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local trusted = session.get_trusted_table()
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local player = game.players[event.player_index]
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local position = event.position
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local used_item = event.item
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if used_item.name ~= "artillery-targeting-remote" then return end
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local playtime = player.online_time
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if tracker[player.name] then
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playtime = player.online_time + tracker[player.name]
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end
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if playtime < 1296000 and player.admin == false and trusted[player.name] == false then
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player.print("You have not grown accustomed to this technology yet.", { r=0.22, g=0.99, b=0.99})
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local area = {{position.x - 1, position.y - 1},{position.x + 1, position.y + 1}}
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local entities = player.surface.find_entities_filtered({area = area, name = "artillery-flare"})
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for _, e in pairs(entities) do
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e.destroy()
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end
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return
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end
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if not global.artillery_history then global.artillery_history = {} end
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if #global.artillery_history > 999 then global.artillery_history = {} end
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local str = player.name .. " at X:"
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str = str .. math.floor(position.x)
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str = str .. " Y:"
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str = str .. math.floor(position.y)
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table.insert(global.artillery_history, str)
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end
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local blacklisted_types = {
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["transport-belt"] = true,
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["wall"] = true,
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["underground-belt"] = true,
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["inserter"] = true,
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["land-mine"] = true,
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["gate"] = true,
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["lamp"] = true,
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["mining-drill"] = true,
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["splitter"] = true
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}
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--Friendly Fire History
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local function on_entity_died(event)
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if not event.cause then return end
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if event.cause.name ~= "character" then return end
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if event.cause.force.name ~= event.entity.force.name then return end
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if blacklisted_types[event.entity.type] then return end
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local player = event.cause.player
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if not global.friendly_fire_history then global.friendly_fire_history = {} end
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if #global.friendly_fire_history > 999 then global.friendly_fire_history = {} end
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if not player then return end
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local str = player.name .. " destroyed "
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str = str .. event.entity.name
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str = str .. " at X:"
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str = str .. math.floor(event.entity.position.x)
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str = str .. " Y:"
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str = str .. math.floor(event.entity.position.y)
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global.friendly_fire_history[#global.friendly_fire_history + 1] = str
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end
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--Mining Thieves History
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local function on_player_mined_entity(event)
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if not event.entity.last_user then return end
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local player = game.players[event.player_index]
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if event.entity.last_user.name == player.name then return end
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if event.entity.force.name ~= player.force.name then return end
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if blacklisted_types[event.entity.type] then return end
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if not global.mining_history then global.mining_history = {} end
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if #global.mining_history > 999 then global.mining_history = {} end
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local str = player.name .. " mined "
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str = str .. event.entity.name
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str = str .. " at X:"
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str = str .. math.floor(event.entity.position.x)
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str = str .. " Y:"
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str = str .. math.floor(event.entity.position.y)
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global.mining_history[#global.mining_history + 1] = str
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end
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local function on_gui_opened(event)
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if not event.entity then return end
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if event.entity.name ~= "character-corpse" then return end
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local player = game.players[event.player_index]
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local corpse_owner = game.players[event.entity.character_corpse_player_index]
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if not corpse_owner then return end
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if corpse_owner.force.name ~= player.force.name then return end
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if player.name ~= corpse_owner.name then
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game.print(player.name .. " is looting " .. corpse_owner.name .. "´s body.", { r=0.85, g=0.85, b=0.85})
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server_commands.to_discord_bold(table.concat{'[Corpse] ' .. player.name .. " is looting " .. corpse_owner.name .. "´s body."})
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end
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end
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local function on_pre_player_mined_item(event)
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if event.entity.name ~= "character-corpse" then return end
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local player = game.players[event.player_index]
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local corpse_owner = game.players[event.entity.character_corpse_player_index]
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if not corpse_owner then return end
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if corpse_owner.force.name ~= player.force.name then return end
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if player.name ~= corpse_owner.name then
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game.print(player.name .. " has looted " .. corpse_owner.name .. "´s body.", { r=0.85, g=0.85, b=0.85})
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server_commands.to_discord_bold(table.concat{'[Corpse] ' .. player.name .. " has looted " .. corpse_owner.name .. "´s body."})
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end
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end
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_built_entity, on_built_entity)
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event.add(defines.events.on_gui_opened, on_gui_opened)
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event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
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event.add(defines.events.on_player_ammo_inventory_changed, on_player_ammo_inventory_changed)
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event.add(defines.events.on_player_built_tile, on_player_built_tile)
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event.add(defines.events.on_player_demoted, on_player_demoted)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_pre_player_mined_item, on_pre_player_mined_item)
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event.add(defines.events.on_player_promoted, on_player_promoted)
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event.add(defines.events.on_player_used_capsule, on_player_used_capsule)
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