mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-06 00:23:49 +02:00
112 lines
2.8 KiB
Lua
112 lines
2.8 KiB
Lua
local Global = require 'utils.global'
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local Event = require 'utils.event'
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local this = {
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fullness_enabled = true,
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warned = {}
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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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local random = math.random
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local ceil = math.ceil
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local function is_player_warned(player, reset)
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if reset and this.warned[player.index] then
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this.warned[player.index] = nil
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return
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end
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if not this.warned[player.index] then
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this.warned[player.index] = {
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count = 2
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}
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end
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this.warned[player.index].count = this.warned[player.index].count + 1
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return this.warned[player.index]
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end
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local function compute_fullness(player)
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local warn_player = is_player_warned(player)
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local free_slots = player.get_main_inventory().count_empty_stacks()
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if free_slots == 0 then
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if player.character then
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local damage = ceil((warn_player.count / 2) * warn_player.count)
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if player.character.health >= damage then
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player.character.damage(damage, 'player', 'explosion')
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player.character.surface.create_entity({name = 'water-splash', position = player.position})
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local messages = {
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'Ouch.. That hurt! Better be careful now.',
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'Just a fleshwound.',
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'Better keep those hands to yourself or you might loose them.'
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}
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player.print(messages[random(1, #messages)], {r = 0.75, g = 0.0, b = 0.0})
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else
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player.character.die('enemy')
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is_player_warned(player, true)
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game.print(player.name .. ' should have emptied their pockets.', {r = 0.75, g = 0.0, b = 0.0})
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return free_slots
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end
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end
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else
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is_player_warned(player, true)
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end
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return free_slots
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end
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function Public.check_fullness(player)
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if this.fullness_enabled then
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local fullness = compute_fullness(player)
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if fullness == 0 then
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return
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end
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end
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end
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function Public.enable_fullness(value)
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if value then
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this.fullness_enabled = value
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else
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this.fullness_enabled = false
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end
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return this.fullness_enabled
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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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local check_fullness = Public.check_fullness
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Event.add(
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defines.events.on_player_mined_entity,
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function(event)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local player = game.players[event.player_index]
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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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if not this.fullness_enabled then
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return
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end
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check_fullness(player)
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end
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)
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return Public
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