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RedMew/reactor_meltdown.lua

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--Reactors melt down if:
--temperature is at 1000°C and health is 0 or reactor is picked up
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--
--a reactors loses 2 damage per second at 1000°C
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local Event = require 'utils.event'
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global.reactors_enabled = false
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global.wastelands = {}
global.reactors = {}
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local wasteland_duration_seconds = 300
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local function spawn_wasteland(surface, position)
local positions = {
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{0, 0},
{0, 12},
{0, -12},
{12, 0},
{-12, 0},
{-8.5, 8.5},
{-8.5, -8.5},
{8.5, -8.5},
{8.5, 8.5},
{4, 4},
{-4, 4},
{-4, -4},
{4, -4},
{13, 7.5},
{-13, 7.5},
{-13, -7.5},
{13, -7.5},
{7.5, 13},
{-7.5, 13},
{-7.5, -13},
{7.5, -13},
{0, 15},
{-15, 0},
{15, 0},
{0, -15}
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}
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for _, rel_position in pairs(positions) do
surface.create_entity {
name = 'poison-capsule',
position = position,
target = {position.x + rel_position[1], position.y + rel_position[2]},
speed = 0.4
}
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end
end
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local function entity_destroyed(event)
if not global.reactors_enabled or not event.entity.valid or event.entity.name ~= 'nuclear-reactor' then
return
end
local reactor = event.entity
if reactor.temperature > 700 then
reactor.surface.create_entity {name = 'atomic-rocket', position = reactor.position, target = reactor, speed = 1}
spawn_wasteland(reactor.surface, reactor.position)
global.wastelands[reactor.position.x .. '/' .. reactor.position.y] = {
position = reactor.position,
surface_id = reactor.surface.index,
creation_time = game.tick
}
end
end
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local function alert(reactor)
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for _, p in pairs(game.players) do
p.add_custom_alert(
reactor,
{type = 'item', name = 'nuclear-reactor'},
string.format('Reactor at %s°C', math.floor(reactor.temperature)),
true
)
end
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end
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local function check_reactors()
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for _, surface in pairs(game.surfaces) do
for i, reactor in pairs(global.reactors) do
if reactor.valid then
if reactor.temperature > 800 then
alert(reactor)
end
if reactor.temperature == 1000 then
reactor.force = 'enemy'
reactor.destructible = false
reactor.health = 0
reactor.surface.create_entity {
name = 'atomic-rocket',
position = reactor.position,
target = reactor,
speed = 1
}
spawn_wasteland(reactor.surface, reactor.position)
global.wastelands[reactor.position.x .. '/' .. reactor.position.y] = {
position = reactor.position,
surface_id = reactor.surface.index,
creation_time = game.tick
}
table.remove(global.reactors, i)
else
reactor.health = 500 - (reactor.temperature - 800) * 2.5
end
else
table.remove(global.reactors, i)
end
end
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global.last_reactor_warning = last_reactor_warning
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end
end
local function check_wastelands()
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for index, wl in pairs(global.wastelands) do
local age = game.tick - wl.creation_time
wl.last_checked = wl.last_checked or 0
if (game.tick - wl.last_checked) > 899 then
wl.last_checked = game.tick
spawn_wasteland(game.surfaces[wl.surface_id], wl.position)
if age > wasteland_duration_seconds * 60 - 1 then
global.wastelands[index] = nil
reactors =
game.surfaces[wl.surface_id].find_entities_filtered {
position = wl.position,
name = 'nuclear-reactor'
}
if reactors[1] then
reactors[1].destroy()
end
end
end
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end
end
local function on_tick()
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if global.reactors_enabled then
check_wastelands()
check_reactors()
end
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end
local function entity_build(event)
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if not event.created_entity.valid then
return
end
if event.created_entity.name == 'nuclear-reactor' and event.created_entity.surface.name ~= "antigrief" then
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table.insert(global.reactors, event.created_entity)
end
end
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local function reactor_toggle()
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if not game.player or game.player.admin then
global.reactors_enabled = not global.reactors_enabled
if global.reactors_enabled then
game.print('Reactor meltdown activated.')
else
game.print('Reactor meltdown deactivated.')
end
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end
end
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local function is_meltdown()
if global.reactors_enabled then
player_print('Reactor metldown is enabled.')
else
player_print('Reactor metldown is disabled.')
end
end
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commands.add_command('meltdown', 'Toggles if reactors blow up', reactor_toggle)
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commands.add_command('is-meltdown', 'Prints if meltdown is enabled', is_meltdown)
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Event.on_nth_tick(60, on_tick)
Event.add(defines.events.on_player_mined_entity, entity_destroyed)
Event.add(defines.events.on_robot_mined_entity, entity_destroyed)
Event.add(defines.events.on_entity_died, entity_destroyed)
Event.add(defines.events.on_built_entity, entity_build)
Event.add(defines.events.on_robot_built_entity, entity_build)