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RedMew/train_saviour.lua

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local Event = require 'utils.event'
local Market_items = require 'resources.market_items'
local Global = require 'utils.global'
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local Donators = require 'resources.donators'
local UserGroups = require 'user_groups'
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local Game = require 'utils.game'
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local train_perk_flag = Donators.donator_perk_flags.train
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local saviour_token_name = 'small-plane' -- item name for what saves players
local saviour_timeout = 180 -- number of ticks players are train immune after getting hit (roughly)
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table.insert(
Market_items,
{price = {{Market_items.market_item, 100}}, offer = {type = 'give-item', item = saviour_token_name}}
)
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local remove_stack = {name = saviour_token_name, count = 1}
local saved_players = {}
Global.register(
saved_players,
function(tbl)
saved_players = tbl
end
)
local train_names = {
['locomotive'] = true,
['cargo-wagon'] = true,
['fluid-wagon'] = true,
['artillery-wagon'] = true
}
local function save_player(player)
player.character.health = 1
local pos = player.surface.find_non_colliding_position('player', player.position, 100, 2)
if not pos then
return
end
player.teleport(pos, player.surface)
end
local function on_pre_death(event)
local cause = event.cause
if not cause or not cause.valid then
return
end
if not train_names[cause.name] then
return
end
local player_index = event.player_index
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local player = Game.players[player_index]
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if not player or not player.valid then
return
end
local tick = saved_players[player_index]
local game_tick = game.tick
if tick and game_tick - tick <= saviour_timeout then
save_player(player)
return
end
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local player_name = player.name
if UserGroups.player_has_donator_perk(player_name, train_perk_flag) then
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saved_players[player_index] = game_tick
save_player(player)
game.print(player_name .. ' has been saved from a train death as a perk of donating to the server.')
return
end
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local saviour_tokens = player.get_item_count(saviour_token_name)
if saviour_tokens < 1 then
return
end
player.remove_item(remove_stack)
saved_players[player_index] = game_tick
save_player(player)
game.print(
table.concat {
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player_name,
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' has been saved from a train death. Their ',
saviour_token_name,
' survival item has be used up.'
}
)
end
Event.add(defines.events.on_pre_player_died, on_pre_death)