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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 '
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local UserGroups = require ' features.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 , 3 , { price = { { Market_items.market_item , 100 } } , offer = { type = ' nothing ' , effect_description = ' Train Immunity (+1 ' .. saviour_token_name .. ' ) \n Each ' .. saviour_token_name .. ' in your inventory will save you \n from being killed by a train once \n \n Price: 100 ' .. Market_items.market_item .. ' s ' } , 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.get_player_by_index ( 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
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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 ,
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' survival item has been consumed. '
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}
)
end
Event.add ( defines.events . on_pre_player_died , on_pre_death )