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RedMew/map_gen/maps/crash_site/commands.lua

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local Command = require 'utils.command'
local Rank = require 'features.rank_system'
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local Task = require 'utils.task'
local Token = require 'utils.token'
local Server = require 'features.server'
local Popup = require 'features.gui.popup'
local Global = require 'utils.global'
local Event = require 'utils.event'
local Retailer = require 'features.retailer'
local Ranks = require 'resources.ranks'
local Core = require 'utils.core'
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local Color = require 'resources.color_presets'
local Toast = require 'features.gui.toast'
local set_timeout_in_ticks = Task.set_timeout_in_ticks
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local Public = {}
function Public.control(config)
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local server_player = {name = '<server>', print = print}
local global_data = {restarting = nil}
local airstrike_data = {radius_level = 1, count_level = 1}
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Global.register({
global_data = global_data,
airstrike_data = airstrike_data
},
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function(tbl)
global_data = tbl.global_data
airstrike_data = tbl.airstrike_data
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end
)
local function double_print(str)
game.print(str)
print(str)
end
local callback
callback =
Token.register(
function(data)
if not global_data.restarting then
return
end
local state = data.state
if state == 0 then
Server.start_scenario(data.scenario_name)
double_print('restarting')
global_data.restarting = nil
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return
elseif state == 1 then
local time_string = Core.format_time(game.ticks_played)
local discord_crashsite_role = '<@&762441731194748958>' -- @crash_site
--local discord_crashsite_role = '<@&593534612051984431>' -- @test
Server.to_discord_raw(discord_crashsite_role .. ' **Crash Site has just restarted! Previous map lasted: ' .. time_string .. '!**')
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local unix_time = Server.get_current_time()
local game_time = game.ticks_played
Server.set_data('crash_site_data', tostring(unix_time), game_time) -- Store the server unix time as key and total game ticks in the Scenario Data
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Popup.all('\nServer restarting!\nInitiated by ' .. data.name .. '\n')
end
double_print(state)
data.state = state - 1
Task.set_timeout_in_ticks(60, callback, data)
end
)
local static_entities_to_check = {
'spitter-spawner','biter-spawner',
'small-worm-turret', 'medium-worm-turret','big-worm-turret', 'behemoth-worm-turret',
'gun-turret', 'laser-turret', 'artillery-turret', 'flamethrower-turret'
}
local biter_entities_to_check = {
'small-spitter', 'medium-spitter', 'big-spitter', 'behemoth-spitter',
'small-biter', 'medium-biter', 'big-biter', 'behemoth-biter'
}
local function map_cleared(player)
player = player or server_player
local get_entity_count = game.forces["enemy"].get_entity_count
-- Check how many of each turrets, worms and spawners are left and return false if there are any of each left.
for i = 1, #static_entities_to_check do
local name = static_entities_to_check[i]
if get_entity_count(name) > 0 then
player.print('All enemy spawners, worms, buildings, biters and spitters must be cleared before crashsite can be restarted.')
return false
end
end
-- Count all the remaining biters and spitters
local biter_total = 0;
for i = 1, #biter_entities_to_check do
local name = biter_entities_to_check[i]
biter_total = biter_total + get_entity_count(name)
end
-- Return false if more than 20 left. Players have had problems finding the last few biters so set to a reasonable value.
if biter_total > 20 then
player.print('All enemy spawners, worms, buildings are dead. Crashsite can be restarted when all biters and spitters are killed.')
return false
end
return true
end
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local function restart(args, player)
player = player or server_player
local sanitised_scenario = args.scenario_name
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if global_data.restarting then
player.print('Restart already in progress')
return
end
if player ~= server_player and Rank.less_than(player.name, Ranks.admin) then
-- Check enemy count
if not map_cleared(player) then
return
end
-- Limit the ability of non-admins to call the restart function with arguments to change the scenario
-- If not an admin, restart the same scenario always
sanitised_scenario = config.scenario_name
end
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global_data.restarting = true
double_print('#################-Attention-#################')
double_print('Server restart initiated by ' .. player.name)
double_print('###########################################')
for _, p in pairs(game.players) do
if p.admin then
p.print('Abort restart with /abort')
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end
end
print('Abort restart with /abort')
Task.set_timeout_in_ticks(60, callback, {name = player.name, scenario_name = sanitised_scenario, state = 10})
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end
local function abort(_, player)
player = player or server_player
if global_data.restarting then
global_data.restarting = nil
double_print('Restart aborted by ' .. player.name)
else
player.print('Cannot abort a restart that is not in progress.')
end
end
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local chart_area_callback = Token.register(function(data)
local xpos = data.xpos
local ypos = data.ypos
local player = data.player
local s = player.surface
player.force.chart(s, {{xpos-32, ypos-32}, {xpos+32, ypos+32}})
end)
local function spy(args, player)
local player_name = player.name
local inv = player.get_inventory(defines.inventory.character_main)
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local coin_count = inv.get_item_count("coin")
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-- Parse the values from the location string
-- {location = "[gps=-110,-17,redmew]"}
local location_string = args.location
local coords = {}
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for m in string.gmatch( location_string, "%-?%d+" ) do
table.insert(coords, tonumber(m))
end
-- Do some checks then reveal the pinged map and remove 1000 coins
if #coords < 2 then
player.print({'command_description.crash_site_spy_invalid'}, Color.fail)
return
elseif coin_count < 1000 then
player.print({'command_description.crash_site_spy_funds'}, Color.fail)
return
else
local xpos=coords[1]
local ypos=coords[2]
-- reveal 3x3 chunks centred on chunk containing pinged location
-- make sure it lasts 15 seconds
for j=1,15 do
set_timeout_in_ticks(
60*j,
chart_area_callback,
{player = player, xpos = xpos, ypos=ypos}
)
end
game.print({'command_description.crash_site_spy_success', player_name, xpos,ypos}, Color.success)
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inv.remove({name = "coin", count = 1000})
end
end
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local spawn_poison_callback = Token.register(function(data)
local r = data.r
data.s.create_entity{name = "poison-capsule", position={0,0}, target={data.xpos + math.random(-r,r), data.ypos + math.random(-r,r)}, speed=10}
end)
local function strike(args, player)
local s = player.surface
local location_string = args.location
local coords = {}
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local radius_level = airstrike_data.radius_level -- max radius of the strike area
local count_level = airstrike_data.count_level -- the number of poison capsules launched at the enemy
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if count_level == 1 then
player.print("You have not researched airstrike yet. Visit the market at the spawn [gps=-3,-3,redmew]")
return
end
local radius = 5+(radius_level*3)
local count = (count_level-1)*5+3
local strikeCost = count * 3 -- the number of poison-capsules required in the chest as payment
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-- parse GPS coordinates from map ping
for m in string.gmatch( location_string, "%-?%d+" ) do
table.insert(coords, tonumber(m))
end
-- Do some checks then reveal the pinged map and remove 1000 coins
if #coords < 2 then
player.print({'command_description.crash_site_strike_invalid'}, Color.fail)
return
end
local xpos=coords[1]
local ypos=coords[2]
-- Check the chest is still there. Better than making destructible and mineable false because then players can upgrade the chest
local entities = s.find_entities_filtered {position = {-0.5, -3.5}, type = 'container', limit=1}
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local dropbox = entities[1]
if dropbox == nil then
player.print("Someone removed the chest. Replace it here: [gps=-0.5,-3.5,redmew] ")
return
end
-- Check the contents of the chest by spawn for enough poison capsules to use as payment
local inv = dropbox.get_inventory(defines.inventory.chest)
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local capCount = inv.get_item_count("poison-capsule")
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if capCount < strikeCost then
player.print("To send an air strike, load " .. strikeCost - capCount .. " more poison capsules into the payment chest [gps=-0.5,-3.5,redmew]")
return
end
-- Do a simple check to make sure the player isn't trying to grief the base
--local enemyEntities = s.find_entities_filtered {position = {xpos, ypos}, radius = radius, force = "enemy"}
local enemyEntities = game.player.surface.find_entities_filtered {area={{100,-100},{-100,100}}, force = "enemy"}
game.print(#enemyEntities)
if #enemyEntities < 1 then
player.print("You don't want to do that, no enemies found in the target area.")
for _, p in pairs(game.players) do
if p.admin then
p.print(player.name .. " tried to airstrike the base here: [gps=" .. xpos .. "," .. ypos ..",redmew]")
end
end
return
end
inv.remove({name = "poison-capsule", count = strikeCost})
game.print(player.name .. " called an air strike [gps=" .. xpos .. "," .. ypos ..",redmew]")
for j=1,count do
set_timeout_in_ticks(
30*j,
spawn_poison_callback,
{s = s, xpos = xpos, ypos=ypos, count = count, r=radius}
)
set_timeout_in_ticks(
60*j,
chart_area_callback,
{player = player, xpos = xpos, ypos=ypos}
)
end
end
Event.add(Retailer.events.on_market_purchase, function(event)
local market_id = event.group_name
local group_label = Retailer.get_market_group_label(market_id)
if group_label ~= 'Spawn' then
return
end
local item = event.item
if item.type ~= 'airstrike' then
return
end
-- airstrike stuff
local radius_level = airstrike_data.radius_level -- max radius of the strike area
local count_level = airstrike_data.count_level -- the number of poison capsules launched at the enemy
local radius = 5+(radius_level*3)
local count = (count_level-1)*5+3
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local strikeCost = count * 4
local name = item.name
if name == 'airstrike_damage' then
airstrike_data.count_level = airstrike_data.count_level + 1
Toast.toast_all_players(2, "Airstrike damage has been upgraded to level " .. count_level)
item.name_label = "Airstrike Damage ".. (count_level + 1)
item.price = math.floor(math.exp(airstrike_data.count_level^0.8)/2)*1000
item.description = {'command_description.crash_site_airstrike_count', (count_level + 1), count_level, count, strikeCost}
Retailer.set_item(market_id, item) -- this updates the retailer with the new item values.
elseif name == 'airstrike_radius' then
airstrike_data.radius_level = airstrike_data.radius_level + 1
Toast.toast_all_players(2, "Airstrike radius has been upgraded to level " .. radius_level)
item.name_label = "Airstrike Radius " .. (radius_level + 1)
item.description = {'command_description.crash_site_airstrike_radius', (radius_level + 1), radius_level, radius}
item.price = math.floor(math.exp(airstrike_data.radius_level^0.8)/2)*1000
Retailer.set_item(market_id, item) -- this updates the retailer with the new item values.
end
end)
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Command.add(
'crash-site-restart-abort',
{
description = {'command_description.crash_site_restart_abort'},
required_rank = Ranks.admin,
allowed_by_server = true
},
abort
)
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Command.add(
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'abort',
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{
description = {'command_description.crash_site_restart_abort'},
required_rank = Ranks.admin,
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allowed_by_server = true
},
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abort
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)
local default_name = config.scenario_name or 'crashsite'
Command.add(
'crash-site-restart',
{
description = {'command_description.crash_site_restart'},
arguments = {'scenario_name'},
default_values = {scenario_name = default_name},
required_rank = Ranks.admin,
allowed_by_server = true
},
restart
)
Command.add(
'restart',
{
description = {'command_description.crash_site_restart'},
arguments = {'scenario_name'},
default_values = {scenario_name = default_name},
required_rank = Ranks.auto_trusted,
allowed_by_server = true
},
restart
)
Command.add(
'spy',
{
description = {'command_description.crash_site_spy'},
arguments = {'location'},
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capture_excess_arguments = true,
required_rank = Ranks.guest,
allowed_by_server = false
},
spy
)
Command.add(
'strike',
{
description = {'command_description.strike'},
arguments = {'location'},
capture_excess_arguments = true,
required_rank = Ranks.guest,
allowed_by_server = false
},
strike
)
end
return Public