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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
local function entity_destroyed(event)
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if not global.reactors_enabled or not event.entity.valid or not 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}
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end
end
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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}
}
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}
end
end
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local function alert(reactor)
for _,p in pairs(game.players) do
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p.add_custom_alert(reactor, {type="item", name="nuclear-reactor"}, string.format("Reactor at %s°C", math.floor(reactor.temperature)), true)
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end
end
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local function check_reactors()
for _,surface in pairs(game.surfaces) do
for i,reactor in pairs(global.reactors) do
if reactor.valid then
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if reactor.temperature > 800 then
alert(reactor)
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end
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if reactor.temperature == 1000 then
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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)
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end
end
global.last_reactor_warning = last_reactor_warning
end
end
local function check_wastelands()
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
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spawn_wasteland(game.surfaces[wl.surface_id], wl.position)
if age > wasteland_duration_seconds * 60 - 1 then
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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
end
end
local function on_tick()
if global.reactors_enabled then
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check_wastelands()
check_reactors()
end
end
local function entity_build(event)
if not event.created_entity.valid then
return
end
if event.created_entity.name == "nuclear-reactor" then
table.insert(global.reactors, event.created_entity)
end
end
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local function reactor_toggle()
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
end
end
commands.add_command("meltdown", "Toggles if reactors blow up", reactor_toggle)
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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)