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local Event = require ' utils.event '
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local Rank = require ' features.rank_system '
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local Utils = require ' utils.core '
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local Game = require ' utils.game '
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local Task = require ' utils.task '
local Token = require ' utils.token '
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local Global = require ' utils.global '
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local Server = require ' features.server '
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local Report = require ' features.report '
local Popup = require ' features.gui.popup '
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local Ranks = require ' resources.ranks '
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local format = string.format
local match = string.match
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local players_warned = { }
local entities_allowed_to_bomb = {
[ ' stone-wall ' ] = true ,
[ ' transport-belt ' ] = true ,
[ ' fast-transport-belt ' ] = true ,
[ ' express-transport-belt ' ] = true ,
[ ' construction-robot ' ] = true ,
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[ ' character ' ] = true ,
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[ ' gun-turret ' ] = true ,
[ ' laser-turret ' ] = true ,
[ ' flamethrower-turret ' ] = true ,
[ ' rail ' ] = true ,
[ ' rail-chain-signal ' ] = true ,
[ ' rail-signal ' ] = true ,
[ ' tile-ghost ' ] = true ,
[ ' entity-ghost ' ] = true ,
[ ' gate ' ] = true ,
[ ' electric-pole ' ] = true ,
[ ' small-electric-pole ' ] = true ,
[ ' medium-electric-pole ' ] = true ,
[ ' big-electric-pole ' ] = true ,
[ ' logistic-robot ' ] = true ,
[ ' defender ' ] = true ,
[ ' destroyer ' ] = true ,
[ ' distractor ' ] = true
}
Global.register (
{
players_warned = players_warned ,
entities_allowed_to_bomb = entities_allowed_to_bomb
} ,
function ( tbl )
players_warned = tbl.players_warned
entities_allowed_to_bomb = tbl.entities_allowed_to_bomb
end
)
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local function is_trusted ( player )
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return Rank.equal_or_greater_than ( player.name , Ranks.auto_trusted )
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end
local function ammo_changed ( event )
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local player = Game.get_player_by_index ( event.player_index )
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if is_trusted ( player ) then
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return
end
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local nukes = player.remove_item ( { name = ' atomic-bomb ' , count = 1000 } )
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if nukes > 0 then
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Utils.action_warning ( ' [Nuke] ' , player.name .. ' tried to use a nuke, but instead dropped it on his foot. ' )
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local character = player.character
if character and character.valid then
for _ , p in ipairs ( game.connected_players ) do
if p ~= player then
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p.add_custom_alert ( character , { type = ' item ' , name = ' atomic-bomb ' } , player.name , true )
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end
end
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end
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player.character . health = 0
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end
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end
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local function on_player_deconstructed_area ( event )
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local player = Game.get_player_by_index ( event.player_index )
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if is_trusted ( player ) then
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return
end
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player.remove_item ( { name = ' deconstruction-planner ' , count = 1000 } )
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--Make them think they arent noticed
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Utils.silent_action_warning ( ' [Deconstruct] ' , player.name .. ' tried to deconstruct something, but instead deconstructed themself. ' , player )
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player.print ( ' Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you. ' )
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local character = player.character
if character and character.valid then
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for _ , p in ipairs ( game.connected_players ) do
if p ~= player then
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p.add_custom_alert ( character , { type = ' item ' , name = ' deconstruction-planner ' } , player.name , true )
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end
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end
end
character.health = 0
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local area = event.area
local left_top , right_bottom = area.left_top , area.right_bottom
if left_top.x == right_bottom.x and left_top.y == right_bottom.y then
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return
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end
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local entities = player.surface . find_entities_filtered { area = area , force = player.force }
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if # entities > 1000 then
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Utils.print_admins ( ' Warning! ' .. player.name .. ' just tried to deconstruct ' .. tostring ( # entities ) .. ' entities! ' , nil )
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end
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for _ , entity in pairs ( entities ) do
if entity.valid and entity.to_be_deconstructed ( Game.get_player_by_index ( event.player_index ) . force ) then
entity.cancel_deconstruction ( Game.get_player_by_index ( event.player_index ) . force )
end
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end
end
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local function item_not_sanctioned ( item )
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local name = item.name
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return ( name : find ( ' capsule ' ) or name == ' cliff-explosives ' or name == ' raw-fish ' or name == ' discharge-defense-remote ' )
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end
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local function entity_allowed_to_bomb ( entity )
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return entities_allowed_to_bomb [ entity.name ]
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end
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local function on_capsule_used ( event )
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local item = event.item
local player = Game.get_player_by_index ( event.player_index )
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if not player or not player.valid then
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return
end
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if item.name == ' artillery-targeting-remote ' then
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player.surface . create_entity {
name = ' flying-text ' ,
text = player.name ,
color = player.color ,
position = event.position
}
end
local nuke_control = global.config . nuke_control
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if not nuke_control.enable_autokick and not nuke_control.enable_autoban then
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return
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end
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if item_not_sanctioned ( item ) then
return
end
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if not is_trusted ( player ) then
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local area = { { event.position . x - 5 , event.position . y - 5 } , { event.position . x + 5 , event.position . y + 5 } }
local count = 0
local entities = player.surface . find_entities_filtered { force = player.force , area = area }
for _ , e in pairs ( entities ) do
if not entity_allowed_to_bomb ( e ) then
count = count + 1
end
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end
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if count > 8 then
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if players_warned [ event.player_index ] then
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if nuke_control.enable_autoban then
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Server.ban_sync ( player.name , format ( ' Damaged %i entities with %s. This action was performed automatically. If you want to contest this ban please visit redmew.com/discord. ' , count , item.name ) , ' <script> ' )
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end
else
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players_warned [ event.player_index ] = true
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if nuke_control.enable_autokick then
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game.kick_player ( player , format ( ' Damaged %i entities with %s -Antigrief ' , count , item.name ) )
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end
end
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end
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end
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end
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local function on_player_joined ( event )
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local player = game.players [ event.player_index ]
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if match ( player.name , ' ^[Ili1|]+$ ' ) then
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Server.ban_sync ( player.name , ' ' , ' <script> ' ) --No reason given, to not give them any hints to change their name
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end
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end
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local train_to_manual =
Token.register (
function ( train )
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if train.valid then
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train.manual_mode = true
end
end
)
local function on_entity_died ( event )
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-- We only care if a train is killed by a member of its own force
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local entity = event.entity
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if ( not entity or not entity.valid ) or not entity.train or ( event.force ~= entity.force ) then
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return
end
-- Check that an entity did the killing
local cause = event.cause
if not cause or not cause.valid then
return
end
-- Check that the entity was a train and in manual
local train = cause.train
if not train or not train.manual_mode then
return
end
-- Check if the train has passengers
local passengers = train.passengers
local num_passengers = # passengers
if num_passengers == 0 then
train.manual_mode = false -- if the train is in manual and has no passengers, stop it
Task.set_timeout_in_ticks ( 30 , train_to_manual , train )
return
end
-- Go through the passengers and punish any guests involved
local player_punished
local player_unpunished
local name_list = { }
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for i = 1 , num_passengers do
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local player = passengers [ i ]
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if player.valid then
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if is_trusted ( player ) then
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player_unpunished = true
name_list [ # name_list + 1 ] = player.name
else
-- If they aren't allowed to nuke, stop the train and act accordingly.
player_punished = true
name_list [ # name_list + 1 ] = player.name
player.driving = false
train.manual_mode = false
Task.set_timeout_in_ticks ( 30 , train_to_manual , train )
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if players_warned [ player.index ] and num_passengers == 1 then -- jail for later offenses if they're solely guilty
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Report.jail ( player )
Utils.print_admins ( { ' nuke_control.train_jailing ' , player.name } )
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else -- warn for first offense or if there's someone else in the train
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players_warned [ player.index ] = true
Utils.print_admins ( { ' nuke_control.train_warning ' , player.name } )
Popup.player ( player , { ' nuke_control.train_player_warning ' } )
end
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end
end
end
-- If there was a passenger who was unpunished along with a punished passenger, let the admins know
if player_punished and player_unpunished then
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local name_string = table.concat ( name_list , ' , ' )
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Utils.print_admins ( { ' nuke_control.multiple_passengers ' , num_passengers , name_string } )
end
end
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Event.add ( defines.events . on_player_ammo_inventory_changed , ammo_changed )
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Event.add ( defines.events . on_player_joined_game , on_player_joined )
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Event.add ( defines.events . on_player_deconstructed_area , on_player_deconstructed_area )
Event.add ( defines.events . on_player_used_capsule , on_capsule_used )
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Event.add ( defines.events . on_entity_died , on_entity_died )