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local Event = require " utils.event "
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local UserGroups = require " user_groups "
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local Utils = require " utils.utils "
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function allowed_to_nuke ( player )
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if type ( player ) == " table " then
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return player.admin or UserGroups.is_regular ( player.name ) or ( ( player.online_time / 216000 ) > global.scenario . config.nuke_min_time_hours )
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elseif type ( player ) == " number " then
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return allowed_to_nuke ( game.players [ player ] )
end
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end
local function ammo_changed ( event )
local player = game.players [ event.player_index ]
if allowed_to_nuke ( player ) then return end
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local nukes = player.remove_item ( { name = " atomic-bomb " , count = 1000 } )
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if nukes > 0 then
game.print ( player.name .. " tried to use a nuke, but instead dropped it on his foot. " )
player.character . health = 0
end
end
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local function on_player_deconstructed_area ( event )
local player = game.players [ event.player_index ]
if allowed_to_nuke ( player ) then return end
local nukes = player.remove_item ( { name = " deconstruction-planner " , count = 1000 } )
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--Make them think they arent noticed
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Utils.print_except ( 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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player.character . health = 0
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local entities = player.surface . find_entities_filtered { area = event.area , force = player.force }
if # entities > 1000 then
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Utils.print_admins ( " Warning! " .. player.name .. " just tried to deconstruct " .. tostring ( # entities ) .. " entities! " )
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end
for _ , entity in pairs ( entities ) do
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if entity.valid and entity.to_be_deconstructed ( game.players [ event.player_index ] . force ) then
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entity.cancel_deconstruction ( game.players [ event.player_index ] . force )
end
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end
end
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local function item_not_sanctioned ( item )
local name = item.name
return (
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name : find ( " capsule " ) or
name == " cliff-explosives " or
name == " raw-fish " or
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name == " discharge-defense-remote "
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)
end
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local function entity_allowed_to_bomb ( entity )
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local name = entity.name
return (
name : find ( " turret " ) or
name : find ( " rail " ) or
name.find ( " ghost " ) or
name == " player " or
name == " stone-wall " or
entity.type == " electric-pole "
)
end
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global.players_warned = { }
local function on_capsule_used ( event )
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if item_not_sanctioned ( event.item ) then return nil end
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local player = game.players [ event.player_index ]
if ( not allowed_to_nuke ( player ) ) then
local area = { { event.position . x - 5 , event.position . y - 5 } , { event.position . x + 5 , event.position . y + 5 } }
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local count = 0
local entities = player.surface . find_entities_filtered { force = player.force , area = area }
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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 global.players_warned [ event.player_index ] then
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game.ban_player ( player , string.format ( " Damaged %i entities with %s. This action was performed automatically. If you want to contest this ban please visit redmew.com/discord. " , count , event.item . name ) )
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else
global.players_warned [ event.player_index ] = true
game.kick_player ( player , string.format ( " Damaged %i entities with %s -Antigrief " , count , event.item . name ) )
end
end
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end
end
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Event.add ( defines.events . on_player_ammo_inventory_changed , ammo_changed )
Event.add ( defines.events . on_player_deconstructed_area , on_player_deconstructed_area )
--Event.add(defines.events.on_player_mined_entity, on_player_mined_item)
Event.add ( defines.events . on_player_used_capsule , on_capsule_used )