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implemented deconstruction control
also fixed on_tick nil pointer
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bad64b3301
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@ -1,6 +1,5 @@
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local function allowed_to_nuke(player)
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return player.admin or is_mod(player.name) or is_regular(player.name) or ((player.online_time / 216000) > global.scenario.config.nuke_min_time_hours)
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end
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@ -9,10 +8,24 @@ end
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local function ammo_changed(event)
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local player = game.players[event.player_index]
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if allowed_to_nuke(player) then return end
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local nukes = player.remove_item({name="atomic-bomb", count=1000})--.remove_item("atomic-bomb")
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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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game.print(player.name .. " tried to use a nuke, but instead dropped it on his foot.")
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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.players[event.player_index]
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if allowed_to_nuke(player) then return end
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local nukes = player.remove_item({name="deconstruction-planner", count=1000})
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game.print(player.name .. " tried to deconstruct something, but instead deconstructed himself.")
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player.character.health = 0
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for _,entity in pairs(game.players[event.player_index].surface.find_entities_filtered{area = event.area}) do
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entity.cancel_deconstruction(game.players[event.player_index].force)
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end
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end
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Event.register(defines.events.on_player_ammo_inventory_changed, ammo_changed)
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Event.register(defines.events.on_player_deconstructed_area, on_player_deconstructed_area)
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12
on_tick.lua
12
on_tick.lua
@ -2,14 +2,12 @@ local function on_tick()
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if game.tick % 60 == 0 then
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poll_on_second()
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walk_distance_on_second()
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if game.tick % 120 == 0 then
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pet_on_120_ticks()
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if game.tick % 1200 == 0 then
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player_list_on_12_seconds()
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end
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elseif game.tick % 180 == 0 then
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if game.tick % 1200 == 0 then
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player_list_on_12_seconds()
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end
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if game.tick % 180 == 0 then
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fish_market_on_180_ticks()
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end
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end
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end
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end
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