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added train saviour mod
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@ -12,6 +12,7 @@ require 'corpse_util'
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--require 'infinite_storage_chest'
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require 'fish_market'
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require 'reactor_meltdown'
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require 'train_saviour'
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require 'map_layout'
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require 'bot'
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require 'player_colors'
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@ -26,7 +27,6 @@ require 'paint'
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require 'score'
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require 'popup'
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local Event = require 'utils.event'
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local function player_created(event)
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@ -200,7 +200,6 @@ local function format_time(ticks)
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return table.concat(result, ' ')
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end
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global.cheated_items = {}
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global.cheated_items_by_timestamp = {}
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Event.add(
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@ -225,7 +224,7 @@ Event.add(
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local name = stack.name
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local user_item_record = data[name] or {count = 0}
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local count = user_item_record.count
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local time = user_item_record["time"] or format_time(game.tick)
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local time = user_item_record['time'] or format_time(game.tick)
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data[name] = {count = stack.count + count, time = time}
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end
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)
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81
train_saviour.lua
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81
train_saviour.lua
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@ -0,0 +1,81 @@
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local Event = require 'utils.event'
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local Market_items = require 'resources.market_items'
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local Global = require 'utils.global'
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local saviour_token_name = 'small-plane' -- item name for what saves players
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local saviour_timeout = 180 -- number of ticks players are train immune after getting hit (roughly)
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table.insert(Market_items, {price = {{'coin', 100}}, offer = {type = 'give-item', item = saviour_token_name}})
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local remove_stack = {name = saviour_token_name, count = 1}
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local saved_players = {}
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Global.register(
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saved_players,
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function(tbl)
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saved_players = tbl
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end
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)
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local train_names = {
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['locomotive'] = true,
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['cargo-wagon'] = true,
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['fluid-wagon'] = true,
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['artillery-wagon'] = true
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}
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local function save_player(player)
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player.character.health = 1
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local pos = player.surface.find_non_colliding_position('player', player.position, 100, 2)
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if not pos then
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return
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end
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player.teleport(pos, player.surface)
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end
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local function on_pre_death(event)
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local cause = event.cause
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if not cause or not cause.valid then
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return
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end
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if not train_names[cause.name] then
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return
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end
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local player_index = event.player_index
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local player = game.players[player_index]
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if not player or not player.valid then
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return
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end
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local tick = saved_players[player_index]
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local game_tick = game.tick
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if tick and game_tick - tick <= saviour_timeout then
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save_player(player)
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return
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end
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local saviour_tokens = player.get_item_count(saviour_token_name)
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if saviour_tokens < 1 then
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return
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end
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player.remove_item(remove_stack)
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saved_players[player_index] = game_tick
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save_player(player)
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game.print(
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table.concat {
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player.name,
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' has been saved from a train death. Their ',
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saviour_token_name,
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' survival item has be used up.'
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}
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)
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end
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Event.add(defines.events.on_pre_player_died, on_pre_death)
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