Added lines to store the unix time the restart happens as well as how many ticks the game lasted. Starting storing these now so I have some interesting data to use in a week or two.
Added changed requested by grilledham:
- Used format_time function
- Added local var to show that text string was role ID.
- Added another commented var with the ID of a test role in case we want to test something and not ping @crash_site
- Added markdown to make printed string bold
Added discord notification for the @crash site role when crash site is restarted using the /restart command. Pings users with @Crash Site role and prints the map time to add to competitiveness.
- Changed behaviour for non-admins. Now checks for spawners, biters and turrets but doesn't require walls and power structures to be destroyed for restart
- Added checks to limit non-admins from changing the scenario by using an argument after /restart. Now defaults to current scenario for non-admins.
Updated crash site /restart command so that guests and regulars can call it when map is cleared
- Only admin can abort, once the map is cleared.
- Guests and Regular can both call /restart when all enemy units and structures are dead
- Tested on S10 by running this command:
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
- Need to merge into develop to test on live server in case conditions at the end of the game are different
- Thought about adding rocket launched condition but decided against it.
Originally proposed change to allow for a numerical surface_index to work with the diggy-clear-void debugging command. But found that command works as is by using the text 'redmew' as the surface index. Discarded proposed change and documented example use in comments to help clarify how to use.