local Event = require 'utils.event' local market_items = require 'resources.market_items' local Global = require 'utils.global' local DonatorPerks = require 'resources.donator_perks' local Donator = require 'features.donator' local Task = require 'utils.task' local Token = require 'utils.token' local train_perk_flag = DonatorPerks.train local saviour_token_name = 'simple-entity-with-owner' -- item name for what saves players local saviour_entity_token_name = 'simple-entity-with-owner' -- entity name for the saviour_token_name, or nil if the item cannot be placed. local saviour_timeout = 180 -- number of ticks players are train immune after getting hit (roughly) table.insert(market_items, 3, { price = 100, name = saviour_token_name, name_label = 'Train Immunity (1x use)', description = 'Each ' .. saviour_token_name .. ' in your inventory will save you from being killed by a train once.' }) local remove_stack = {name = saviour_token_name, count = 1} local saved_players = {} Global.register(saved_players, function(tbl) saved_players = tbl end) local train_types = {['locomotive'] = true, ['cargo-wagon'] = true, ['fluid-wagon'] = true, ['artillery-wagon'] = true} local function save_player(player) player.character.health = 1 local pos = player.physical_surface.find_non_colliding_position('character', player.physical_position, 100, 2) if not pos then return end player.teleport(pos, player.physical_surface) end local function on_pre_death(event) local cause = event.cause if not cause or not cause.valid then return end if not train_types[cause.type] then return end local player_index = event.player_index local player = game.get_player(player_index) if not player or not player.valid then return end local tick = saved_players[player_index] local game_tick = game.tick if tick and game_tick - tick <= saviour_timeout then save_player(player) return end local player_name = player.name if Donator.player_has_donator_perk(player_name, train_perk_flag) then saved_players[player_index] = game_tick save_player(player) game.print(player_name .. ' has been saved from a train death as a perk of donating to the server.') return end local saviour_tokens = player.get_item_count(saviour_token_name) if saviour_tokens < 1 then return end player.remove_item(remove_stack) saved_players[player_index] = game_tick save_player(player) game.print(player_name .. ' has been saved from a train death. One of their Train Immunity items has been consumed.') end --- Cleans the players cursor to prevent from spamming saviour_entity_token_name -- Somehow required to have a 1 tick delay before cleaning the players cursor local delay_clear_cursor = Token.register(function(param) param.player.clear_cursor() end) local function built_entity(event) local entity = event.entity if not entity or not entity.valid then return end local name = entity.name local ghost = false if name == 'entity-ghost' then name = entity.ghost_name ghost = true end if name ~= saviour_entity_token_name then return end local index = event.player_index local player = game.get_player(index) if player and player.valid and not ghost then for _, stack in pairs(event.consumed_items.get_contents()) do player.insert(stack) end entity.destroy() end Task.set_timeout_in_ticks(1, delay_clear_cursor, {player = player}) end Event.add(defines.events.on_pre_player_died, on_pre_death) Event.add(defines.events.on_built_entity, built_entity)