local Event = require "utils.event" local UserGroups = require "user_groups" local Utils = require "utils.utils" function allowed_to_nuke(player) if type(player) == "table" then return player.admin or UserGroups.is_regular(player.name) or ((player.online_time / 216000) > global.scenario.config.nuke_min_time_hours) elseif type(player) == "number" then return allowed_to_nuke(game.players[player]) end end local function ammo_changed(event) local player = game.players[event.player_index] if allowed_to_nuke(player) then return end local nukes = player.remove_item({name="atomic-bomb", count=1000}) if nukes > 0 then game.print(player.name .. " tried to use a nuke, but instead dropped it on his foot.") local character = player.character if character and character.valid then for _,p in ipairs(game.connected_players) do if p ~= player then p.add_custom_alert(character, {type = 'item', name = 'atomic-bomb'}, player.name, true) end end end player.character.health = 0 end end local function on_player_deconstructed_area(event) local player = game.players[event.player_index] if allowed_to_nuke(player) then return end player.remove_item({name="deconstruction-planner", count=1000}) --Make them think they arent noticed Utils.print_except(player.name .. " tried to deconstruct something, but instead deconstructed themself.", player) player.print("Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you.") local character = player.character if character and character.valid then for _,p in ipairs(game.connected_players) do if p ~= player then p.add_custom_alert(character, {type = 'item', name = 'deconstruction-planner'}, player.name, true) end end end character.health = 0 local entities = player.surface.find_entities_filtered{area = event.area, force = player.force} if #entities > 1000 then Utils.print_admins("Warning! " .. player.name .. " just tried to deconstruct " .. tostring(#entities) .. " entities!") end for _,entity in pairs(entities) do if entity.valid and entity.to_be_deconstructed(game.players[event.player_index].force) then entity.cancel_deconstruction(game.players[event.player_index].force) end end end local function item_not_sanctioned(item) local name = item.name return ( name:find("capsule") or name == "cliff-explosives" or name == "raw-fish" or name == "discharge-defense-remote" ) end local function entity_allowed_to_bomb(entity) 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 global.players_warned = {} local function on_capsule_used(event) local item = event.item local player = game.players[event.player_index] if not player or not player.valid then return end if item.name == 'artillery-targeting-remote' then player.surface.create_entity{name = 'flying-text', text = player.name, color = player.color, position = event.position} end if item_not_sanctioned(item) then return end 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}} local count = 0 local entities = player.surface.find_entities_filtered{force=player.force, area=area} for _,e in pairs(entities) do if not entity_allowed_to_bomb(e) then count = count + 1 end end if count > 8 then if global.players_warned[event.player_index] then 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)) 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 end end 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)