local function allowed_to_nuke(player) 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) 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.") 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 local nukes = player.remove_item({name="deconstruction-planner", count=1000}) game.print(player.name .. " tried to deconstruct something, but instead deconstructed himself.") player.character.health = 0 for _,entity in pairs(game.players[event.player_index].surface.find_entities_filtered{area = event.area}) do entity.cancel_deconstruction(game.players[event.player_index].force) end end local function on_player_mined_item(event) if event.entity.force.name ~= "enemy" and event.entity.force.name ~= "neutral" and event.entity.name ~= "entity-ghost" then local ghost = game.surfaces[1].create_entity{name = "entity-ghost", position = event.entity.position, inner_name = event.entity.name, expires = false, force = "enemy"} ghost.last_user = event.player_index end end Event.register(defines.events.on_player_ammo_inventory_changed, ammo_changed) Event.register(defines.events.on_player_deconstructed_area, on_player_deconstructed_area) Event.register(defines.events.on_player_mined_entity, on_player_mined_item)