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}) --Make them think they arent noticed print_except(player.name .. " tried to deconstruct something, but instead deconstructed himself.", player) player.print("Only regulars can mark things for deconstruction.") player.character.health = 0 local entities = player.surface.find_entities_filtered{area = event.area, force = player.force} if #entities > 1000 then 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 log_on_player_mined_entity(str, event) game.write_file("on_player_mined_entity_debug", game.tick .. " (" .. game.players[event.player_index].name .. ") " .. str .. "\n", true, 0) end global.on_player_mined_item_enabled = true global.on_player_mined_item_init = true local function on_player_mined_item(event) log_on_player_mined_entity("nuke_control.on_player_mined_item: entry", event) if global.on_player_mined_item_enabled then log_on_player_mined_entity("nuke_control.on_player_mined_item: enabled", event) if global.on_player_mined_item_init then log_on_player_mined_entity("nuke_control.on_player_mined_item: init", event) game.forces.enemy.research_all_technologies() --avoids losing logstics slot configuration on force toggle global.on_player_mined_item_init = false end local entity = event.entity if entity.valid and entity.force.name ~= "enemy" and entity.force.name ~= "neutral" and entity.name ~= "entity-ghost" and entity.type ~= "logistic-robot" and entity.type ~= "construction-robot" then log_on_player_mined_entity("nuke_control.on_player_mined_item: in body", event) local entity_name = entity.name if entity_name == "pipe-to-ground" then entity_name = "pipe" end log_on_player_mined_entity("nuke_control.on_player_mined_item: before ghost placement", event) local ghost = event.entity.surface.create_entity{name = "entity-ghost", position = event.entity.position, inner_name = entity_name, expires = false, force = "enemy", direction = event.entity.direction} log_on_player_mined_entity("nuke_control.on_player_mined_item: ghost placed", event) ghost.last_user = event.player_index log_on_player_mined_entity("nuke_control.on_player_mined_item: last user set", event) end end log_on_player_mined_entity("nuke_control.on_player_mined_item: exit", event) 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)