mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
391 lines
13 KiB
Lua
391 lines
13 KiB
Lua
local Command = require 'utils.command'
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local Rank = require 'features.rank_system'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local Server = require 'features.server'
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local Popup = require 'features.gui.popup'
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local Retailer = require 'features.retailer'
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local Ranks = require 'resources.ranks'
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local Core = require 'utils.core'
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local Color = require 'resources.color_presets'
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local Toast = require 'features.gui.toast'
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local Utils = require 'utils.core'
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local set_timeout_in_ticks = Task.set_timeout_in_ticks
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local Public = {}
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function Public.control(config)
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local server_player = {name = '<server>', print = print}
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local global_data = {restarting = nil}
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local airstrike_data = {radius_level = 1, count_level = 1}
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Global.register({
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global_data = global_data,
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airstrike_data = airstrike_data
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},
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function(tbl)
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global_data = tbl.global_data
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airstrike_data = tbl.airstrike_data
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end
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)
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local function double_print(str)
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game.print(str)
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print(str)
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end
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local callback
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callback =
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Token.register(
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function(data)
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if not global_data.restarting then
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return
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end
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local state = data.state
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if state == 0 then
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Server.start_scenario(data.scenario_name)
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double_print('restarting')
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global_data.restarting = nil
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return
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elseif state == 1 then
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local time_string = Core.format_time(game.ticks_played)
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local discord_crashsite_role = '<@&762441731194748958>' -- @crash_site
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--local discord_crashsite_role = '<@&593534612051984431>' -- @test
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Server.to_discord_raw(discord_crashsite_role .. ' **Crash Site has just restarted! Previous map lasted: ' .. time_string .. '!**')
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local unix_time = Server.get_current_time()
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local game_time = game.ticks_played
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Server.set_data('crash_site_data', tostring(unix_time), game_time) -- Store the server unix time as key and total game ticks in the Scenario Data
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Popup.all('\nServer restarting!\nInitiated by ' .. data.name .. '\n')
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end
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double_print(state)
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data.state = state - 1
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Task.set_timeout_in_ticks(60, callback, data)
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end
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)
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local static_entities_to_check = {
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'spitter-spawner','biter-spawner',
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'small-worm-turret', 'medium-worm-turret','big-worm-turret', 'behemoth-worm-turret',
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'gun-turret', 'laser-turret', 'artillery-turret', 'flamethrower-turret'
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}
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local biter_entities_to_check = {
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'small-spitter', 'medium-spitter', 'big-spitter', 'behemoth-spitter',
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'small-biter', 'medium-biter', 'big-biter', 'behemoth-biter'
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}
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local function map_cleared(player)
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player = player or server_player
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local get_entity_count = game.forces["enemy"].get_entity_count
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-- Check how many of each turrets, worms and spawners are left and return false if there are any of each left.
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for i = 1, #static_entities_to_check do
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local name = static_entities_to_check[i]
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if get_entity_count(name) > 0 then
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player.print('All enemy spawners, worms, buildings, biters and spitters must be cleared before crashsite can be restarted.')
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return false
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end
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end
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-- Count all the remaining biters and spitters
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local biter_total = 0;
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for i = 1, #biter_entities_to_check do
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local name = biter_entities_to_check[i]
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biter_total = biter_total + get_entity_count(name)
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end
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-- Return false if more than 20 left. Players have had problems finding the last few biters so set to a reasonable value.
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if biter_total > 20 then
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player.print('All enemy spawners, worms, buildings are dead. Crashsite can be restarted when all biters and spitters are killed.')
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return false
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end
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return true
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end
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local function restart(args, player)
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player = player or server_player
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local sanitised_scenario = args.scenario_name
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if global_data.restarting then
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player.print('Restart already in progress')
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return
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end
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if player ~= server_player and Rank.less_than(player.name, Ranks.admin) then
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-- Check enemy count
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if not map_cleared(player) then
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return
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end
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-- Limit the ability of non-admins to call the restart function with arguments to change the scenario
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-- If not an admin, restart the same scenario always
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sanitised_scenario = config.scenario_name
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end
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global_data.restarting = true
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double_print('#################-Attention-#################')
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double_print('Server restart initiated by ' .. player.name)
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double_print('###########################################')
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for _, p in pairs(game.players) do
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if p.admin then
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p.print('Abort restart with /abort')
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end
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end
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print('Abort restart with /abort')
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Task.set_timeout_in_ticks(60, callback, {name = player.name, scenario_name = sanitised_scenario, state = 10})
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end
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local function abort(_, player)
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player = player or server_player
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if global_data.restarting then
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global_data.restarting = nil
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double_print('Restart aborted by ' .. player.name)
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else
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player.print('Cannot abort a restart that is not in progress.')
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end
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end
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local chart_area_callback = Token.register(function(data)
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local xpos = data.xpos
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local ypos = data.ypos
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local player = data.player
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local s = player.surface
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player.force.chart(s, {{xpos-32, ypos-32}, {xpos+32, ypos+32}})
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end)
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local function spy(args, player)
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local player_name = player.name
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local inv = player.get_inventory(defines.inventory.character_main)
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local coin_count = inv.get_item_count("coin")
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-- Parse the values from the location string
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-- {location = "[gps=-110,-17,redmew]"}
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local location_string = args.location
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local coords = {}
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for m in string.gmatch( location_string, "%-?%d+" ) do
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table.insert(coords, tonumber(m))
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end
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-- Do some checks then reveal the pinged map and remove 1000 coins
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if #coords < 2 then
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player.print({'command_description.crash_site_spy_invalid'}, Color.fail)
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return
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elseif coin_count < 1000 then
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player.print({'command_description.crash_site_spy_funds'}, Color.fail)
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return
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else
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local xpos=coords[1]
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local ypos=coords[2]
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-- reveal 3x3 chunks centred on chunk containing pinged location
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-- make sure it lasts 15 seconds
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for j=1,15 do
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set_timeout_in_ticks(
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60*j,
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chart_area_callback,
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{player = player, xpos = xpos, ypos=ypos}
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)
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end
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game.print({'command_description.crash_site_spy_success', player_name, xpos,ypos}, Color.success)
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inv.remove({name = "coin", count = 1000})
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end
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end
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local spawn_poison_callback = Token.register(function(data)
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local r = data.r
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data.s.create_entity{name = "poison-capsule", position={0,0}, target={data.xpos + math.random(-r,r), data.ypos + math.random(-r,r)}, speed=10}
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end)
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local function strike(args, player)
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local s = player.surface
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local location_string = args.location
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local coords = {}
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local radius_level = airstrike_data.radius_level -- max radius of the strike area
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local count_level = airstrike_data.count_level -- the number of poison capsules launched at the enemy
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if count_level == 1 then
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player.print({'command_description.crash_site_airstrike_not_researched'}, Color.fail)
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return
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end
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local radius = 5+(radius_level*3)
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local count = (count_level-1)*5+3
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local strikeCost = count * 4 -- the number of poison-capsules required in the chest as payment
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-- parse GPS coordinates from map ping
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for m in string.gmatch( location_string, "%-?%d+" ) do
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table.insert(coords, tonumber(m))
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end
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-- Do some checks on the coordinates passed in the argument
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if #coords < 2 then
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player.print({'command_description.crash_site_airstrike_invalid'}, Color.fail)
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return
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end
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local xpos=coords[1]
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local ypos=coords[2]
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-- Check the chest is still there. Better than making destructible and mineable false because then players can upgrade the chest
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local entities = s.find_entities_filtered {position = {-0.5, -3.5}, type = 'container', limit=1}
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local dropbox = entities[1]
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if dropbox == nil then
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player.print({'command_description.crash_site_airstrike_chest_removed_error'}, Color.fail)
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return
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end
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-- Check the contents of the chest by spawn for enough poison capsules to use as payment
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local inv = dropbox.get_inventory(defines.inventory.chest)
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local capCount = inv.get_item_count("poison-capsule")
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if capCount < strikeCost then
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player.print({'command_description.crash_site_airstrike_insufficient_currency_error',strikeCost - capCount}, Color.fail)
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return
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end
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-- Do a simple check to make sure the player isn't trying to grief the base
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--local enemyEntities = s.find_entities_filtered {position = {xpos, ypos}, radius = radius, force = "enemy"}
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local enemyEntities = player.surface.find_entities_filtered {position = {xpos,ypos}, radius=radius+30, force = "enemy"}
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if #enemyEntities < 1 then
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player.print({'command_description.crash_site_airstrike_friendly_fire_error'}, Color.fail)
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--Utils.print_admins(player.name .. " tried to airstrike the base here: [gps=" .. xpos .. "," .. ypos ..",redmew]", nil)
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return
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end
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inv.remove({name = "poison-capsule", count = strikeCost})
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game.print({'command_description.crash_site_airstrike_success', player.name, xpos, ypos})
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for j=1,count do
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set_timeout_in_ticks(
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30*j,
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spawn_poison_callback,
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{s = s, xpos = xpos, ypos=ypos, count = count, r=radius}
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)
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set_timeout_in_ticks(
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60*j,
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chart_area_callback,
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{player = player, xpos = xpos, ypos=ypos}
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)
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end
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end
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Event.add(Retailer.events.on_market_purchase, function(event)
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local market_id = event.group_name
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local group_label = Retailer.get_market_group_label(market_id)
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if group_label ~= 'Spawn' then
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return
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end
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local item = event.item
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if item.type ~= 'airstrike' then
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return
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end
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-- airstrike stuff
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local radius_level = airstrike_data.radius_level -- max radius of the strike area
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local count_level = airstrike_data.count_level -- the number of poison capsules launched at the enemy
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local radius = 5+(radius_level*3)
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local count = (count_level-1)*5+3
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local strikeCost = count * 4
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local name = item.name
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if name == 'airstrike_damage' then
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airstrike_data.count_level = airstrike_data.count_level + 1
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Toast.toast_all_players(15, {'command_description.crash_site_airstrike_damage_upgrade_success', count_level})
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item.name_label = {'command_description.crash_site_airstrike_count_name_label', (count_level + 1)}
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item.price = math.floor(math.exp(airstrike_data.count_level^0.8)/2)*1000
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item.description = {'command_description.crash_site_airstrike_count', (count_level + 1), count_level, count, tostring(strikeCost) .. ' poison capsules'}
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Retailer.set_item(market_id, item) -- this updates the retailer with the new item values.
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elseif name == 'airstrike_radius' then
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airstrike_data.radius_level = airstrike_data.radius_level + 1
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Toast.toast_all_players(15, {'command_description.crash_site_airstrike_radius_upgrade_success', radius_level})
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item.name_label = {'command_description.crash_site_airstrike_radius_name_label', (radius_level + 1)}
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item.description = {'command_description.crash_site_airstrike_radius', (radius_level + 1), radius_level, radius}
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item.price = math.floor(math.exp(airstrike_data.radius_level^0.8)/2)*1000
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Retailer.set_item(market_id, item) -- this updates the retailer with the new item values.
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end
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end)
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Command.add(
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'crash-site-restart-abort',
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{
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description = {'command_description.crash_site_restart_abort'},
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required_rank = Ranks.admin,
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allowed_by_server = true
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},
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abort
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)
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Command.add(
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'abort',
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{
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description = {'command_description.crash_site_restart_abort'},
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required_rank = Ranks.admin,
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allowed_by_server = true
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},
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abort
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)
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local default_name = config.scenario_name or 'crashsite'
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Command.add(
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'crash-site-restart',
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{
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description = {'command_description.crash_site_restart'},
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arguments = {'scenario_name'},
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default_values = {scenario_name = default_name},
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required_rank = Ranks.admin,
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allowed_by_server = true
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},
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restart
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)
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Command.add(
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'restart',
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{
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description = {'command_description.crash_site_restart'},
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arguments = {'scenario_name'},
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default_values = {scenario_name = default_name},
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required_rank = Ranks.auto_trusted,
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allowed_by_server = true
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},
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restart
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)
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Command.add(
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'spy',
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{
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description = {'command_description.crash_site_spy'},
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arguments = {'location'},
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capture_excess_arguments = true,
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required_rank = Ranks.guest,
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allowed_by_server = false
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},
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spy
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)
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Command.add(
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'strike',
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{
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description = {'command_description.strike'},
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arguments = {'location'},
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capture_excess_arguments = true,
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required_rank = Ranks.guest,
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allowed_by_server = false
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},
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strike
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)
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end
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return Public
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