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181 lines
5.7 KiB
Lua
181 lines
5.7 KiB
Lua
--Reactors melt down if:
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--temperature is at 1000°C and health is 0 or reactor is picked up
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--
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--a reactors loses 2 damage per second at 1000°C
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local Event = require 'utils.event'
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global.reactors_enabled = false
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global.wastelands = {}
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global.reactors = {}
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local wasteland_duration_seconds = 300
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local function spawn_wasteland(surface, position)
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local positions = {
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{0, 0},
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{0, 12},
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{0, -12},
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{12, 0},
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{-12, 0},
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{-8.5, 8.5},
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{-8.5, -8.5},
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{8.5, -8.5},
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{8.5, 8.5},
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{4, 4},
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{-4, 4},
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{-4, -4},
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{4, -4},
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{13, 7.5},
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{-13, 7.5},
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{-13, -7.5},
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{13, -7.5},
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{7.5, 13},
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{-7.5, 13},
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{-7.5, -13},
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{7.5, -13},
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{0, 15},
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{-15, 0},
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{15, 0},
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{0, -15}
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}
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for _, rel_position in pairs(positions) do
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surface.create_entity {
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name = 'poison-capsule',
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position = position,
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target = {position.x + rel_position[1], position.y + rel_position[2]},
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speed = 0.4
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}
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end
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end
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local function entity_destroyed(event)
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if not global.reactors_enabled or not event.entity.valid or event.entity.name ~= 'nuclear-reactor' then
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return
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end
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local reactor = event.entity
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if reactor.temperature > 700 then
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reactor.surface.create_entity {name = 'atomic-rocket', position = reactor.position, target = reactor, speed = 1}
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spawn_wasteland(reactor.surface, reactor.position)
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global.wastelands[reactor.position.x .. '/' .. reactor.position.y] = {
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position = reactor.position,
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surface_id = reactor.surface.index,
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creation_time = game.tick
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}
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end
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end
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local function alert(reactor)
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for _, p in pairs(game.players) do
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p.add_custom_alert(
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reactor,
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{type = 'item', name = 'nuclear-reactor'},
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string.format('Reactor at %s°C', math.floor(reactor.temperature)),
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true
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)
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end
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end
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local function check_reactors()
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for _, surface in pairs(game.surfaces) do
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for i, reactor in pairs(global.reactors) do
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if reactor.valid then
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if reactor.temperature > 800 then
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alert(reactor)
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end
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if reactor.temperature == 1000 then
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reactor.force = 'enemy'
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reactor.destructible = false
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reactor.health = 0
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reactor.surface.create_entity {
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name = 'atomic-rocket',
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position = reactor.position,
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target = reactor,
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speed = 1
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}
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spawn_wasteland(reactor.surface, reactor.position)
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global.wastelands[reactor.position.x .. '/' .. reactor.position.y] = {
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position = reactor.position,
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surface_id = reactor.surface.index,
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creation_time = game.tick
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}
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table.remove(global.reactors, i)
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else
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reactor.health = 500 - (reactor.temperature - 800) * 2.5
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end
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else
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table.remove(global.reactors, i)
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end
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end
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global.last_reactor_warning = last_reactor_warning
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end
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end
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local function check_wastelands()
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for index, wl in pairs(global.wastelands) do
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local age = game.tick - wl.creation_time
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wl.last_checked = wl.last_checked or 0
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if (game.tick - wl.last_checked) > 899 then
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wl.last_checked = game.tick
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spawn_wasteland(game.surfaces[wl.surface_id], wl.position)
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if age > wasteland_duration_seconds * 60 - 1 then
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global.wastelands[index] = nil
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local reactors =
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game.surfaces[wl.surface_id].find_entities_filtered {
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position = wl.position,
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name = 'nuclear-reactor'
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}
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if reactors[1] then
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reactors[1].destroy()
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end
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end
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end
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end
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end
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local function on_tick()
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if global.reactors_enabled then
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check_wastelands()
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check_reactors()
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end
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end
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local function entity_build(event)
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if not event.created_entity.valid then
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return
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end
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if event.created_entity.name == 'nuclear-reactor' and event.created_entity.surface.name ~= "antigrief" then
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table.insert(global.reactors, event.created_entity)
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end
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end
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local function reactor_toggle()
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if not game.player or game.player.admin then
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global.reactors_enabled = not global.reactors_enabled
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if global.reactors_enabled then
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game.print('Reactor meltdown activated.')
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else
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game.print('Reactor meltdown deactivated.')
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end
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end
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end
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local function is_meltdown()
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if global.reactors_enabled then
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player_print('Reactor metldown is enabled.')
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else
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player_print('Reactor metldown is disabled.')
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end
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end
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commands.add_command('meltdown', 'Toggles if reactors blow up', reactor_toggle)
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commands.add_command('is-meltdown', 'Prints if meltdown is enabled', is_meltdown)
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Event.on_nth_tick(60, on_tick)
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Event.add(defines.events.on_player_mined_entity, entity_destroyed)
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Event.add(defines.events.on_robot_mined_entity, entity_destroyed)
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Event.add(defines.events.on_entity_died, entity_destroyed)
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Event.add(defines.events.on_built_entity, entity_build)
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Event.add(defines.events.on_robot_built_entity, entity_build)
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