mirror of
https://github.com/Refactorio/RedMew.git
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55aa7fd916
Remove search_command Overhaul meltdown commands Localize some gui
217 lines
6.4 KiB
Lua
217 lines
6.4 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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local Game = require 'utils.game'
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local Command = require 'utils.command'
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local Global = require 'utils.global'
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local Ranks = require 'resources.ranks'
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local Color = require 'resources.color_presets'
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local primitives = {reactors_enabled = global.config.reactor_meltdown.on_by_default}
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local wastelands = {}
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local reactors = {}
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Global.register(
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{
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primitives = primitives,
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wastelands = wastelands,
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reactors = reactors
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},
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function(tbl)
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primitives = tbl.primitives
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wastelands = tbl.wastelands
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reactors = tbl.reactors
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end
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)
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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 primitives.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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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(reactor, {type = 'item', name = 'nuclear-reactor'}, string.format('Reactor at %s°C', math.floor(reactor.temperature)), true)
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end
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end
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local function check_reactors()
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for _ in pairs(game.surfaces) do
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for i, reactor in pairs(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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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(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(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(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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wastelands[index] = nil
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local wasteland_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 wasteland_reactors[1] then
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wasteland_reactors[1].destroy({raise_destroy = true})
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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 primitives.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(reactors, event.created_entity)
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end
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end
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--- Prints whether meltdown is on or off
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local function get_meltdown()
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if primitives.reactors_enabled then
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Game.player_print({'meltdown.is_enabled'})
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else
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Game.player_print({'meltdown.is_disabled'})
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end
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end
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--- Toggles meltdown on or off
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local function set_meltdown(args)
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local on_off = args['on|off']
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if on_off == 'on' then
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primitives.reactors_enabled = true
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game.print({'meltdown.enable'})
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elseif on_off == 'off' then
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primitives.reactors_enabled = nil
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game.print({'meltdown.disable'})
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else
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Game.player_print({'meltdown.error_not_on_off'}, Color.fail)
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end
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end
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Command.add(
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'meltdown-get',
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{
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description = {'command_description.meltdown_get'},
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allowed_by_server = true
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},
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get_meltdown
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)
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Command.add(
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'meltdown-set',
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{
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description = {'command_description.meltdown_set'},
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arguments = {'on|off'},
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allowed_by_server = true,
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required_rank = Ranks.admin,
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log_command = true
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},
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set_meltdown
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)
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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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