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https://github.com/Refactorio/RedMew.git
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125 lines
5.4 KiB
Lua
125 lines
5.4 KiB
Lua
local Event = require "utils.event"
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function allowed_to_nuke(player)
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if type(player) == "table" then
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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)
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elseif type(player) == "number" then
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return allowed_to_nuke(game.players[player])
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end
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end
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local function ammo_changed(event)
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local player = game.players[event.player_index]
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if allowed_to_nuke(player) then return end
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local nukes = player.remove_item({name="atomic-bomb", count=1000})
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if nukes > 0 then
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game.print(player.name .. " tried to use a nuke, but instead dropped it on his foot.")
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player.character.health = 0
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end
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end
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local function on_player_deconstructed_area(event)
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local player = game.players[event.player_index]
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if allowed_to_nuke(player) then return end
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local nukes = player.remove_item({name="deconstruction-planner", count=1000})
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--Make them think they arent noticed
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print_except(player.name .. " tried to deconstruct something, but instead deconstructed himself.", player)
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player.print("Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you.")
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player.character.health = 0
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local entities = player.surface.find_entities_filtered{area = event.area, force = player.force}
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if #entities > 1000 then
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print_admins("Warning! " .. player.name .. " just tried to deconstruct " .. tostring(#entities) .. " entities!")
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end
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for _,entity in pairs(entities) do
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if entity.valid and entity.to_be_deconstructed(game.players[event.player_index].force) then
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entity.cancel_deconstruction(game.players[event.player_index].force)
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end
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end
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end
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local function log_on_player_mined_entity(str, event)
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game.write_file("on_player_mined_entity_debug", game.tick .. " (" .. game.players[event.player_index].name .. ") " .. str .. "\n", true, 0)
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end
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global.on_player_mined_item_enabled = true
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global.on_player_mined_item_init = true
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--Never knew the debug code made it into the codebase lol
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local function on_player_mined_item(event)
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log_on_player_mined_entity("nuke_control.on_player_mined_item: entry", event)
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if global.on_player_mined_item_enabled then
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log_on_player_mined_entity("nuke_control.on_player_mined_item: enabled", event)
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if global.on_player_mined_item_init then
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log_on_player_mined_entity("nuke_control.on_player_mined_item: init", event)
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game.forces.enemy.research_all_technologies() --avoids losing logstics slot configuration on force toggle
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global.on_player_mined_item_init = false
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end
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local entity = event.entity
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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
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log_on_player_mined_entity("nuke_control.on_player_mined_item: in body", event)
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local entity_name = entity.name
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if entity_name == "pipe-to-ground" then entity_name = "pipe" end
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log_on_player_mined_entity("nuke_control.on_player_mined_item: before ghost placement", event)
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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}
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log_on_player_mined_entity("nuke_control.on_player_mined_item: ghost placed", event)
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ghost.last_user = event.player_index
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log_on_player_mined_entity("nuke_control.on_player_mined_item: last user set", event)
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end
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end
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log_on_player_mined_entity("nuke_control.on_player_mined_item: exit", event)
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end
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local function item_not_sanctioned(item)
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local name = item.name
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return (
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name:find("capsule") or
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name == "cliff-explosives" or
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name == "raw-fish" or
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name == "discharge-defense-remote"
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)
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end
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local function entity_allowed_to_bomb(e)
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local name = entity.name
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return (
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name:find("turret") or
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name:find("rail") or
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name.find("ghost") or
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name == "player" or
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name == "stone-wall" or
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entity.type == "electric-pole"
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)
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end
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global.players_warned = {}
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local function on_capsule_used(event)
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if item_not_sanctioned(event.item) then return nil end
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local player = game.players[event.player_index]
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if (not allowed_to_nuke(player)) then
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local area = {{event.position.x-5, event.position.y-5}, {event.position.x+5, event.position.y+5}}
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local count = 0
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local entities = player.surface.find_entities_filtered{force=player.force, area=area}
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for _,e in pairs(entities) do
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if not entity_allowed_to_bomb(e) then count = count + 1 end
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end
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if count > 8 then
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if global.players_warned[event.player_index] then
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game.ban_player(player, string.format("Damaged %i entities with %s. This action was performed automatically. If you want to contest this ban please visit redmew.com/discord.", count, event.item.name))
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else
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global.players_warned[event.player_index] = true
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game.kick_player(player, string.format("Damaged %i entities with %s -Antigrief", count, event.item.name))
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end
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end
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end
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end
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Event.add(defines.events.on_player_ammo_inventory_changed, ammo_changed)
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Event.add(defines.events.on_player_deconstructed_area, on_player_deconstructed_area)
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--Event.add(defines.events.on_player_mined_entity, on_player_mined_item)
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Event.add(defines.events.on_player_used_capsule, on_capsule_used)
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