mirror of
https://github.com/Refactorio/RedMew.git
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4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
158 lines
5.8 KiB
Lua
158 lines
5.8 KiB
Lua
local Event = require "utils.event"
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local UserGroups = require "features.user_groups"
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local Utils = require "utils.utils"
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local Game = require 'utils.game'
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local function allowed_to_nuke(player)
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if type(player) == "table" then
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return player.admin or UserGroups.is_regular(player.name) or ((player.online_time / 216000) > global.scenario.config.nuke_control.nuke_min_time_hours)
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elseif type(player) == "number" then
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return allowed_to_nuke(Game.get_player_by_index(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.get_player_by_index(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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local character = player.character
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if character and character.valid then
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for _,p in ipairs(game.connected_players) do
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if p ~= player then
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p.add_custom_alert(character, {type = 'item', name = 'atomic-bomb'}, player.name, true)
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end
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end
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end
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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.get_player_by_index(event.player_index)
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if allowed_to_nuke(player) then return end
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player.remove_item({name="deconstruction-planner", count=1000})
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--Make them think they arent noticed
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Utils.print_except(player.name .. " tried to deconstruct something, but instead deconstructed themself.", 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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local character = player.character
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if character and character.valid then
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for _,p in ipairs(game.connected_players) do
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if p ~= player then
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p.add_custom_alert(character, {type = 'item', name = 'deconstruction-planner'}, player.name, true)
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end
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end
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end
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character.health = 0
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local area = event.area
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local left_top, right_bottom = area.left_top, area.right_bottom
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if left_top.x == right_bottom.x and left_top.y == right_bottom.y then
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return
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end
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local entities = player.surface.find_entities_filtered{area = area, force = player.force}
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if #entities > 1000 then
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Utils.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.get_player_by_index(event.player_index).force) then
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entity.cancel_deconstruction(Game.get_player_by_index(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 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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global.entities_allowed_to_bomb = {
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["stone-wall"] = true,
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["transport-belt"] = true,
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["fast-transport-belt"] = true,
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["express-transport-belt"] = true,
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["construction-robot"] = true,
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["player"] = true,
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["gun-turret"] = true,
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["laser-turret"] = true,
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["flamethrower-turret"] = true,
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["rail"] = true,
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["rail-chain-signal"] = true,
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["rail-signal"] = true,
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["tile-ghost"] = true,
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["entity-ghost"] = true,
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["gate"] = true,
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["electric-pole"] = true,
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["small-electric-pole"] = true,
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["medium-electric-pole"] = true,
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["big-electric-pole"] = true,
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["logistic-robot"] = true,
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["defender"] = true,
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["destroyer"] = true,
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["distractor"] = true
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}
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local function entity_allowed_to_bomb(entity)
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return global.entities_allowed_to_bomb[entity.name]
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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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local item = event.item
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local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid or
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(global.scenario.config.nuke_control.enable_autokick and global.scenario.config.nuke_control.enable_autoban) then
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return
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end
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if item.name == 'artillery-targeting-remote' then
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player.surface.create_entity{name = 'flying-text', text = player.name, color = player.color, position = event.position}
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end
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if item_not_sanctioned(item) then return end
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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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if global.scenario.config.nuke_control.enable_autokick 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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end
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else
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global.players_warned[event.player_index] = true
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if global.scenario.config.nuke_control.enable_autoban then
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game.print(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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end
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local function on_player_joined(event)
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local player = game.players[event.player_index]
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if string.match(player.name,"^[Ili1|]+$") then
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game.ban_player(player) --No reason given, to not give them any hints to change their name
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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_joined_game, on_player_joined)
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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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