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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)
100 lines
2.5 KiB
Lua
100 lines
2.5 KiB
Lua
local Event = require 'utils.event'
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local Market_items = require 'resources.market_items'
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local Global = require 'utils.global'
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local Donators = require 'resources.donators'
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local UserGroups = require 'features.user_groups'
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local Game = require 'utils.game'
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local train_perk_flag = Donators.donator_perk_flags.train
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local saviour_token_name = 'small-plane' -- item name for what saves players
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local saviour_timeout = 180 -- number of ticks players are train immune after getting hit (roughly)
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table.insert(
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Market_items,
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{price = {{Market_items.market_item, 100}}, offer = {type = 'give-item', item = saviour_token_name}}
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)
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local remove_stack = {name = saviour_token_name, count = 1}
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local saved_players = {}
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Global.register(
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saved_players,
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function(tbl)
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saved_players = tbl
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end
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)
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local train_names = {
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['locomotive'] = true,
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['cargo-wagon'] = true,
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['fluid-wagon'] = true,
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['artillery-wagon'] = true
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}
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local function save_player(player)
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player.character.health = 1
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local pos = player.surface.find_non_colliding_position('player', player.position, 100, 2)
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if not pos then
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return
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end
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player.teleport(pos, player.surface)
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end
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local function on_pre_death(event)
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local cause = event.cause
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if not cause or not cause.valid then
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return
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end
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if not train_names[cause.name] then
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return
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end
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local player_index = event.player_index
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local player = Game.get_player_by_index(player_index)
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if not player or not player.valid then
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return
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end
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local tick = saved_players[player_index]
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local game_tick = game.tick
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if tick and game_tick - tick <= saviour_timeout then
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save_player(player)
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return
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end
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local player_name = player.name
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if UserGroups.player_has_donator_perk(player_name, train_perk_flag) then
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saved_players[player_index] = game_tick
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save_player(player)
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game.print(player_name .. ' has been saved from a train death as a perk of donating to the server.')
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return
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end
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local saviour_tokens = player.get_item_count(saviour_token_name)
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if saviour_tokens < 1 then
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return
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end
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player.remove_item(remove_stack)
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saved_players[player_index] = game_tick
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save_player(player)
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game.print(
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table.concat {
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player_name,
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' has been saved from a train death. Their ',
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saviour_token_name,
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' survival item has been consumed.'
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}
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)
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end
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Event.add(defines.events.on_pre_player_died, on_pre_death)
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