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RedMew/features/train_saviour.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* 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)
2018-11-12 20:23:25 +01:00

100 lines
2.5 KiB
Lua

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