mirror of
https://github.com/Refactorio/RedMew.git
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26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
123 lines
3.7 KiB
Lua
123 lines
3.7 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 DonatorPerks = require 'resources.donator_perks'
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local Donator = require 'features.donator'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local train_perk_flag = DonatorPerks.train
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local saviour_token_name = 'simple-entity-with-owner' -- item name for what saves players
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local saviour_entity_token_name = 'simple-entity-with-owner' -- entity name for the saviour_token_name, or nil if the item cannot be placed.
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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(market_items, 3, {
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price = 100,
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name = saviour_token_name,
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name_label = 'Train Immunity (1x use)',
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description = 'Each ' .. saviour_token_name .. ' in your inventory will save you from being killed by a train once.'
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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(saved_players, function(tbl)
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saved_players = tbl
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end)
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local train_types = {['locomotive'] = true, ['cargo-wagon'] = true, ['fluid-wagon'] = true, ['artillery-wagon'] = true}
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local function save_player(player)
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player.character.health = 1
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local pos = player.physical_surface.find_non_colliding_position('character', player.physical_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.physical_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_types[cause.type] 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(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 Donator.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(player_name .. ' has been saved from a train death. One of their Train Immunity items has been consumed.')
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end
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--- Cleans the players cursor to prevent from spamming saviour_entity_token_name
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-- Somehow required to have a 1 tick delay before cleaning the players cursor
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local delay_clear_cursor = Token.register(function(param)
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param.player.clear_cursor()
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end)
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local function built_entity(event)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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local name = entity.name
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local ghost = false
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if name == 'entity-ghost' then
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name = entity.ghost_name
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ghost = true
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end
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if name ~= saviour_entity_token_name then
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return
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end
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local index = event.player_index
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local player = game.get_player(index)
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if player and player.valid and not ghost then
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for _, stack in pairs(event.consumed_items.get_contents()) do
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player.insert(stack)
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end
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entity.destroy()
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end
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Task.set_timeout_in_ticks(1, delay_clear_cursor, {player = player})
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end
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Event.add(defines.events.on_pre_player_died, on_pre_death)
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Event.add(defines.events.on_built_entity, built_entity)
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