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RedMew/features/train_saviour.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

123 lines
3.7 KiB
Lua

local Event = require 'utils.event'
local market_items = require 'resources.market_items'
local Global = require 'utils.global'
local DonatorPerks = require 'resources.donator_perks'
local Donator = require 'features.donator'
local Task = require 'utils.task'
local Token = require 'utils.token'
local train_perk_flag = DonatorPerks.train
local saviour_token_name = 'simple-entity-with-owner' -- item name for what saves players
local saviour_entity_token_name = 'simple-entity-with-owner' -- entity name for the saviour_token_name, or nil if the item cannot be placed.
local saviour_timeout = 180 -- number of ticks players are train immune after getting hit (roughly)
table.insert(market_items, 3, {
price = 100,
name = saviour_token_name,
name_label = 'Train Immunity (1x use)',
description = 'Each ' .. saviour_token_name .. ' in your inventory will save you from being killed by a train once.'
})
local remove_stack = {name = saviour_token_name, count = 1}
local saved_players = {}
Global.register(saved_players, function(tbl)
saved_players = tbl
end)
local train_types = {['locomotive'] = true, ['cargo-wagon'] = true, ['fluid-wagon'] = true, ['artillery-wagon'] = true}
local function save_player(player)
player.character.health = 1
local pos = player.physical_surface.find_non_colliding_position('character', player.physical_position, 100, 2)
if not pos then
return
end
player.teleport(pos, player.physical_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_types[cause.type] then
return
end
local player_index = event.player_index
local player = game.get_player(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 Donator.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(player_name .. ' has been saved from a train death. One of their Train Immunity items has been consumed.')
end
--- Cleans the players cursor to prevent from spamming saviour_entity_token_name
-- Somehow required to have a 1 tick delay before cleaning the players cursor
local delay_clear_cursor = Token.register(function(param)
param.player.clear_cursor()
end)
local function built_entity(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local name = entity.name
local ghost = false
if name == 'entity-ghost' then
name = entity.ghost_name
ghost = true
end
if name ~= saviour_entity_token_name then
return
end
local index = event.player_index
local player = game.get_player(index)
if player and player.valid and not ghost then
for _, stack in pairs(event.consumed_items.get_contents()) do
player.insert(stack)
end
entity.destroy()
end
Task.set_timeout_in_ticks(1, delay_clear_cursor, {player = player})
end
Event.add(defines.events.on_pre_player_died, on_pre_death)
Event.add(defines.events.on_built_entity, built_entity)