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
144 lines
4.8 KiB
Lua
144 lines
4.8 KiB
Lua
local Color = require 'resources.color_presets'
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local Game = require 'utils.game'
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local Performance = require 'features.performance'
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local Report = require 'features.report'
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-- == ACTIONS =================================================================
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local Actions = require 'features.admin_commands'
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---@param filename? string
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---@param player? LuaPlayer
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function Actions.save_game(filename, player)
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filename = filename or 'currently-running'
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game.auto_save(filename)
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Game.player_print('Saving map: _autosave-' .. filename ..'.zip', Color.success, player)
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end
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---@param player? LuaPlayer
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function Actions.remove_all_ghost_entities(player)
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local count = 0
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for _, surface in pairs(game.surfaces) do
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for _, ghost in pairs(surface.find_entities_filtered { type = { 'entity-ghost', 'tile-ghost' }}) do
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ghost.destroy()
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count = count + 1
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end
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end
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Game.player_print(count .. ' ghost entities removed from all surfaces.', Color.success, player)
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end
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---@param player? LuaPlayer
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function Actions.destroy_all_speakers(player)
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local count = 0
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for _, surface in pairs(game.surfaces) do
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for _, speaker in pairs(surface.find_entities_filtered { type = 'programmable-speaker' }) do
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if speaker.parameters.playback_globally == true then
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speaker.die('player')
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count = count + 1
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end
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end
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end
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Game.player_print(count .. ' speakers removed from all surfaces.', Color.success, player)
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end
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---@param player? LuaPlayer
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function Actions.kill_all_enemy_units(player)
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game.forces.enemy.kill_all_units()
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Game.player_print('All enemy units have been killed.', Color.success, player)
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end
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---@param player? LuaPlayer
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function Actions.kill_all_enemies(player)
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local count = 0
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for _, surface in pairs(game.surfaces) do
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for _, enemy in pairs(surface.find_entities_filtered { force = 'enemy' }) do
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enemy.die('player')
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count = count + 1
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end
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end
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game.forces.enemy.kill_all_units()
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Game.player_print(count .. ' enemies have been killed.', Color.success, player)
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end
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---@param target_name string
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---@param reason? string
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---@param admin? LuaPlayer
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function Actions.ban_player(target_name, reason, admin)
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local player = game.get_player(target_name)
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if not (player and player.valid) then
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Game.player_print('Could not ban player: ' .. target_name, Color.fail, admin)
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return
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end
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Report.ban_player(player, reason, admin)
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end
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---@param target_player string
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---@param source_player LuaPlayer
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function Actions.spank(target_name, source_player)
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local target_player = game.get_player(target_name)
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local character = target_player.character
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if not (character and character.valid) then
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return
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end
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if character.health > 5 then
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character.damage(5, 'player')
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end
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target_player.physical_surface.create_entity { name = 'water-splash', position = target_player.physical_position }
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game.print(source_player.name .. ' spanked ' .. target_player.name, {color = Color.warning})
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end
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-- == SURFACE =================================================================
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local Surface = {}
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---@param scale number
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function Surface.performance_scale_set(scale)
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Performance.set_time_scale(scale)
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local stat_mod = Performance.get_player_stat_modifier()
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game.print({'performance.stat_preamble'})
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game.print({'performance.generic_stat', {'performance.game_speed'}, string.format('%.2f', Performance.get_time_scale())})
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local stat_string = string.format('%.2f', stat_mod)
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game.print({'performance.output_formatter', {'performance.running_speed'}, stat_string, {'performance.manual_mining_speed'}, stat_string, {'performance.manual_crafting_speed'}, stat_string})
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end
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---@param player LuaPlayer
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---@param radius number
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function Surface.chart_map(player, radius)
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local position = player.position
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local area = {
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left_top = { x = position.x - radius, y = position.y - radius },
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right_bottom = { x = position.x + radius, y = position.y + radius }
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}
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player.force.chart(player.surface, area)
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Game.player_print('Revealing the area around you...', Color.success, player)
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end
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---@param player LuaPlayer
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function Surface.hide_all(player)
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local surface = player.surface
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local force = player.force
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for chunk in surface.get_chunks() do
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force.unchart_chunk({ x = chunk.x, y = chunk.y }, surface)
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end
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Game.player_print('Hidden all of ' ..surface.name .. ' surface', Color.success, player)
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end
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---@param player LuaPlayer
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function Surface.reveal_all(player)
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player.force.chart_all()
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Game.player_print('Removing the fog from ' .. player.surface.name .. ' surface', Color.success, player)
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end
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---@param player LuaPlayer
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function Surface.rechart_all(player)
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player.force.rechart()
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Game.player_print('Revealing all of ' .. player.surface.name .. ' surface', Color.success, player)
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end
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-- ============================================================================
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return {
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actions = Actions,
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surface = Surface,
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}
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