mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
257 lines
9.1 KiB
Lua
257 lines
9.1 KiB
Lua
local Event = require 'utils.event'
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local Rank = require 'features.rank_system'
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local Utils = require 'utils.core'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local Global = require 'utils.global'
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local Server = require 'features.server'
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local Report = require 'features.report'
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local Popup = require 'features.gui.popup'
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local Ranks = require 'resources.ranks'
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local format = string.format
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local match = string.match
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local players_warned = {}
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local entities_allowed_to_bomb = {
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['stone-wall'] = true,
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['transport-belt'] = true,
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['fast-transport-belt'] = true,
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['express-transport-belt'] = true,
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['construction-robot'] = true,
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['character'] = true,
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['gun-turret'] = true,
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['laser-turret'] = true,
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['flamethrower-turret'] = true,
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['rail'] = true,
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['rail-chain-signal'] = true,
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['rail-signal'] = true,
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['tile-ghost'] = true,
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['entity-ghost'] = true,
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['gate'] = true,
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['electric-pole'] = true,
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['small-electric-pole'] = true,
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['medium-electric-pole'] = true,
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['big-electric-pole'] = true,
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['logistic-robot'] = true,
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['defender'] = true,
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['destroyer'] = true,
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['distractor'] = true
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}
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Global.register(
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{
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players_warned = players_warned,
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entities_allowed_to_bomb = entities_allowed_to_bomb
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},
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function(tbl)
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players_warned = tbl.players_warned
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entities_allowed_to_bomb = tbl.entities_allowed_to_bomb
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end
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)
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local function is_trusted(player)
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return Rank.equal_or_greater_than(player.name, Ranks.auto_trusted)
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end
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local function ammo_changed(event)
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local player = game.get_player(event.player_index)
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if is_trusted(player) then
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return
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end
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local nukes = player.remove_item({name = 'atomic-bomb', count = 1000})
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if nukes > 0 then
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Utils.action_warning('[Nuke]', player.name .. ' tried to use a nuke, but instead dropped it on his foot.')
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local character = player.character
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if character and character.valid then
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for _, p in ipairs(game.connected_players) do
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if p ~= player then
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p.add_custom_alert(character, {type = 'item', name = 'atomic-bomb'}, player.name, true)
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end
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end
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end
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player.character.health = 0
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end
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end
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local function on_player_deconstructed_area(event)
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local player = game.get_player(event.player_index)
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if is_trusted(player) then
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return
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end
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player.remove_item({name = 'deconstruction-planner', count = 1000})
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--Make them think they arent noticed
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Utils.silent_action_warning('[Deconstruct]', player.name .. ' tried to deconstruct something, but instead deconstructed themself.', player)
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player.print('Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you.')
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local character = player.character
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if character and character.valid then
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for _, p in ipairs(game.connected_players) do
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if p ~= player then
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p.add_custom_alert(character, {type = 'item', name = 'deconstruction-planner'}, player.name, true)
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end
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end
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end
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character.health = 0
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local area = event.area
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local left_top, right_bottom = area.left_top, area.right_bottom
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if left_top.x == right_bottom.x and left_top.y == right_bottom.y then
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return
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end
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local entities = player.surface.find_entities_filtered {area = area, force = player.force}
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if #entities > 1000 then
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Utils.print_admins('Warning! ' .. player.name .. ' just tried to deconstruct ' .. tostring(#entities) .. ' entities!', nil)
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end
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for _, entity in pairs(entities) do
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if entity.valid and entity.to_be_deconstructed(game.get_player(event.player_index).force) then
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entity.cancel_deconstruction(game.get_player(event.player_index).force)
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end
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end
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end
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local function item_not_sanctioned(item)
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local name = item.name
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return (name:find('capsule') or name == 'cliff-explosives' or name == 'raw-fish' or name == 'discharge-defense-remote')
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end
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local function entity_allowed_to_bomb(entity)
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return entities_allowed_to_bomb[entity.name]
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end
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local function on_capsule_used(event)
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local item = event.item
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local player = game.get_player(event.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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if item.name == 'artillery-targeting-remote' then
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player.surface.create_entity {
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name = 'flying-text',
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text = player.name,
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color = player.color,
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position = event.position
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}
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end
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local nuke_control = global.config.nuke_control
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if not nuke_control.enable_autokick and not nuke_control.enable_autoban then
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return
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end
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if item_not_sanctioned(item) then
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return
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end
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if not is_trusted(player) then
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local area = {{event.position.x - 5, event.position.y - 5}, {event.position.x + 5, event.position.y + 5}}
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local count = 0
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local entities = player.surface.find_entities_filtered {force = player.force, area = area}
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for _, e in pairs(entities) do
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if not entity_allowed_to_bomb(e) then
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count = count + 1
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end
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end
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if count > 8 then
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if players_warned[event.player_index] then
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if nuke_control.enable_autoban then
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Server.ban_sync(player.name, format('Damaged %i entities with %s. This action was performed automatically. If you want to contest this ban please visit redmew.com/discord.', count, item.name), '<script>')
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end
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else
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players_warned[event.player_index] = true
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if nuke_control.enable_autokick then
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game.kick_player(player, format('Damaged %i entities with %s -Antigrief', count, item.name))
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end
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end
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end
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end
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end
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local function on_player_joined(event)
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local player = game.players[event.player_index]
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if match(player.name, '^[Ili1|]+$') then
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Server.ban_sync(player.name, '', '<script>') --No reason given, to not give them any hints to change their name
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end
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end
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local train_to_manual =
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Token.register(
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function(train)
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if train.valid then
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train.manual_mode = true
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end
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end
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)
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local function on_entity_died(event)
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-- We only care if a train is killed by a member of its own force
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local entity = event.entity
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if (not entity or not entity.valid) or not entity.train or (event.force ~= entity.force) then
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return
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end
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-- Check that an entity did the killing
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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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-- Check that the entity was a train and in manual
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local train = cause.train
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if not train or not train.manual_mode then
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return
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end
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-- Check if the train has passengers
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local passengers = train.passengers
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local num_passengers = #passengers
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if num_passengers == 0 then
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train.manual_mode = false -- if the train is in manual and has no passengers, stop it
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Task.set_timeout_in_ticks(30, train_to_manual, train)
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return
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end
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-- Go through the passengers and punish any guests involved
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local player_punished
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local player_unpunished
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local name_list = {}
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for i = 1, num_passengers do
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local player = passengers[i]
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if player.valid then
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if is_trusted(player) then
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player_unpunished = true
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name_list[#name_list + 1] = player.name
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else
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-- If they aren't allowed to nuke, stop the train and act accordingly.
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player_punished = true
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name_list[#name_list + 1] = player.name
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player.driving = false
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train.manual_mode = false
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Task.set_timeout_in_ticks(30, train_to_manual, train)
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if players_warned[player.index] and num_passengers == 1 then -- jail for later offenses if they're solely guilty
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Report.jail(player)
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Utils.print_admins({'nuke_control.train_jailing', player.name})
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else -- warn for first offense or if there's someone else in the train
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players_warned[player.index] = true
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Utils.print_admins({'nuke_control.train_warning', player.name})
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Popup.player(player, {'nuke_control.train_player_warning'})
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end
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end
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end
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end
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-- If there was a passenger who was unpunished along with a punished passenger, let the admins know
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if player_punished and player_unpunished then
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local name_string = table.concat(name_list, ', ')
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Utils.print_admins({'nuke_control.multiple_passengers', num_passengers, name_string})
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end
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end
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Event.add(defines.events.on_player_ammo_inventory_changed, ammo_changed)
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Event.add(defines.events.on_player_joined_game, on_player_joined)
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Event.add(defines.events.on_player_deconstructed_area, on_player_deconstructed_area)
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Event.add(defines.events.on_player_used_capsule, on_capsule_used)
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Event.add(defines.events.on_entity_died, on_entity_died)
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