-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathevent.lua
389 lines (352 loc) · 14.5 KB
/
event.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
-- Carl Frank Otto III
-- GitHub: https://github.com/M45-Science/SoftMod
-- License: MPL 2.0
local function insWeapons(player, ammo_amount)
if player.force.technologies["military"].researched then
player.insert {
name = "submachine-gun",
count = 1
}
else
player.insert {
name = "pistol",
count = 1
}
end
if player.force.technologies["military-2"].researched then
player.insert {
name = "piercing-rounds-magazine",
count = ammo_amount
}
else
player.insert {
name = "firearm-magazine",
count = ammo_amount
}
end
end
-- Looping timer, 10 seconds
-- Check spawn area map pin
-- Add to player active time if needed
-- Refresh players online window
script.on_nth_tick(599, function(event)
-- Tick divider, one minute
RunSetup()
storage.SM_Store.tickDiv = storage.SM_Store.tickDiv + 1
--1 min
if storage.SM_Store.tickDiv % 6 == 0 then
ONLINE_UpdatePlayerList() -- online.lua
end
--15 mins
if storage.SM_Store.tickDiv >= 90 then
storage.SM_Store.tickDiv = 0
LOGO_DrawLogo(false) --Move spawn if blocked
UTIL_CheckAbandoned()
end
-- Add time to connected players
if storage.PData then
for _, player in pairs(game.connected_players) do
-- Banish if some mod eats respawn event
BANISH_SendToSurface(player)
-- Player active?
if storage.PData[player.index].active then
if storage.PData[player.index].active then
storage.PData[player.index].active = false -- Turn back off
if storage.PData[player.index].score then
-- Compensate for game speed
storage.PData[player.index].score =
storage.PData[player.index].score + (600.0 / game.speed) -- Same as loop time
if storage.PData[player.index].lastOnline then
storage.PData[player.index].lastOnline = game.tick
end
else
-- INIT
storage.PData[player.index].score = 0
end
end
else
-- INIT
storage.PData[player.index].active = false
end
-- Player moving?
if storage.PData[player.index].moving then
if storage.PData[player.index].moving then
storage.PData[player.index].moving = false -- Turn back off
if storage.PData[player.index].score then
-- Compensate for game speed
storage.PData[player.index].score =
storage.PData[player.index].score + (600.0 / game.speed) -- Same as loop time
if storage.PData[player.index].lastOnline then
storage.PData[player.index].lastOnline = game.tick
end
else
-- INIT
storage.PData[player.index].score = 0
end
end
else
-- INIT
storage.PData[player.index].moving = false
end
end
end
PERMS_PromoteAllPlayers() -- See if player qualifies now
end)
-- Handle killing, and teleporting users to other surfaces
local function e_respawn(event)
if not event or not event.player_index then
return
end
local player = game.players[event.player_index]
BANISH_SendToSurface(player) -- banish.lua
-- Cutoff-point, just becomes annoying.
if not player.force.technologies["military-science-pack"].researched then
insWeapons(player, 10)
end
end
local function makeUI(player)
if player.gui then
INFO_MakeButton(player)
ONLINE_MakeOnlineButton(player)
ONELIFE_MakeButton(player)
TODO_Setup(player)
QUICKBAR_MakeExchangeButton(player)
INFO_MakeClock(player)
end
end
function EVENT_PlayerInit(player)
STORAGE_CreateGlobal()
STORAGE_MakePlayerStorage(player)
PERMS_PromotePlayer(player)
makeUI(player)
if storage.PData then
storage.PData[player.index].lastOnline = game.tick
end
if storage.SM_Store.cheats then
player.cheat_mode = true
end
end
-- Player connected, make variables, draw UI, set permissions, and game settings
local function e_joined(event)
if not event or not event.player_index then
return
end
local player = game.players[event.player_index]
EVENT_PlayerInit(player)
BANISH_SendToSurface(player)
ONLINE_UpdatePlayerList()
if not UTIL_Is_Regular(player) and not UTIL_Is_Veteran(player) and not player.admin then
INFO_InfoWin(player)
end
end
-- New player created, insert items set perms, show players online, welcome to map.
local function e_playerCreated(event)
RunSetup()
if not event or not event.player_index then
return
end
local player = game.players[event.player_index]
EVENT_PlayerInit(player)
UTIL_SendToDefaultSpawn(player)
INFO_InfoWin(player)
-- Cutoff-point, just becomes annoying.
if not player.force.technologies["military-2"].researched then
player.insert {
name = "iron-plate",
count = 50
}
player.insert {
name = "copper-plate",
count = 50
}
player.insert {
name = "wood",
count = 50
}
player.insert {
name = "burner-mining-drill",
count = 2
}
player.insert {
name = "stone-furnace",
count = 2
}
player.insert {
name = "iron-chest",
count = 1
}
end
player.insert {
name = "light-armor",
count = 1
}
insWeapons(player, 50) -- research-based
UTIL_MsgAll("[color=green](SYSTEM) Welcome " .. player.name .. " to the map![/color]")
end
local function e_playerDied(event)
if not event or not event.player_index then
return
end
local player = game.players[event.player_index]
-- Log to discord
if event.cause and event.cause.valid then
local cause = event.cause.name
UTIL_MsgDiscord(player.name ..
" was killed by " .. cause .. " at " .. UTIL_GPSObj(player))
else
UTIL_MsgDiscord(player.name .. " was killed at " .. UTIL_GPSObj(player))
end
ONELIFE_Main(event)
end
-- Main event handler
script.on_event(
{
defines.events.on_player_created, defines.events.on_pre_player_died, defines.events.on_player_respawned, defines
.events.on_player_joined_game, defines.events.on_player_left_game, defines.events
.on_player_main_inventory_changed, defines.events.on_player_changed_position, defines.events.on_console_chat,
defines.events.on_player_repaired_entity, defines.events.on_gui_click, defines.events.on_gui_text_changed,
defines.events.on_player_fast_transferred, defines.events.on_console_command, defines.events
.on_chart_tag_removed, defines.events.on_chart_tag_modified, defines.events.on_chart_tag_added, defines.events
.on_research_finished, defines.events.on_redo_applied, defines.events.on_undo_applied, defines.events
.on_train_schedule_changed, defines.events.on_entity_died, defines.events.on_cancelled_upgrade, defines.events
.on_picked_up_item, defines.events.on_player_dropped_item, defines.events.on_player_deconstructed_area, defines
.events.on_marked_for_upgrade, defines.events.on_rocket_launch_ordered, defines.events.on_cancelled_upgrade,
defines.events.on_marked_for_deconstruction, defines.events.on_cancelled_deconstruction, defines.events
.on_player_flushed_fluid, defines.events.on_player_driving_changed_state, defines.events.on_player_banned,
defines.events.on_player_rotated_entity, defines.events.on_player_flipped_entity, defines.events
.on_pre_player_mined_item, defines.events.on_built_entity }, function(event)
-- If no event, or event is a tick
if not event or (event and event.name == defines.events.on_tick) then
return
end
-- Mark player active
if event.player_index then
local player = game.players[event.player_index]
if player and player.valid and player.connected and storage.PData and storage.PData[event.player_index] then
-- Only mark active on movement if walking
if event.name == defines.events.on_player_changed_position then
if player.walking_state then
if player.walking_state.walking and
(player.walking_state.direction == defines.direction.north or player.walking_state.direction ==
defines.direction.northeast or player.walking_state.direction == defines.direction.east or
player.walking_state.direction == defines.direction.southeast or
player.walking_state.direction == defines.direction.south or player.walking_state.direction ==
defines.direction.southwest or player.walking_state.direction == defines.direction.west or
player.walking_state.direction == defines.direction.northwest) then
PERMS_SetPlayerMoving(player)
end
end
else
PERMS_SetPlayerActive(player)
end
end
end
-- Player join/leave respawn
if event.name == defines.events.on_player_created then
e_playerCreated(event)
elseif event.name == defines.events.on_pre_player_died then
e_playerDied(event)
elseif event.name == defines.events.on_player_respawned then
--
e_respawn(event)
elseif event.name == defines.events.on_player_joined_game then
e_joined(event)
elseif event.name == defines.events.on_player_left_game then
-- activity
-- changed-position
-- console_chat
-- repaired_entity
--
-- gui
LOG_PlayerLeft(event)
elseif event.name == defines.events.on_gui_click then
INFO_Clicks(event) --info.lua
QUICKBAR_Clicks(event) --quickbar.lua
ONLINE_Clicks(event) -- online.lua
ONELIFE_Clicks(event) --onelife.lua
elseif event.name == defines.events.on_gui_text_changed then
-- log
INFO_TextChanged(event) --info.lua
QUICKBAR_TextChanged(event)
elseif event.name == defines.events.on_console_command then
LOG_ConsoleCmd(event)
elseif event.name == defines.events.on_chart_tag_removed then
LOG_TagDel(event)
elseif event.name == defines.events.on_chart_tag_modified then
LOG_TagMod(event)
elseif event.name == defines.events.on_chart_tag_added then
LOG_TagAdded(event)
elseif event.name == defines.events.on_research_finished then
-- clean up corspe tags
LOG_ResearchFinished(event)
elseif event.name == defines.events.on_player_deconstructed_area then
LOG_Decon(event)
elseif event.name == defines.events.on_player_banned then
LOG_Banned(event)
elseif event.name == defines.events.on_player_rotated_entity then
LOG_Rotated(event)
elseif event.name == defines.events.on_player_flipped_entity then
LOG_Rotated(event)
elseif event.name == defines.events.on_pre_player_mined_item then
LOG_PreMined(event)
elseif event.name == defines.events.on_built_entity then
LOG_BuiltEnt(event)
elseif event.name == defines.events.on_redo_applied then
LOG_Redo(event)
elseif event.name == defines.events.on_undo_applied then
LOG_Undo(event)
elseif event.name == defines.events.on_train_schedule_changed then
LOG_TrainSchedule(event)
elseif event.name == defines.events.on_entity_died then
LOG_EntDied(event)
elseif event.name == defines.events.on_picked_up_item then
LOG_PickedItem(event)
elseif event.name == defines.events.on_player_dropped_item then
LOG_DroppedItem(event)
elseif event.name == defines.events.on_marked_for_upgrade then
LOG_MarkedUpgrade(event)
elseif event.name == defines.events.on_cancelled_upgrade then
LOG_CancelUpgrade(event)
elseif event.name == defines.events.on_marked_for_deconstruction then
LOG_MarkDecon(event)
elseif event.name == defines.events.on_cancelled_deconstruction then
LOG_CancelDecon(event)
elseif event.name == defines.events.on_player_flushed_fluid then
LOG_Flushed(event)
elseif event.name == defines.events.on_player_driving_changed_state then
LOG_PlayerDrive(event)
elseif event.name == defines.events.on_rocket_launch_ordered then
LOG_OrderLaunch(event)
elseif event.name == defines.events.on_player_fast_transferred then
LOG_FastTransfered(event)
elseif event.name == defines.events.on_player_main_inventory_changed then
LOG_InvChanged(event)
end
-- To-Do--
-- player_joined_game
-- on_gui_click
TODO_EventHandler(event)
end)
function EVENT_Loot(event)
if not event or not event.entity then
return
end
local ent = event.entity
if ent and ent.type and ent.type == "character-corpse" then
if ent and ent.character_corpse_player_index and event.player_index then
if event.character_corpse_player_index == event.player_index then
return -- Dont warn if it is ours
end
local player = game.players[event.player_index]
local victim = game.players[ent.character_corpse_player_index]
if victim and player and player.valid then
local buf = player.name ..
" looted the body of " .. victim.name .. " at " .. UTIL_GPSObj(ent)
if victim.index ~= player.index then
UTIL_MsgAll(buf)
end
end
end
end
end