Files
factorio-expcluster/exp_scenario/module/control/afk_kick.lua
T
bbassieandClaude Opus 5.5 4bc1773c82 Address review: page layout, five more features, framework changes
Framework:
- Intervals are gone. Update periods are hardcoded on_nth_tick values
  again, since nobody has needed to change them.
- apply is a single loop over the declared fields and logs a warning
  when an override is invalid. receive_update also warns about
  unknown keys.
- Nested tables are addressed as "section.key". Lists of strings can be
  overridden. Features.optional declares a value with no default.
- Features.on_apply rebuilds values derived from the config, such as
  lookup sets. It also runs during on_load.

exp_roles is assumed to be present:
- AFK Kick picks a role (active_role_id) instead of a custom check
  function.
- Chat Auto Reply, Protection, and Nuke Protection no longer take a
  permission as a setting.

New features, each chosen for an edge case:
- Discord Alerts: conditional handlers, and a command map that becomes
  a list.
- Entity Protection: lists turned into sets at load, and bookkeeping
  that must keep running while disabled.
- Nuke Protection: config keyed by defines, flattened to a banned items
  list.
- Popups: one config shared by two control files.
- Spawn Area: nested sections, and settings that only apply when the
  map is created.

Page: now laid out like the role page. It has a search across every
setting, one long list with a sticky sidebar to jump between sections,
and the enabled switch separated at the front of each header with
Reset to defaults on the right. Changed rows are highlighted, and a
bottom bar offers Revert and Apply. Role settings use a role picker and
lists use a tag select.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:28:23 +00:00

104 lines
4.0 KiB
Lua

--[[-- Control -- AFK Kick
Kicks players when all players on the server are afk
]]
local Async = require("modules/exp_util/async")
local Features = require("modules/exp_scenario/features")
local Roles = require("modules/exp_roles")
local Storage = require("modules/exp_util/storage")
local config = Features.config("afk_kick", {
admin_as_active = true, --- @setting admin_as_active When true admins will be treated as active regardless of afk time
trust_as_active = true, --- @setting trust_as_active When true trusted players (by playtime) will be treated as active regardless of afk time
active_role_id = Features.optional("number"), --- @setting active_role_id Players with this role or higher are treated as active regardless of afk time
afk_minutes = 10, --- @setting afk_minutes The time in minutes that must pass for a player to be considered afk
kick_minutes = 30, --- @setting kick_minutes The time in minutes that must pass without any active players for all players to be kicked
trust_minutes = 600, --- @setting trust_minutes The time in minutes that a player must be online for to count as trusted
})
local ticks_per_minute = 3600
--- @type { last_active: number }
local script_data = { last_active = 0 }
Storage.register(script_data, function(tbl)
script_data = tbl
end)
--- Kicks an afk player, used to add a delay so the gui has time to appear
local afk_kick_player_async =
Async.register(function(player)
if game.tick - script_data.last_active < config.kick_minutes * ticks_per_minute then return end
game.kick_player(player, "AFK while no active players on the server")
end)
--- Check if a player has a role which counts as active regardless of afk time
--- @param player LuaPlayer
--- @return boolean
local function is_active_role(player)
local role = config.active_role_id and Roles.get_role(config.active_role_id)
return role ~= nil and not Roles.get_player_highest_role(player):is_lower_than(role)
end
--- Check if there is an active player
local function has_active_player()
for _, player in ipairs(game.connected_players) do
if player.afk_time < config.afk_minutes * ticks_per_minute
or config.admin_as_active and player.admin
or config.trust_as_active and player.online_time > config.trust_minutes * ticks_per_minute
or is_active_role(player) then
script_data.last_active = game.tick
return true
end
end
return false
end
--- Check for an active player every update_time number of ticks
local function check_afk_players()
-- Check for active players
if has_active_player() then return end
-- Check if players should be kicked
if game.tick - script_data.last_active < config.kick_minutes * ticks_per_minute then return end
-- Kick time exceeded, kick all players
for _, player in ipairs(game.connected_players) do
-- Add a frame to say why the player was kicked
local frame = player.gui.screen.add{
type = "frame",
name = "afk-kick",
caption = { "exp_afk-kick.kick-message" },
}
local uis = player.display_scale
local res = player.display_resolution
frame.location = {
x = res.width * (0.5 - 0.11 * uis),
y = res.height * (0.5 - 0.14 * uis),
}
-- Kick the player, some delay needed allow the gui to show
afk_kick_player_async:start_after(60, player)
end
end
--- Remove the screen gui if it is present
--- @param event EventData.on_player_joined_game
local function on_player_joined_game(event)
local player = assert(game.get_player(event.player_index))
local frame = player.gui.screen["afk-kick"]
if frame and frame.valid then frame.destroy() end
end
local e = defines.events
return Features.guard(config, {
events = {
[e.on_player_joined_game] = on_player_joined_game,
},
on_nth_tick = {
[60 * 60 * 30] = check_afk_players,
},
has_active_player = has_active_player,
})