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Review points from Cooldude: - Feature.register(name[, config]) is required again and returns a feature object. Each feature has its config, its fields, and its overrides, so one registry holds all the data. Only the overrides are stored. On load each feature points at its own stored table again. - The methods are feature:guard(lib), feature:update_config(enabled, values), and feature:is_enabled(). Feature.get(name) looks up a feature, and commands flag the feature object. - update_config raises on_config_updated once per changed value, with the feature name, path, old value, and new value. The gui refresh only reacts to the "enabled" path. - apply only sets values. on_apply is gone. Lookup sets built from lists use Feature.to_set, which is cached by the list itself. A replaced list gets a new set, so the sets are also correct after a load. Protection exposes getters for its protected names and types. Web: settings use small inputs, the same size as the config pages. Fields are shaped like clusterio config field definitions. A field with an inputComponent renders the component registered with the web interface, so the role setting now uses core's role input, and other plugin inputs can be used later. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
105 lines
4.0 KiB
Lua
105 lines
4.0 KiB
Lua
--[[-- Control -- AFK Kick
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Kicks players when all players on the server are afk
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]]
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local Async = require("modules/exp_util/async")
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local Feature = require("modules/exp_scenario/features")
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local Roles = require("modules/exp_roles")
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local Storage = require("modules/exp_util/storage")
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local feature = Feature.register("afk_kick", {
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admin_as_active = true, --- @setting admin_as_active When true admins will be treated as active regardless of afk time
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trust_as_active = true, --- @setting trust_as_active When true trusted players (by playtime) will be treated as active regardless of afk time
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active_role_id = Feature.optional("number"), --- @setting active_role_id Players with this role or higher are treated as active regardless of afk time
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afk_minutes = 10, --- @setting afk_minutes The time in minutes that must pass for a player to be considered afk
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kick_minutes = 30, --- @setting kick_minutes The time in minutes that must pass without any active players for all players to be kicked
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trust_minutes = 600, --- @setting trust_minutes The time in minutes that a player must be online for to count as trusted
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})
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local config = feature.config
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local ticks_per_minute = 3600
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--- @type { last_active: number }
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local script_data = { last_active = 0 }
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Storage.register(script_data, function(tbl)
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script_data = tbl
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end)
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--- Kicks an afk player, used to add a delay so the gui has time to appear
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local afk_kick_player_async =
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Async.register(function(player)
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if game.tick - script_data.last_active < config.kick_minutes * ticks_per_minute then return end
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game.kick_player(player, "AFK while no active players on the server")
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end)
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--- Check if a player has a role which counts as active regardless of afk time
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--- @param player LuaPlayer
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--- @return boolean
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local function is_active_role(player)
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local role = config.active_role_id and Roles.get_role(config.active_role_id)
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return role ~= nil and not Roles.get_player_highest_role(player):is_lower_than(role)
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end
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--- Check if there is an active player
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local function has_active_player()
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for _, player in ipairs(game.connected_players) do
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if player.afk_time < config.afk_minutes * ticks_per_minute
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or config.admin_as_active and player.admin
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or config.trust_as_active and player.online_time > config.trust_minutes * ticks_per_minute
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or is_active_role(player) then
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script_data.last_active = game.tick
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return true
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end
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end
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return false
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end
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--- Check for an active player every update_time number of ticks
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local function check_afk_players()
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-- Check for active players
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if has_active_player() then return end
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-- Check if players should be kicked
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if game.tick - script_data.last_active < config.kick_minutes * ticks_per_minute then return end
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-- Kick time exceeded, kick all players
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for _, player in ipairs(game.connected_players) do
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-- Add a frame to say why the player was kicked
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local frame = player.gui.screen.add{
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type = "frame",
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name = "afk-kick",
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caption = { "exp_afk-kick.kick-message" },
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}
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local uis = player.display_scale
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local res = player.display_resolution
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frame.location = {
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x = res.width * (0.5 - 0.11 * uis),
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y = res.height * (0.5 - 0.14 * uis),
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}
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-- Kick the player, some delay needed allow the gui to show
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afk_kick_player_async:start_after(60, player)
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end
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end
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--- Remove the screen gui if it is present
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--- @param event EventData.on_player_joined_game
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local function on_player_joined_game(event)
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local player = assert(game.get_player(event.player_index))
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local frame = player.gui.screen["afk-kick"]
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if frame and frame.valid then frame.destroy() end
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end
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local e = defines.events
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return feature:guard{
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events = {
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[e.on_player_joined_game] = on_player_joined_game,
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},
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on_nth_tick = {
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[60 * 60 * 30] = check_afk_players,
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},
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has_active_player = has_active_player,
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}
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