Files
factorio-expcluster/exp_scenario/module/control/afk_kick.lua
T
bbassieandClaude Opus 5.5 628e4df514 Rework features into a Feature class with per field events
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>
2026-10-01 13:03:11 +00:00

105 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 Feature = require("modules/exp_scenario/features")
local Roles = require("modules/exp_roles")
local Storage = require("modules/exp_util/storage")
local feature = Feature.register("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 = Feature.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 config = feature.config
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 feature:guard{
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,
}