Files
factorio-expcluster/exp_scenario/module/control/afk_kick.lua
T
bbassieandClaude Fable 5.1 f90b8fcee1 Address the second inline review of the features framework
- Feature.register returns the config as a second value, so files
  write `local feature, config = Feature.register(...)`.
- The lib is ExpScenario.Features and the instance class with its
  fields sits on Feature._prototype, which is the __index, the same
  shape as exp_commands.
- update_config only looks at values whose override was added,
  removed, or replaced. _apply_field sets one value and returns it, so
  the comparison happens while applying and the second loop only
  raises. Overrides dropped from the previous set count as candidates
  because the value reverts to its default.
- The `@setting name` tags are gone from the config comments.
- Protection is guarded as a whole instead of checking config.enabled
  in one handler. The handlers also forget mined entities, so
  get_entities and is_entity_protected now drop invalid references,
  which also covers entities destroyed without an event. The list
  getters are gone, the selection overlay builds its lists from
  Protection.config.
- Chat and damage popups are one feature in control/popups.lua.
- ignore_admins and command_admin_only are removed, roles cover them.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-03 07:35:58 +00:00

104 lines
3.8 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, config = Feature.register("afk_kick", {
admin_as_active = true, -- When true admins will be treated as active regardless of afk time
trust_as_active = true, -- When true trusted players (by playtime) will be treated as active regardless of afk time
active_role_id = Feature.optional("number"), -- Players with this role or higher are treated as active regardless of afk time
afk_minutes = 10, -- The time in minutes that must pass for a player to be considered afk
kick_minutes = 30, -- The time in minutes that must pass without any active players for all players to be kicked
trust_minutes = 600, -- 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 feature:guard{
events = {
[e.on_player_joined_game] = on_player_joined_game,
},
on_nth_tick = {
[60 * 60] = check_afk_players,
},
has_active_player = has_active_player,
}