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https://github.com/PHIDIAS0303/ExpCluster.git
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Merge pull request #229 from oof2win2/feature/nukeprotect
Implement nuke protect, fix move_items
This commit is contained in:
@@ -51,6 +51,7 @@ return {
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'modules.addons.report-jail',
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'modules.addons.report-jail',
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'modules.addons.protection-jail',
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'modules.addons.protection-jail',
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'modules.addons.deconlog',
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'modules.addons.deconlog',
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'modules.addons.nukeprotect',
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--- Data
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--- Data
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'modules.data.statistics',
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'modules.data.statistics',
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@@ -224,7 +224,8 @@ Roles.new_role('Regular','Reg')
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'command/go-to-spawn',
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'command/go-to-spawn',
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'command/me',
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'command/me',
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'standard-decon',
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'standard-decon',
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'bypass-entity-protection'
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'bypass-entity-protection',
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'bypass-nukeprotect'
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}
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}
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:set_auto_assign_condition(function(player)
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:set_auto_assign_condition(function(player)
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if player.online_time >= hours3 then
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if player.online_time >= hours3 then
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30
config/nukeprotect.lua
Normal file
30
config/nukeprotect.lua
Normal file
@@ -0,0 +1,30 @@
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return {
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inventories = {
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{
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inventory = defines.inventory.character_ammo,
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event = defines.events.on_player_ammo_inventory_changed,
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items = {
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["atomic-bomb"] = true
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},
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},
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{
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inventory = defines.inventory.character_armor,
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event = defines.events.on_player_armor_inventory_changed,
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items = {},
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},
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{
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inventory = defines.inventory.character_guns,
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event = defines.events.on_player_gun_inventory_changed,
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items = {},
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},
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{
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inventory = defines.inventory.character_main,
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event = defines.events.on_player_main_inventory_changed,
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items = {
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["atomic-bomb"] = true
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},
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},
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},
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ignore_permisison = "bypass-nukeprotect", -- @setting ignore_permisison The permission that nukeprotect will ignore
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ignore_admins = true, -- @setting ignore_admins Ignore admins, true by default. Allows usage outside of the roles module
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}
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@@ -6,7 +6,6 @@
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local Colours = require 'utils.color_presets' --- @dep utils.color_presets
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local Colours = require 'utils.color_presets' --- @dep utils.color_presets
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local Game = require 'utils.game' --- @dep utils.game
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local Game = require 'utils.game' --- @dep utils.game
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local Util = require 'util' --- @dep util
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local Common = {}
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local Common = {}
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@@ -538,62 +537,65 @@ end
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--- Factorio.
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--- Factorio.
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-- @section factorio
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-- @section factorio
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--[[-- Moves items to the position and stores them in the closest entity of the type given
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--[[-- Copies items to the position and stores them in the closest entity of the type given
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-- Copies the items by prototype name, but keeps them in the original inventory
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-- Copies the items by prototype name, but keeps them in the original inventory
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@tparam table items items which are to be added to the chests, ['name']=count
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@tparam table items items which are to be added to the chests, an array of LuaItemStack
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@tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
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@tparam[opt=navies] LuaSurface surface the surface that the items will be copied to
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@tparam[opt={0, 0}] table position the position that the items will be moved to {x=100, y=100}
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@tparam[opt={0, 0}] table position the position that the items will be copied to {x=100, y=100}
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@tparam[opt=32] number radius the radius in which the items are allowed to be placed
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@tparam[opt=32] number radius the radius in which the items are allowed to be placed
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@tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
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@tparam[opt=iron-chest] string chest_type the chest type that the items should be copied into
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@treturn LuaEntity the last chest that had items inserted into it
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@treturn LuaEntity the last chest that had items inserted into it
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@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
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@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
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move_items(game.player.get_main_inventory().get_contents())
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copy_items_stack(game.player.get_main_inventory().get_contents())
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]]
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]]
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function Common.move_items(items, surface, position, radius, chest_type)
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function Common.copy_items_stack(items, surface, position, radius, chest_type)
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chest_type = chest_type or 'iron-chest'
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chest_type = chest_type or 'iron-chest'
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surface = surface or game.surfaces[1]
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surface = surface or game.surfaces[1]
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if position and type(position) ~= 'table' then return end
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if position and type(position) ~= 'table' then return end
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if type(items) ~= 'table' then return end
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if type(items) ~= 'table' then return end
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-- Finds all entities of the given type
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-- Finds all entities of the given type
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local p = position or {x=0, y=0}
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local p = position or {x=0, y=0}
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local r = radius or 32
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local r = radius or 32
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local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
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local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
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local count = #entities
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local count = #entities
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local current = 1
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local current = 1
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-- Makes a new empty chest when it is needed
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-- Makes a new empty chest when it is needed
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local function make_new_chest()
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local function make_new_chest()
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local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
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local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
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local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
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local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
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table.insert(entities, chest)
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table.insert(entities, chest)
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count = count + 1
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count = count + 1
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return chest
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return chest
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end
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end
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-- Function used to round robin the items into all chests
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-- Function used to round robin the items into all chests
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local function next_chest(item)
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local function next_chest(item)
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local chest = entities[current]
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local chest = entities[current]
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if count == 0 then return make_new_chest() end
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if count == 0 then return make_new_chest() end
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if chest.get_inventory(defines.inventory.chest).can_insert(item) then
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if chest.get_inventory(defines.inventory.chest).can_insert(item) then
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-- If the item can be inserted then the chest is returned
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-- If the item can be inserted then the chest is returned
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current = current+1
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current = current+1
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if current > count then current = 1 end
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if current > count then current = 1 end
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return chest
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return chest
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else
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else
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-- Other wise it is removed from the list
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-- Other wise it is removed from the list
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table.remove(entities, current)
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table.remove(entities, current)
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count = count - 1
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count = count - 1
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end
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end
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end
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end
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-- Inserts the items into the chests
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-- Inserts the items into the chests
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local last_chest
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local last_chest
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for item_name, item_count in pairs(items) do
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for i=1,#items do
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local chest = next_chest{name=item_name, count=item_count}
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local item = items[i]
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if not chest then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item_name, surface.name, p.x, p.y)) end
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if item.valid_for_read then
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Util.insert_safe(chest, {[item_name]=item_count})
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local chest = next_chest(item)
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last_chest = chest
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if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
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end
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chest.insert(item)
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return last_chest
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last_chest = chest
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end
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end
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return last_chest
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end
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end
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--[[-- Moves items to the position and stores them in the closest entity of the type given
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--[[-- Moves items to the position and stores them in the closest entity of the type given
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@@ -606,7 +608,7 @@ end
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@treturn LuaEntity the last chest that had items inserted into it
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@treturn LuaEntity the last chest that had items inserted into it
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@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
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@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
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move_items(game.player.get_main_inventory())
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move_items_stack(game.player.get_main_inventory())
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]]
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]]
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function Common.move_items_stack(items, surface, position, radius, chest_type)
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function Common.move_items_stack(items, surface, position, radius, chest_type)
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@@ -650,7 +652,9 @@ function Common.move_items_stack(items, surface, position, radius, chest_type)
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if item.valid_for_read then
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if item.valid_for_read then
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local chest = next_chest(item)
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local chest = next_chest(item)
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if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
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if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
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chest.insert(item)
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local empty_stack = chest.get_inventory(defines.inventory.chest).find_empty_stack(item.name)
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if not empty_stack then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
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empty_stack.transfer_stack(item)
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last_chest = chest
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last_chest = chest
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end
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end
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end
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end
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@@ -83,3 +83,6 @@ jail=__1__ was jailed because they were reported too many times. Please wait for
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[protection-jail]
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[protection-jail]
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jail=__1__ was jailed because they removed too many protected entities. Please wait for a moderator.
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jail=__1__ was jailed because they removed too many protected entities. Please wait for a moderator.
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[nukeprotect]
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found=You cannot have __1__ in your inventory, so it was placed into the chests at spawn.
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36
modules/addons/nukeprotect.lua
Normal file
36
modules/addons/nukeprotect.lua
Normal file
@@ -0,0 +1,36 @@
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--- Disable new players from having certain items in their inventory, most commonly nukes
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-- @addon Nukeprotect
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local Event = require 'utils.event' --- @dep utils.event
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local Roles = require 'expcore.roles' --- @dep expcore.roles
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local config = require 'config.nukeprotect' --- @dep config.nukeprotect
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local move_items_stack = _C.move_items_stack --- @dep expcore.common
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local function check_items(player, type)
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-- if the player has perms to be ignored, then they should be
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if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
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-- if the players
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if config.ignore_admins and player.admin then return end
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local inventory = player.get_inventory(type)
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for i = 1, #inventory do
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local item = inventory[i]
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if item.valid and item.valid_for_read and config[tostring(type)][item.name] then
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player.print({ "nukeprotect.found", { "item-name." .. item.name } })
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-- insert the items into the table so all items are transferred at once
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move_items_stack({ item })
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end
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end
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end
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for _, inventory in ipairs(config.inventories) do
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if #inventory.items > 0 then
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Event.add(inventory.event, function(event)
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local player = game.get_player(event.player_index)
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if player and player.valid then
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check_items(player, inventory.inventory)
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end
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end)
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end
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end
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