Merge pull request #460 from bbassie/feature/scenario-spectate

Move spectate into exp_scenario
This commit is contained in:
Cooldude2606
2026-09-06 00:27:52 +01:00
committed by GitHub
5 changed files with 186 additions and 174 deletions
@@ -1,173 +0,0 @@
local Storage = require("modules/exp_util/storage")
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
----- Locals -----
local follow_label --- @type ExpElement Gui constructor
local following = {}
local spectating = {}
local Public = {}
----- Storage data -----
Storage.register({
following = following,
spectating = spectating,
}, function(tbl)
following = tbl.following
spectating = tbl.spectating
end)
----- Public Functions -----
--- Test if a player is in spectator mode
-- @tparam LuaPlayer player The player to test the controller type of
-- @treturn boolean Returns true if the player is in spectator mode
function Public.is_spectating(player)
assert(player and player.valid, "Invalid player given to follower")
return player.controller_type == defines.controllers.spectator
end
--- Puts a player into spectator mode while maintaining an association to their character
-- @tparam LuaPlayer player The player that will be placed into spectator mode
-- @treturn boolean Returns false if the player was already in spectator mode
function Public.start_spectate(player)
assert(player and player.valid, "Invalid player given to follower")
if spectating[player.index] or not player.character then return false end
local character = player.character
local opened = player.opened
player.set_controller{ type = defines.controllers.spectator }
player.associate_character(character)
spectating[player.index] = character
if opened then player.opened = opened end -- Maintain opened after controller change
return true
end
--- Return a player from spectator mode back to their character, if their character was killed then respawn them
-- @tparam LuaPlayer player The player that will leave spectator mode
function Public.stop_spectate(player)
assert(player and player.valid, "Invalid player given to follower")
local character = spectating[player.index]
spectating[player.index] = nil
if character and character.valid then
local opened = player.opened
player.teleport(character.position, character.surface)
player.set_controller{ type = defines.controllers.character, character = character }
if opened then player.opened = opened end -- Maintain opened after controller change
else
player.ticks_to_respawn = 300
end
end
--- Test if a player is in follow mode
-- @tparam LuaPlayer player The player to test the follow mode of
-- @treturn boolean Returns true if the player is in follow mode
function Public.is_following(player)
assert(player and player.valid, "Invalid player given to follower")
return following[player.index] ~= nil
end
--- Puts a player into spectator mode and follows an entity as it moves
-- @tparam LuaPlayer player The player that will follow the entity
-- @tparam ?LuaPlayer|LuaEntity entity The player or entity that will be followed
function Public.start_follow(player, entity)
assert(player and player.valid, "Invalid player given to follower")
assert(entity and entity.valid, "Invalid entity given to follower")
local spectate = Public.start_spectate(player)
player.close_map()
follow_label(player.gui.screen, entity)
player.teleport(entity.position, entity.surface)
following[player.index] = { player, entity, entity.position, spectate }
end
--- Returns camera control to the player, will return a player to their character if start_follow placed them into spectator mode
-- @tparam LuaPlayer player The player that will regain control of their camera
function Public.stop_follow(player)
assert(player and player.valid, "Invalid player given to follower")
if following[player.index] and following[player.index][4] and Public.is_spectating(player) then
Public.stop_spectate(player)
end
Gui.destroy_if_valid(player.gui.screen.follow_label)
following[player.index] = nil
end
--- Returns camera control to all players, will return a player to their character if start_follow placed them into spectator mode
function Public.stop_all()
for key, data in pairs(following) do
Public.stop_follow(data[1])
end
end
----- Gui -----
--- Label used to show that the player is following, also used to allow esc to stop following
follow_label = Gui.define("follow-label")
:draw(function(def, parent, target)
Gui.destroy_if_valid(parent.follow_label)
local label = parent.add{
type = "label",
name = "follow_label",
style = "frame_title",
caption = "Following " .. target.name .. ".\nClick here or press esc to stop following.",
}
local player = Gui.get_player(parent)
local res = player.display_resolution
label.location = { 0, res.height - 150 }
label.style.width = res.width
label.style.horizontal_align = "center"
player.opened = label
return label
end)
:on_click(function(def, player, element)
Public.stop_follow(player)
end)
:on_closed(function(def, player, element)
-- Don't call set_controller during on_close as it invalidates the controller
-- Setting an invalid position (as to not equal their current) will call stop_follow on the next tick
following[player.index][3] = {}
end)
----- Events -----
--- Updates the location of the player as well as doing some sanity checks
-- @tparam LuaPlayer player The player to update the position of
-- @tparam ?LuaPlayer|LuaEntity entity The player or entity being followed
local function update_player_location(player, entity, old_position)
if player.character or not entity.valid then
Public.stop_follow(player)
elseif player.position.x ~= old_position.x or player.position.y ~= old_position.y then
Public.stop_follow(player)
else
player.teleport(entity.position, entity.surface)
end
end
--- Updates the locations of all players currently following something
local function update_all()
for _, data in pairs(following) do
update_player_location(data[1], data[2], data[3])
data[3] = data[1].position
end
end
-- Update the location of all players each tick
Event.add(defines.events.on_tick, update_all)
-- Check for player leaving
Event.add(defines.events.on_pre_player_left_game, function(event)
local player = game.players[event.player_index]
Public.stop_follow(player)
for _, data in pairs(following) do
if data[2] == player then
Public.stop_follow(data[1])
end
end
end)
----- Module Return -----
return Public
+1 -1
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@@ -3,7 +3,7 @@ Adds commands relating to spectate and follow
]]
local Commands = require("modules/exp_commands")
local Spectate = require("modules.exp_legacy.modules.control.spectate") --- @dep modules.control.spectate
local Spectate = require("modules/exp_scenario/control/spectate")
--- Toggles spectator mode for the caller
Commands.new("spectate", { "exp-commands_spectate.description-spectate" })
+1
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@@ -66,6 +66,7 @@ add(require("modules/exp_scenario/control/report_jail"))
add(require("modules/exp_scenario/control/research"))
add(require("modules/exp_scenario/control/roles"))
add(require("modules/exp_scenario/control/spawn_area"))
add(require("modules/exp_scenario/control/spectate"))
add(require("modules/exp_scenario/control/station_auto_name"))
--- Guis
+181
View File
@@ -0,0 +1,181 @@
--[[-- Control - Spectate
Lets players spectate without losing their character, and follow other players or entities
]]
local Storage = require("modules/exp_util/storage")
local Gui = require("modules/exp_gui")
--- @class ExpScenario_Spectate
local Spectate = {
--- @package
events = {},
}
--- @class ExpScenario_Spectate.Following
--- @field player LuaPlayer
--- @field target LuaPlayer | LuaEntity
--- @field position MapPosition Where the player was after the last update, moving away stops following
--- @field started_spectate boolean True when start_follow put the player into spectator mode
--- @field stop boolean? Set when following must end on the next tick
local following = {} --- @type table<uint, ExpScenario_Spectate.Following> Keyed by player index
local spectating = {} --- @type table<uint, LuaEntity> The character a player returns to, keyed by player index
Storage.register({
following = following,
spectating = spectating,
}, function(tbl)
following = tbl.following
spectating = tbl.spectating
end)
--- Label shown while following, clicking it or pressing escape stops following
--- @class ExpScenario_Spectate.follow_label: ExpElement
--- @overload fun(parent: LuaGuiElement, target: LuaPlayer | LuaEntity): LuaGuiElement
local follow_label = Gui.define("spectate/follow_label")
:draw(function(_, parent, target)
Gui.destroy_if_valid(parent.follow_label)
local label = parent.add{
type = "label",
name = "follow_label",
style = "frame_title",
caption = { "exp_spectate.follow-label", target.name },
}
local player = Gui.get_player(parent)
local res = player.display_resolution
label.location = { 0, res.height - 150 }
label.style.width = res.width
label.style.horizontal_align = "center"
player.opened = label
return label
end)
:on_click(function(_, player)
Spectate.stop_follow(player)
end)
:on_closed(function(_, player)
-- set_controller can not be called during on_gui_closed, so the next update stops following
local data = following[player.index]
if data then data.stop = true end
end) --[[@as any]]
--- Check if a player is in spectator mode
--- @param player LuaPlayer
--- @return boolean
function Spectate.is_spectating(player)
return player.controller_type == defines.controllers.spectator
end
--- Put a player into spectator mode while keeping their character
--- @param player LuaPlayer
--- @return boolean # False when the player was already spectating or has no character
function Spectate.start_spectate(player)
if spectating[player.index] or not player.character then return false end
local character = player.character
local opened = player.opened
player.set_controller{ type = defines.controllers.spectator }
player.associate_character(character)
spectating[player.index] = character
if opened then player.opened = opened end -- Changing controller closes the opened gui
return true
end
--- Return a player to their character, or respawn them if it was killed
--- @param player LuaPlayer
function Spectate.stop_spectate(player)
local character = spectating[player.index]
spectating[player.index] = nil
if character and character.valid then
local opened = player.opened
player.teleport(character.position, character.surface)
player.set_controller{ type = defines.controllers.character, character = character }
if opened then player.opened = opened end -- Changing controller closes the opened gui
else
player.ticks_to_respawn = 300
end
end
--- Check if a player is following something
--- @param player LuaPlayer
--- @return boolean
function Spectate.is_following(player)
return following[player.index] ~= nil
end
--- Put a player into spectator mode and keep their camera on a target as it moves
--- @param player LuaPlayer
--- @param target LuaPlayer | LuaEntity
function Spectate.start_follow(player, target)
local started_spectate = Spectate.start_spectate(player)
follow_label(player.gui.screen, target)
player.teleport(target.position, target.surface)
following[player.index] = {
player = player,
target = target,
position = player.position,
started_spectate = started_spectate,
}
end
--- Give a player their camera back, returning them to their character if start_follow took it
--- @param player LuaPlayer
function Spectate.stop_follow(player)
local data = following[player.index]
if data and data.started_spectate and Spectate.is_spectating(player) then
Spectate.stop_spectate(player)
end
Gui.destroy_if_valid(player.gui.screen.follow_label)
following[player.index] = nil
end
--- Move a following player onto their target, or stop following when they have moved away or regained a character
--- @param data ExpScenario_Spectate.Following
local function update_following(data)
local player, target = data.player, data.target
local position = player.position
if
data.stop
or player.character
or not target.valid
or position.x ~= data.position.x
or position.y ~= data.position.y
then
Spectate.stop_follow(player)
else
player.teleport(target.position, target.surface)
data.position = player.position
end
end
local function on_tick()
for _, data in pairs(following) do
update_following(data)
end
end
--- Stop following when a player leaves, and stop anyone who was following them
--- @param event EventData.on_pre_player_left_game
local function on_pre_player_left_game(event)
local player = game.players[event.player_index]
Spectate.stop_follow(player)
for _, data in pairs(following) do
if data.target == player then
Spectate.stop_follow(data.player)
end
end
end
local e = defines.events
Spectate.events[e.on_tick] = on_tick
Spectate.events[e.on_pre_player_left_game] = on_pre_player_left_game
return Spectate
+3
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@@ -577,3 +577,6 @@ chat-jailed=__1__ was jailed because they removed too many protected entities. P
[exp_report-jail]
chat-jailed=__1__ was jailed because they were reported too many times. Please wait for a moderator.
[exp_spectate]
follow-label=Following __1__.\nClick here or press escape to stop following.