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Move the scenario onto exp_roles and remove the legacy role system
Every call site of expcore.roles now uses exp_roles, and the legacy module, its config, and the glue which refreshed guis on role events are deleted. Where a file only renamed the require and the permission strings the change is mechanical; the rest: - Jail is now "give the Jail role" and unjail "take it away". The role has a higher priority than every other so holding it suppresses them, which is what stashing and restoring the roles was for. - The command role authority derives exp_scenario.command.<name> from the command name, and the role parsers use player_outranks rather than comparing indexes with their own root check. - The admin and spectator triggers, and the gui refresh on role changes, live in exp_scenario/control/roles.lua; the system commands trigger stays with the command authority. - The player list warn button is keyed on create_warning, the permission the command behind it already required, and report on create_report. Both were keyed on names no role held, so only root ever saw them. - The warps and tasks configs say exp_roles where they said expcore.roles. - The role tables the readme and player list read are replaced by get_player_names and get_roles. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
eb715cc176
commit
7034f17b5d
@@ -4,7 +4,7 @@ Adds a player list to show names and play time; also includes action buttons whi
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local ExpUtil = require("modules/exp_util")
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local Gui = require("modules/exp_gui")
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local Roles = require("modules/exp_legacy/expcore/roles")
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local Roles = require("modules/exp_roles")
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local config = require("modules/exp_legacy/config/gui/player_list_actions")
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--- @class ExpGui_PlayerList.elements
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@@ -203,7 +203,8 @@ function Elements.player_table.calculate_row_data()
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-- Flatten the roles into a single ordered list
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local count = 0
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local row_data = {}
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for _, role_name in pairs(Roles.config.order) do
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for _, role in ipairs(Roles.get_roles()) do
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local role_name = role.name
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if players[role_name] then
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for _, player in pairs(players[role_name]) do
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count = count + 1
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@@ -360,7 +361,7 @@ function Elements.action_bar.refresh(action_bar, player, selected_player)
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if buttons.auth and not buttons.auth(player, selected_player) then
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flow.visible = false
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else
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flow.visible = Roles.player_allowed(player, action_name)
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flow.visible = Roles.player_has_permission(player, action_name)
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end
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end
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end
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@@ -492,7 +493,7 @@ Gui.toolbar.create_button{
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sprite = "entity/character",
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tooltip = { "exp-gui_player-list.main-tooltip" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/player-list")
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return Roles.player_has_permission(player, "exp_scenario.gui.player_list")
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end
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}
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@@ -534,8 +535,7 @@ return {
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events = {
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[e.on_player_joined_game] = redraw_player_list,
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[e.on_player_left_game] = on_player_left_game,
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[Roles.events.on_role_assigned] = redraw_player_list,
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[Roles.events.on_role_unassigned] = redraw_player_list,
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[Roles.events.on_player_roles_changed] = redraw_player_list,
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},
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on_nth_tick = {
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[1800] = refresh_player_times,
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