diff --git a/exp_legacy/module/config/gui/player_list_actions.lua b/exp_legacy/module/config/gui/player_list_actions.lua index 736aa2b2..fd631006 100644 --- a/exp_legacy/module/config/gui/player_list_actions.lua +++ b/exp_legacy/module/config/gui/player_list_actions.lua @@ -9,7 +9,7 @@ local ExpUtil = require("modules/exp_util") local Gui = require("modules/exp_gui") local Roles = require("modules/exp_roles") local Reports = require("modules.exp_legacy.modules.control.reports") --- @dep modules.control.reports -local Jail = require("modules.exp_legacy.modules.control.jail") --- @dep modules.control.jail +local Jail = require("modules/exp_scenario/control/jail") local Colors = require("modules/exp_util/include/color") local format_player_name = ExpUtil.format_player_name_locale @@ -104,7 +104,7 @@ end local jail_player = new_button("utility/multiplayer_waiting_icon", { "exp-gui_player-list.jail-player" }) :on_click(function(def, player, element) local selected_player, selected_player_color = get_action_player(player) - if Jail.is_jailed(selected_player.name) then + if Jail.is_jailed(selected_player) then player.print({ "exp-commands_jail.already-jailed", selected_player_color }, Colors.orange_red) else set_selected_action(player, "exp_scenario.command.jail") @@ -115,7 +115,7 @@ local function jail_player_callback(player, reason) local selected_player, selected_player_color = get_action_player(player) local by_player_name_color = format_player_name(player) game.print{ "exp-commands_jail.jailed", selected_player_color, by_player_name_color, reason } - Jail.jail_player(selected_player.name, player.name, reason) + Jail.jail_player(selected_player, player.name, reason) end --- Kicks the action player, requires a reason diff --git a/exp_legacy/module/modules/control/jail.lua b/exp_legacy/module/modules/control/jail.lua deleted file mode 100644 index 0d9b6cfe..00000000 --- a/exp_legacy/module/modules/control/jail.lua +++ /dev/null @@ -1,119 +0,0 @@ ---[[-- Control Module - Jail - - Adds a way to jail players. - @control Jail - @alias Jail - - @usage - -- import the module from the control modules - local Jail = require("modules.exp_legacy.modules.control.jail") --- @dep modules.control.jail - - -- This will give 'MrBiter' the jail role, which suppresses all of their other roles - -- the player name and reason are only so they can be included in the event for user feedback - Jail.jail_player('MrBiter', 'Cooldude2606', 'Likes biters too much') - - -- This will remove the jail role from 'MrBiter', restoring their other roles - -- again as above the player name is only used in the event for user feedback - Jail.unjail_player('MrBiter', 'Cooldude2606') -]] - -local Roles = require("modules/exp_roles") - -local valid_player = function(p) return type(p) == "userdata" and p or game.get_player(p) end - ---- The role given to jailed players, it has a higher priority than every other role -local function jail_role() - return assert(Roles.get_role_by_name("Jail"), "The Jail role does not exist") -end - -local Jail = { - events = { - --- When a player is assigned to jail - -- @event on_player_jailed - -- @tparam number player_index the index of the player who was jailed - -- @tparam string by_player_name the name of the player who jailed the other player - -- @tparam string reason the reason that the player was jailed - on_player_jailed = script.generate_event_name(), - --- When a player is unassigned from jail - -- @event on_player_unjailed - -- @tparam number player_index the index of the player who was unjailed - -- @tparam string by_player_name the name of the player who unjailed the other player - on_player_unjailed = script.generate_event_name(), - }, -} - ---- Used to emit the jail related events --- @tparam number event the name of the event that will be emited --- @tparam LuaPlayer player the player who is being acted on --- @tparam string by_player_name the player who is doing the action --- @tparam string reason the reason for the action (jail) -local function event_emit(event, player, by_player_name, reason) - script.raise_event(event, { - name = event, - tick = game.tick, - player_index = player.index, - by_player_name = by_player_name, - reason = reason, - }) -end - ---- Jail. --- Functions related to jail --- @section jail-functions - ---- Checks if the player is currently in jail --- @tparam LuaPlayer player the player to check if they are in jail --- @treturn boolean whether the player is currently in jail -function Jail.is_jailed(player) - local valid = valid_player(player) - return valid ~= nil and jail_role():has_player(valid) -end - ---- Moves a player to jail, which suppresses all of their other roles --- @tparam LuaPlayer player the player who will be jailed --- @tparam string by_player_name the name of the player who is doing the jailing --- @tparam[opt='Non given.'] string reason the reason that the player is being jailed --- @treturn boolean wheather the user was jailed successfully -function Jail.jail_player(player, by_player_name, reason) - player = valid_player(player) - if not player then return end - if not by_player_name then return end - - reason = reason or "Non given." - - local role = jail_role() - if role:has_player(player) then return end - - player.walking_state = { walking = false, direction = player.walking_state.direction } - player.riding_state = { acceleration = defines.riding.acceleration.nothing, direction = player.riding_state.direction } - player.mining_state = { mining = false } - player.shooting_state = { state = defines.shooting.not_shooting, position = player.shooting_state.position } - player.picking_state = false - player.repair_state = { repairing = false, position = player.repair_state.position } - - role:assign(player, { by_player_name = by_player_name, silent = true }) - - event_emit(Jail.events.on_player_jailed, player, by_player_name, reason) - - return true -end - ---- Moves a player out of jail, which restores all of their other roles --- @tparam LuaPlayer player the player that will be unjailed --- @tparam string by_player_name the name of the player that is doing the unjail --- @treturn boolean whether the player was unjailed successfully -function Jail.unjail_player(player, by_player_name) - player = valid_player(player) - if not player then return end - if not by_player_name then return end - - local role = jail_role() - if not role:has_player(player) then return end - - role:unassign(player, { by_player_name = by_player_name, silent = true }) - - event_emit(Jail.events.on_player_unjailed, player, by_player_name) - - return true -end - -return Jail diff --git a/exp_legacy/module/modules/control/protection.lua b/exp_legacy/module/modules/control/protection.lua deleted file mode 100644 index b0c35a0b..00000000 --- a/exp_legacy/module/modules/control/protection.lua +++ /dev/null @@ -1,204 +0,0 @@ ---[[-- Control Module - Protection - - Controls protected entities - @control Protection - @alias Protection -]] - -local Storage = require("modules/exp_util/storage") -local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event -local config = require("modules.exp_legacy.config.protection") --- @dep config.protection -local EntityProtection = { - protected_entity_names = table.deep_copy(config.always_protected_names), - protected_entity_types = table.deep_copy(config.always_protected_types), - events = { - --- When a player mines a protected entity - -- @event on_player_mined_protected - -- @tparam number player_index the player index of the player who got mined the entity - -- @tparam LuaEntity entity the entity which was mined - on_player_mined_protected = script.generate_event_name(), - --- When a player repeatedly mines protected entities - -- @event on_repeat_violation - -- @tparam number player_index the player index of the player who got mined the entities - -- @tparam LuaEntity entity the last entity which was mined - on_repeat_violation = script.generate_event_name(), - }, -} - --- Convert config tables into lookup tables -for _, config_key in ipairs{ "always_protected_names", "always_protected_types", "always_trigger_repeat_names", "always_trigger_repeat_types" } do - local tbl = config[config_key] - for key, value in ipairs(tbl) do - tbl[key] = nil - tbl[value] = true - end -end - -local Roles = require("modules/exp_roles") - ------ Storage Variables ----- ---- Variables stored in the global table - -local protected_entities = {} -- All entities which are protected -local protected_areas = {} -- All areas which are protected -local repeats = {} -- Stores repeat removals by players - -Storage.register({ - protected_entities = protected_entities, - protected_areas = protected_areas, - repeats = repeats, -}, function(tbl) - protected_entities = tbl.protected_entities - protected_areas = tbl.protected_areas - repeats = tbl.repeats -end) - ------ Local Functions ----- ---- Functions used internally to search and add to the protected array - ---- Get the key used in protected_entities -local function get_entity_key(entity) - return string.format("%i,%i", math.floor(entity.position.x), math.floor(entity.position.y)) -end - ---- Get the key used in protected_areas -local function get_area_key(area) - return string.format("%i,%i", math.floor(area.left_top.x), math.floor(area.left_top.y)) -end - ---- Check if an entity is always protected -local function check_always_protected(entity) - return config.always_protected_names[entity.name] or config.always_protected_types[entity.type] or false -end - ---- Check if an entity always triggers repeat protection -local function check_always_trigger_repeat(entity) - return config.always_trigger_repeat_names[entity.name] or config.always_trigger_repeat_types[entity.type] or false -end - ------ Public Functions ----- ---- Functions used to add and remove protected entities - ---- Add an entity to the protected list -function EntityProtection.add_entity(entity) - local entities = protected_entities[entity.surface.index] - if not entities then - entities = {} - protected_entities[entity.surface.index] = entities - end - entities[get_entity_key(entity)] = entity -end - ---- Remove an entity from the protected list -function EntityProtection.remove_entity(entity) - local entities = protected_entities[entity.surface.index] - if not entities then return end - entities[get_entity_key(entity)] = nil -end - ---- Get all protected entities on a surface -function EntityProtection.get_entities(surface) - return protected_entities[surface.index] or {} -end - ---- Check if an entity is protected -function EntityProtection.is_entity_protected(entity) - if check_always_protected(entity) then return true end - local entities = protected_entities[entity.surface.index] - if not entities then return false end - return entities[get_entity_key(entity)] == entity -end - ---- Add an area to the protected list -function EntityProtection.add_area(surface, area) - local areas = protected_areas[surface.index] - if not areas then - areas = {} - protected_areas[surface.index] = areas - end - areas[get_area_key(area)] = area -end - ---- Remove an area from the protected list -function EntityProtection.remove_area(surface, area) - local areas = protected_areas[surface.index] - if not areas then return end - areas[get_area_key(area)] = nil -end - ---- Get all protected areas on a surface -function EntityProtection.get_areas(surface) - return protected_areas[surface.index] or {} -end - ---- Check if an entity is protected -function EntityProtection.is_position_protected(surface, position) - local areas = protected_areas[surface.index] - if not areas then return false end - for _, area in pairs(areas) do - if area.left_top.x <= position.x and area.left_top.y <= position.y - and area.right_bottom.x >= position.x and area.right_bottom.y >= position.y - then - return true - end - end - - return false -end - ------ Events ----- ---- All events registered by this module - ---- Raise events for protected entities -Event.add(defines.events.on_pre_player_mined_item, function(event) - local entity = event.entity - local player = game.players[event.player_index] - -- Check if the player should be ignored - if config.ignore_admins and player.admin then return end - if entity.last_user == nil or entity.last_user.index == player.index then return end - if config.ignore_permission and Roles.player_has_permission(player, config.ignore_permission) then return end - - -- Check if the entity is protected - if EntityProtection.is_entity_protected(entity) - or EntityProtection.is_position_protected(entity.surface, entity.position) - then - -- Update repeats - local player_repeats = repeats[player.name] - if not player_repeats then - player_repeats = { last = game.tick, count = 0 } - repeats[player.name] = player_repeats - end - player_repeats.last = game.tick - player_repeats.count = player_repeats.count + 1 - -- Send events - event.name = EntityProtection.events.on_player_mined_protected - script.raise_event(EntityProtection.events.on_player_mined_protected, event) - if check_always_trigger_repeat(entity) or player_repeats.count >= config.repeat_count then - player_repeats.count = 0 -- Reset to avoid spamming of events - event.name = EntityProtection.events.on_repeat_violation - script.raise_event(EntityProtection.events.on_repeat_violation, event) - end - end -end) - ---- Remove old repeats -Event.on_nth_tick(config.refresh_rate, function() - local old = game.tick - config.repeat_lifetime - for player_name, player_repeats in pairs(repeats) do - if player_repeats.last <= old then - repeats[player_name] = nil - end - end -end) - ---- When an entity is removed remove it from the protection list -local function event_remove_entity(event) - EntityProtection.remove_entity(event.entity) -end - -Event.add(defines.events.on_space_platform_pre_mined, event_remove_entity) -Event.add(defines.events.on_pre_player_mined_item, event_remove_entity) -Event.add(defines.events.on_robot_pre_mined, event_remove_entity) -Event.add(defines.events.on_entity_died, event_remove_entity) -Event.add(defines.events.script_raised_destroy, event_remove_entity) - -return EntityProtection diff --git a/exp_legacy/module/modules/control/spectate.lua b/exp_legacy/module/modules/control/spectate.lua deleted file mode 100644 index dc2784f8..00000000 --- a/exp_legacy/module/modules/control/spectate.lua +++ /dev/null @@ -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 diff --git a/exp_scenario/module/commands/jail.lua b/exp_scenario/module/commands/jail.lua index 95c78aee..70b6b7bb 100644 --- a/exp_scenario/module/commands/jail.lua +++ b/exp_scenario/module/commands/jail.lua @@ -5,7 +5,7 @@ Adds a commands that allow admins to jail and unjail local Commands = require("modules/exp_commands") local format_player_name = Commands.format_player_name_locale -local Jail = require("modules.exp_legacy.modules.control.jail") --- @dep modules.control.jail +local Jail = require("modules/exp_scenario/control/jail") --- Puts a player into jail and removes all other roles. Commands.new("jail", { "exp-commands_jail.description" }) diff --git a/exp_scenario/module/commands/protected_entities.lua b/exp_scenario/module/commands/protected_entities.lua index 11c24fe8..34b66783 100644 --- a/exp_scenario/module/commands/protected_entities.lua +++ b/exp_scenario/module/commands/protected_entities.lua @@ -12,10 +12,9 @@ local Commands = require("modules/exp_commands") local format_player_name = Commands.format_player_name_locale local Roles = require("modules/exp_roles") -local EntityProtection = require("modules.exp_legacy.modules.control.protection") --- @dep modules.control.protection - -local format_string = string.format -local floor = math.floor +local EntityProtection = require("modules/exp_scenario/control/protection") +local get_entity_key = EntityProtection.get_entity_key +local get_area_key = EntityProtection.get_area_key local Selection = require("modules/exp_util/selection") local SelectEntities = Selection.connect("ExpCommand_ProtectEntity") @@ -28,21 +27,6 @@ Storage.register({ renders = tbl.renders end) ---- Get the key used in protected_entities ---- @param entity LuaEntity ---- @return string -local function get_entity_key(entity) - return format_string("%i,%i", floor(entity.position.x), floor(entity.position.y)) -end - ---- Get the key used in protected_areas ---- TODO expose this from EntityProtection ---- @param area BoundingBox.struct ---- @return string -local function get_area_key(area) - return format_string("%i,%i", floor(area.left_top.x), floor(area.left_top.y)) -end - --- Show a protected entity to a player --- @param player LuaPlayer --- @param entity LuaEntity @@ -232,6 +216,6 @@ end return { events = { - [EntityProtection.events.on_repeat_violation] = on_repeat_violation, + [EntityProtection.on_repeat_violation] = on_repeat_violation, } } diff --git a/exp_scenario/module/commands/spectate.lua b/exp_scenario/module/commands/spectate.lua index 13907289..816d3152 100644 --- a/exp_scenario/module/commands/spectate.lua +++ b/exp_scenario/module/commands/spectate.lua @@ -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" }) diff --git a/exp_scenario/module/control.lua b/exp_scenario/module/control.lua index 31e34fa7..1cd47d66 100644 --- a/exp_scenario/module/control.lua +++ b/exp_scenario/module/control.lua @@ -59,11 +59,13 @@ add(require("modules/exp_scenario/control/inventory_clear")) add(require("modules/exp_scenario/control/mine_depletion")) add(require("modules/exp_scenario/control/nuke_protection")) add(require("modules/exp_scenario/control/pollution_grading")) +add(require("modules/exp_scenario/control/protection")) add(require("modules/exp_scenario/control/protection_jail")) 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 diff --git a/exp_scenario/module/control/discord_alerts.lua b/exp_scenario/module/control/discord_alerts.lua index 9d55687c..ff1fa5c9 100644 --- a/exp_scenario/module/control/discord_alerts.lua +++ b/exp_scenario/module/control/discord_alerts.lua @@ -81,8 +81,8 @@ end --- Repeated protected entity mining if config.entity_protection then - local EntityProtection = require("modules.exp_legacy.modules.control.protection") - events[EntityProtection.events.on_repeat_violation] = function(event) + local EntityProtection = require("modules/exp_scenario/control/protection") + events[EntityProtection.on_repeat_violation] = function(event) local player_name = get_player_name(event) emit_event{ title = "Entity Protection", @@ -133,8 +133,8 @@ end --- When a player is jailed or unjailed if config.player_jail then - local Jail = require("modules.exp_legacy.modules.control.jail") - events[Jail.events.on_player_jailed] = function(event) + local Jail = require("modules/exp_scenario/control/jail") + events[Jail.on_player_jailed] = function(event) local player_name, by_player_name = get_player_name(event) emit_event{ title = "Jail", @@ -147,7 +147,7 @@ if config.player_jail then }, } end - events[Jail.events.on_player_unjailed] = function(event) + events[Jail.on_player_unjailed] = function(event) local player_name, by_player_name = get_player_name(event) emit_event{ title = "Unjail", diff --git a/exp_scenario/module/control/jail.lua b/exp_scenario/module/control/jail.lua new file mode 100644 index 00000000..5bf07c40 --- /dev/null +++ b/exp_scenario/module/control/jail.lua @@ -0,0 +1,85 @@ +--[[-- Control - Jail +Adds a way to jail players, the jail role suppresses all of their other roles +]] + +local Roles = require("modules/exp_roles") + +--- @class ExpScenario_Jail +local Jail = { + --- Raised when a player is put into jail + --- @type EventData.ExpScenario_Jail.on_player_jailed + on_player_jailed = script.generate_event_name(), + --- Raised when a player is taken out of jail + --- @type EventData.ExpScenario_Jail.on_player_unjailed + on_player_unjailed = script.generate_event_name(), +} + +--- @class EventData.ExpScenario_Jail.on_player_jailed : EventData +--- @field player_index uint +--- @field by_player_name string +--- @field reason string + +--- @class EventData.ExpScenario_Jail.on_player_unjailed : EventData +--- @field player_index uint +--- @field by_player_name string + +--- The role given to jailed players, it has a higher priority than every other role +--- @return ExpRoles.Role +local function get_jail_role() + return (assert(Roles.get_role_by_name("Jail"), "The Jail role does not exist")) +end + +--- Check if a player is in jail +--- @param player LuaPlayer +--- @return boolean +function Jail.is_jailed(player) + return get_jail_role():has_player(player) +end + +--- Put a player into jail, which suppresses all of their other roles +--- @param player LuaPlayer +--- @param by_player_name string +--- @param reason string +--- @return boolean # False when the player was already in jail +function Jail.jail_player(player, by_player_name, reason) + local role = get_jail_role() + if role:has_player(player) then return false end + + -- Stop whatever the player is doing, the jail permission group stops them from starting again + player.walking_state = { walking = false, direction = player.walking_state.direction } + player.riding_state = { acceleration = defines.riding.acceleration.nothing, direction = player.riding_state.direction } + player.mining_state = { mining = false } + player.shooting_state = { state = defines.shooting.not_shooting, position = player.shooting_state.position } + player.picking_state = false + player.repair_state = { repairing = false, position = player.repair_state.position } + + role:assign(player, { by_player_name = by_player_name, silent = true }) + + script.raise_event(Jail.on_player_jailed, { + player_index = player.index, + by_player_name = by_player_name, + reason = reason, + }) + + return true +end + +--- Take a player out of jail, which restores all of their other roles +--- @param player LuaPlayer +--- @param by_player_name string +--- @return boolean # False when the player was not in jail +function Jail.unjail_player(player, by_player_name) + local role = get_jail_role() + if not role:has_player(player) then return false end + + role:unassign(player, { by_player_name = by_player_name, silent = true }) + + script.raise_event(Jail.on_player_unjailed, { + player_index = player.index, + by_player_name = by_player_name, + }) + + return true +end + +return Jail diff --git a/exp_scenario/module/control/protection.lua b/exp_scenario/module/control/protection.lua new file mode 100644 index 00000000..9839290f --- /dev/null +++ b/exp_scenario/module/control/protection.lua @@ -0,0 +1,237 @@ +--[[-- Control - Protection +Protects entities and areas from being mined by players other than the one who placed them +]] + +local Storage = require("modules/exp_util/storage") +local Roles = require("modules/exp_roles") +local config = require("modules.exp_legacy.config.protection") + +local format_string = string.format +local floor = math.floor + +--- @class ExpScenario_Protection +local Protection = { + --- Raised when a player mines a protected entity + --- @type EventData.ExpScenario_Protection.on_player_mined_protected + on_player_mined_protected = script.generate_event_name(), + --- Raised when a player mines protected entities repeatedly, or one which always counts as repeated + --- @type EventData.ExpScenario_Protection.on_repeat_violation + on_repeat_violation = script.generate_event_name(), + --- Names of entities which are always protected + --- @type string[] + protected_entity_names = config.always_protected_names, + --- Types of entities which are always protected + --- @type string[] + protected_entity_types = config.always_protected_types, + --- @package + events = {}, + --- @package + on_nth_tick = {}, +} + +--- @class EventData.ExpScenario_Protection.on_player_mined_protected : EventData.on_pre_player_mined_item +--- @class EventData.ExpScenario_Protection.on_repeat_violation : EventData.on_pre_player_mined_item + +--- @class ExpScenario_Protection.Repeat +--- @field last uint Tick of the last protected removal +--- @field count number Protected removals since the last repeat violation + +--- @param values string[] +--- @return table +local function to_set(values) + local set = {} + for _, value in ipairs(values) do + set[value] = true + end + return set +end + +local always_protected_names = to_set(config.always_protected_names) +local always_protected_types = to_set(config.always_protected_types) +local always_trigger_repeat_names = to_set(config.always_trigger_repeat_names) +local always_trigger_repeat_types = to_set(config.always_trigger_repeat_types) + +local protected_entities = {} --- @type table> Keyed by surface index then entity key +local protected_areas = {} --- @type table> Keyed by surface index then area key +local repeats = {} --- @type table Keyed by player name + +Storage.register({ + protected_entities = protected_entities, + protected_areas = protected_areas, + repeats = repeats, +}, function(tbl) + protected_entities = tbl.protected_entities + protected_areas = tbl.protected_areas + repeats = tbl.repeats +end) + +--- Get the key an entity is stored under +--- @param entity LuaEntity +--- @return string +function Protection.get_entity_key(entity) + return format_string("%i,%i", floor(entity.position.x), floor(entity.position.y)) +end + +--- Get the key an area is stored under +--- @param area BoundingBox +--- @return string +function Protection.get_area_key(area) + return format_string("%i,%i", floor(area.left_top.x), floor(area.left_top.y)) +end + +--- Protect an entity +--- @param entity LuaEntity +function Protection.add_entity(entity) + local entities = protected_entities[entity.surface.index] + if not entities then + entities = {} + protected_entities[entity.surface.index] = entities + end + entities[Protection.get_entity_key(entity)] = entity +end + +--- Remove the protection from an entity +--- @param entity LuaEntity +function Protection.remove_entity(entity) + local entities = protected_entities[entity.surface.index] + if not entities then return end + entities[Protection.get_entity_key(entity)] = nil +end + +--- Get the protected entities on a surface, always protected entities are not included +--- @param surface LuaSurface +--- @return table +function Protection.get_entities(surface) + return protected_entities[surface.index] or {} +end + +--- Check if an entity is protected, either directly or by its name or type +--- @param entity LuaEntity +--- @return boolean +function Protection.is_entity_protected(entity) + if always_protected_names[entity.name] or always_protected_types[entity.type] then return true end + local entities = protected_entities[entity.surface.index] + if not entities then return false end + return entities[Protection.get_entity_key(entity)] == entity +end + +--- Protect every position within an area +--- @param surface LuaSurface +--- @param area BoundingBox +function Protection.add_area(surface, area) + local areas = protected_areas[surface.index] + if not areas then + areas = {} + protected_areas[surface.index] = areas + end + areas[Protection.get_area_key(area)] = area +end + +--- Remove the protection from an area +--- @param surface LuaSurface +--- @param area BoundingBox +function Protection.remove_area(surface, area) + local areas = protected_areas[surface.index] + if not areas then return end + areas[Protection.get_area_key(area)] = nil +end + +--- Get the protected areas on a surface +--- @param surface LuaSurface +--- @return table +function Protection.get_areas(surface) + return protected_areas[surface.index] or {} +end + +--- Check if a position is within a protected area +--- @param surface LuaSurface +--- @param position MapPosition +--- @return boolean +function Protection.is_position_protected(surface, position) + local areas = protected_areas[surface.index] + if not areas then return false end + for _, area in pairs(areas) do + if area.left_top.x <= position.x and area.left_top.y <= position.y + and area.right_bottom.x >= position.x and area.right_bottom.y >= position.y + then + return true + end + end + + return false +end + +--- Players are never checked against their own entities, and can be excluded by permission or admin status +--- @param player LuaPlayer +--- @param entity LuaEntity +--- @return boolean +local function is_ignored(player, entity) + if config.ignore_admins and player.admin then return true end + if entity.last_user == nil or entity.last_user.index == player.index then return true end + if config.ignore_permission and Roles.player_has_permission(player, config.ignore_permission) then return true end + return false +end + +--- Raise the protection events, the event data is reused with the name replaced +--- @param event EventData.on_pre_player_mined_item +--- @param player LuaPlayer +local function raise_violation(event, player) + local player_repeats = repeats[player.name] + if not player_repeats then + player_repeats = { last = game.tick, count = 0 } + repeats[player.name] = player_repeats + end + player_repeats.last = game.tick + player_repeats.count = player_repeats.count + 1 + + script.raise_event(Protection.on_player_mined_protected, event) + + local entity = event.entity + local always_repeat = always_trigger_repeat_names[entity.name] or always_trigger_repeat_types[entity.type] + if always_repeat or player_repeats.count >= config.repeat_count then + player_repeats.count = 0 + script.raise_event(Protection.on_repeat_violation, event) + end +end + +--- Raise the protection events when a protected entity is mined, then forget the entity +--- @param event EventData.on_pre_player_mined_item +local function on_pre_player_mined_item(event) + local entity = event.entity + local player = game.players[event.player_index] + if + not is_ignored(player, entity) + and (Protection.is_entity_protected(entity) or Protection.is_position_protected(entity.surface, entity.position)) + then + raise_violation(event, player) + end + + Protection.remove_entity(entity) +end + +--- Forget an entity once it no longer exists +--- @param event { entity: LuaEntity } +local function on_entity_removed(event) + Protection.remove_entity(event.entity) +end + +--- Forget protected removals older than the repeat lifetime +local function clear_old_repeats() + local old = game.tick - config.repeat_lifetime + for player_name, player_repeats in pairs(repeats) do + if player_repeats.last <= old then + repeats[player_name] = nil + end + end +end + +local e = defines.events + +Protection.events[e.on_pre_player_mined_item] = on_pre_player_mined_item +Protection.events[e.on_space_platform_pre_mined] = on_entity_removed +Protection.events[e.on_robot_pre_mined] = on_entity_removed +Protection.events[e.on_entity_died] = on_entity_removed +Protection.events[e.script_raised_destroy] = on_entity_removed +Protection.on_nth_tick[config.refresh_rate] = clear_old_repeats + +return Protection diff --git a/exp_scenario/module/control/protection_jail.lua b/exp_scenario/module/control/protection_jail.lua index c39e649b..6b7c2c50 100644 --- a/exp_scenario/module/control/protection_jail.lua +++ b/exp_scenario/module/control/protection_jail.lua @@ -4,8 +4,8 @@ When a player triggers protection multiple times they are automatically jailed local ExpUtil = require("modules/exp_util") local Storage = require("modules/exp_util/storage") -local Jail = require("modules.exp_legacy.modules.control.jail") -local Protection = require("modules.exp_legacy.modules.control.protection") +local Jail = require("modules/exp_scenario/control/jail") +local Protection = require("modules/exp_scenario/control/protection") local format_player_name = ExpUtil.format_player_name_locale @@ -41,7 +41,7 @@ local e = defines.events return { events = { - [Protection.events.on_repeat_violation] = on_repeat_violation, + [Protection.on_repeat_violation] = on_repeat_violation, [e.on_player_left_game] = on_player_left_game, } } diff --git a/exp_scenario/module/control/report_jail.lua b/exp_scenario/module/control/report_jail.lua index e4bbdd72..25ec24f9 100644 --- a/exp_scenario/module/control/report_jail.lua +++ b/exp_scenario/module/control/report_jail.lua @@ -3,7 +3,7 @@ When a player is reported, the player is automatically jailed if the combined pl ]] local ExpUtil = require("modules/exp_util") -local Jail = require("modules.exp_legacy.modules.control.jail") +local Jail = require("modules/exp_scenario/control/jail") local Reports = require("modules.exp_legacy.modules.control.reports") local max = math.max diff --git a/exp_scenario/module/control/spectate.lua b/exp_scenario/module/control/spectate.lua new file mode 100644 index 00000000..b8ccb29b --- /dev/null +++ b/exp_scenario/module/control/spectate.lua @@ -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 Keyed by player index +local spectating = {} --- @type table 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 diff --git a/exp_scenario/module/locale/en.cfg b/exp_scenario/module/locale/en.cfg index 707ed8c1..a1c521ec 100644 --- a/exp_scenario/module/locale/en.cfg +++ b/exp_scenario/module/locale/en.cfg @@ -557,3 +557,6 @@ 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.