Merge branch 'main' into feature/remove-warnings

This commit is contained in:
Cooldude2606
2026-09-06 00:31:28 +01:00
committed by GitHub
15 changed files with 526 additions and 530 deletions
@@ -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
-119
View File
@@ -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
@@ -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
@@ -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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@@ -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" })
@@ -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,
}
}
+1 -1
View File
@@ -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" })
+2
View File
@@ -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
@@ -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",
+85
View File
@@ -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
+237
View File
@@ -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<string, true>
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<uint, table<string, LuaEntity>> Keyed by surface index then entity key
local protected_areas = {} --- @type table<uint, table<string, BoundingBox>> Keyed by surface index then area key
local repeats = {} --- @type table<string, ExpScenario_Protection.Repeat> 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<string, LuaEntity>
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<string, BoundingBox>
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
@@ -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,
}
}
+1 -1
View File
@@ -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
+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
View File
@@ -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.