Merge branch 'explosivegaming:main' into aperx2

This commit is contained in:
2026-09-06 12:59:32 +09:00
committed by GitHub
36 changed files with 735 additions and 1227 deletions
@@ -5,7 +5,6 @@ return {
show_playtime = true, show_playtime = true,
entity_protection = true, entity_protection = true,
player_reports = true, player_reports = true,
player_warnings = true,
player_bans = true, player_bans = true,
player_mutes = true, player_mutes = true,
player_kicks = true, player_kicks = true,
@@ -9,8 +9,7 @@ local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui") local Gui = require("modules/exp_gui")
local Roles = require("modules/exp_roles") local Roles = require("modules/exp_roles")
local Reports = require("modules.exp_legacy.modules.control.reports") --- @dep modules.control.reports local Reports = require("modules.exp_legacy.modules.control.reports") --- @dep modules.control.reports
local Warnings = require("modules.exp_legacy.modules.control.warnings") --- @dep modules.control.warnings local Jail = require("modules/exp_scenario/control/jail")
local Jail = require("modules.exp_legacy.modules.control.jail") --- @dep modules.control.jail
local Colors = require("modules/exp_util/include/color") local Colors = require("modules/exp_util/include/color")
local format_player_name = ExpUtil.format_player_name_locale local format_player_name = ExpUtil.format_player_name_locale
@@ -100,26 +99,12 @@ local function report_player_callback(player, reason)
Reports.report_player(selected_player.name, player.name, reason) Reports.report_player(selected_player.name, player.name, reason)
end end
--- Gives the action player a warning, requires a reason
-- @element warn_player
local warn_player = new_button("utility/spawn_flag", { "exp-gui_player-list.warn-player" })
:on_click(function(def, player, element)
set_selected_action(player, "exp_scenario.command.create_warning")
end)
local function warn_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_warnings.create", selected_player_color, by_player_name_color, reason }
Warnings.add_warning(selected_player.name, player.name, reason)
end
--- Jails the action player, requires a reason --- Jails the action player, requires a reason
-- @element jail_player -- @element jail_player
local jail_player = new_button("utility/multiplayer_waiting_icon", { "exp-gui_player-list.jail-player" }) local jail_player = new_button("utility/multiplayer_waiting_icon", { "exp-gui_player-list.jail-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
local selected_player, selected_player_color = get_action_player(player) 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) player.print({ "exp-commands_jail.already-jailed", selected_player_color }, Colors.orange_red)
else else
set_selected_action(player, "exp_scenario.command.jail") set_selected_action(player, "exp_scenario.command.jail")
@@ -130,7 +115,7 @@ local function jail_player_callback(player, reason)
local selected_player, selected_player_color = get_action_player(player) local selected_player, selected_player_color = get_action_player(player)
local by_player_name_color = format_player_name(player) local by_player_name_color = format_player_name(player)
game.print{ "exp-commands_jail.jailed", selected_player_color, by_player_name_color, reason } 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 end
--- Kicks the action player, requires a reason --- Kicks the action player, requires a reason
@@ -170,18 +155,11 @@ return {
["exp_scenario.command.create_report"] = { ["exp_scenario.command.create_report"] = {
auth = function(player, selected_player) auth = function(player, selected_player)
if player == selected_player then return false end if player == selected_player then return false end
if not Roles.player_has_permission(player, "exp_scenario.command.create_warning") then
return not Roles.player_has_permission(selected_player, "exp_scenario.bypass.reports") return not Roles.player_has_permission(selected_player, "exp_scenario.bypass.reports")
end end, -- can report any player that isn't immune
end, -- can report any player that isn't immune and you aren't able to give warnings
reason_callback = report_player_callback, reason_callback = report_player_callback,
report_player, report_player,
}, },
["exp_scenario.command.create_warning"] = {
auth = Roles.player_outranks, -- warn a lower user, replaces report
reason_callback = warn_player_callback,
warn_player,
},
["exp_scenario.command.jail"] = { ["exp_scenario.command.jail"] = {
auth = Roles.player_outranks, auth = Roles.player_outranks,
reason_callback = jail_player_callback, reason_callback = jail_player_callback,
-38
View File
@@ -1,38 +0,0 @@
--- Config file for the warning system, this is very similar to reports but is for the use of moderators rather than normal users.
-- @config Warnings
return {
--- @type (LocalisedString[] | fun(player: LuaPlayer, by_player_name: string, number_of_warnings: number))[]
actions = { --- @setting actions what actions are taking at number of warnings
-- if a localized string is used then __1__ will by_player_name and __2__ will be the current warning count (auto inserted)
{ "warnings.received", "" },
{ "warnings.received", "" },
{ "warnings.received", { "warnings.pre-kick" } },
function(player, by_player_name, number_of_warnings)
local str = {
"You received a warning from ",
by_player_name,
". You have ",
number_of_warnings,
" warnings. You were kicked for having too many warnings; you may rejoin if you wish.",
}
game.kick_player(player, table.concat(str, "")) -- Does not support locale strings
-- game.kick_player(player, { "warnings.received", by_player_name, number_of_warnings, { "warnings.kick" } })
end,
{ "warnings.received", { "warnings.pre-pre-ban" } },
{ "warnings.received", { "warnings.pre-ban" } },
function(player, by_player_name, number_of_warnings)
local str = {
"You received a warning from ",
by_player_name,
". You have ",
number_of_warnings,
" warnings. You were banned for having too many warnings; visit https://www.explosivegaming.nl to request a ban appeal.",
}
game.kick_player(player, table.concat(str, "")) -- Does not support locale strings
-- game.ban_player(player, { "warnings.received", by_player_name, number_of_warnings, { "warnings.ban", { "links.website" } } })
end,
},
script_warning_cool_down = 30, --- @setting script_warning_cool_down time for a script warning (given by script) to be removed (in minutes)
script_warning_limit = 5, --- @setting script_warning_limit the number of script warnings (given by script) that are allowed before full warnings are given
}
-11
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@@ -18,14 +18,3 @@ read-readme=Make sure you have read the information gui (It can be found through
softmod=We run a softmod on our servers. A softmod is a custom scenario that runs on this server, an example is the player list. softmod=We run a softmod on our servers. A softmod is a custom scenario that runs on this server, an example is the player list.
redmew=We don't talk about redmew here; they beat us to 1000 members ;-; redmew=We don't talk about redmew here; they beat us to 1000 members ;-;
lhd=All trains must be LHD! This is a long standing rule on our servers, please respect this. lhd=All trains must be LHD! This is a long standing rule on our servers, please respect this.
[warnings]
received=You received a warning from __1__. You have __2__ warnings. __3__
pre-kick=This is your last warning before you are kicked.
kick=You were kicked for having too many warnings; you may rejoin if you wish.
pre-pre-ban=You are close to receiving a ban; successful ban appeals are unlikely.
pre-ban=This your LAST warning before you are BANNED! Successful ban appeals are unlikely.
ban=You were banned for having too many warnings; visit __1__ to request a ban appeal.
script-warning=You are receiving script warnings; if you recive too many you will receive a permanent warning (__1__/__2__)
script-warning-removed=A script warning has expired (__1__/__2__)
script-warning-limit=__1__ has received a permanent warning from the script.
-5
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@@ -10,11 +10,6 @@ message-cleared=Your join message has been cleared.
[quickbar] [quickbar]
saved=Your quickbar filters have been saved. saved=Your quickbar filters have been saved.
[exp-required]
Warnings=Warnings
Warnings-tooltip=The total number of warnings you have received from staff
Warnings-value-tooltip=The total number of warnings you have received from staff
[exp-settings] [exp-settings]
Colour=Colour Colour=Colour
Colour-tooltip=Your player colour Colour-tooltip=Your player colour
-1
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@@ -7,7 +7,6 @@ reason-entry=Enter Reason
goto-player=Goto player goto-player=Goto player
bring-player=Bring player bring-player=Bring player
report-player=Report player report-player=Report player
warn-player=Warn player
jail-player=Jail player jail-player=Jail player
kick-player=Kick player kick-player=Kick player
ban-player=Ban player ban-player=Ban player
-11
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@@ -18,14 +18,3 @@ read-readme=確保你已閱讀相關資訊。按左上 i 圖標可再次查看
softmod=這裹用了自設情境,是一種軟裝模組。 softmod=這裹用了自設情境,是一種軟裝模組。
redmew= redmew=
lhd=列車必須是左則通行。這是本服務器長久以來的規則。 lhd=列車必須是左則通行。這是本服務器長久以來的規則。
[warnings]
received=你已被 __1__ 警告了,現在共有 __2__ 個警告。 __3__
pre-kick=這是在被踢離之前的最後警告。
kick=你已因為被警告太多次而被請離,不過你之後還是可以回來的。
pre-pre-ban=按照你的行為,你有可能會被封禁。
pre-ban=這是在被封禁之前的最後警告。
ban=你已因為被警告太多次而被封禁; 可以到 __1__ 申訴.
script-warning=這是系統發出的自動警告 (__1__/__2__)
script-warning-removed=系統發出的自動警告已失效 (__1__/__2__)
script-warning-limit=__1__ 已被系統發出了一則自動警告。
-5
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@@ -10,11 +10,6 @@ message-cleared=你的加入信息已清除。
[quickbar] [quickbar]
saved=你的工具列已儲存。 saved=你的工具列已儲存。
[exp-required]
Warnings=警告
Warnings-tooltip=你所有收到的警告
Warnings-value-tooltip=你所有收到的警告
[exp-settings] [exp-settings]
Colour=顏色 Colour=顏色
Colour-tooltip=你的人物顏色 Colour-tooltip=你的人物顏色
-1
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@@ -7,7 +7,6 @@ reason-entry=輸入原因
goto-player=傳送到用戶 goto-player=傳送到用戶
bring-player=傳送用戶到自己 bring-player=傳送用戶到自己
report-player=舉報用戶 report-player=舉報用戶
warn-player=警告用戶
jail-player=監禁用戶 jail-player=監禁用戶
kick-player=踢除用戶 kick-player=踢除用戶
ban-player=封禁用戶 ban-player=封禁用戶
-11
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@@ -18,14 +18,3 @@ read-readme=確保你已閱讀相關資訊。按左上 i 圖標可再次查看
softmod=這裹用了自設情境,是一種軟裝模組。 softmod=這裹用了自設情境,是一種軟裝模組。
redmew= redmew=
lhd=列車必須是左則通行。這是本服務器長久以來的規則。 lhd=列車必須是左則通行。這是本服務器長久以來的規則。
[warnings]
received=你已被 __1__ 警告了,現在共有 __2__ 個警告。 __3__
pre-kick=這是在被踢離之前的最後警告。
kick=你已因為被警告太多次而被請離,不過你之後還是可以回來的。
pre-pre-ban=按照你的行為,你有可能會被封禁。
pre-ban=這是在被封禁之前的最後警告。
ban=你已因為被警告太多次而被封禁; 可以到 __1__ 申訴.
script-warning=這是系統發出的自動警告 (__1__/__2__)
script-warning-removed=系統發出的自動警告已失效 (__1__/__2__)
script-warning-limit=__1__ 已被系統發出了一則自動警告。
-5
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@@ -10,11 +10,6 @@ message-cleared=你的加入信息已清除。
[quickbar] [quickbar]
saved=你的工具列已儲存。 saved=你的工具列已儲存。
[exp-required]
Warnings=警告
Warnings-tooltip=你所有收到的警告
Warnings-value-tooltip=你所有收到的警告
[exp-settings] [exp-settings]
Colour=顏色 Colour=顏色
Colour-tooltip=你的人物顏色 Colour-tooltip=你的人物顏色
-1
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@@ -7,7 +7,6 @@ reason-entry=輸入原因
goto-player=傳送到用戶 goto-player=傳送到用戶
bring-player=傳送用戶到自己 bring-player=傳送用戶到自己
report-player=舉報用戶 report-player=舉報用戶
warn-player=警告用戶
jail-player=監禁用戶 jail-player=監禁用戶
kick-player=踢除用戶 kick-player=踢除用戶
ban-player=封禁用戶 ban-player=封禁用戶
-119
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@@ -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
@@ -1,331 +0,0 @@
--[[-- Control Module - Warnings
- Adds a way to give and remove warnings to players.
@control Warnings
@alias Warnings
@usage
-- import the module from the control modules
local Warnings = require("modules.exp_legacy.modules.control.warnings") --- @dep modules.control.warnings
-- This will add a warning to the player
Warnings.add_warning('MrBiter', 'Cooldude2606', 'Killed too many biters')
-- This will remove a warning from a player, second name is just who is doing the action
Warnings.remove_warning('MrBiter', 'Cooldude2606')
-- Script warning as similar to normal warning but are designed to have no effect for a short amount of time
-- this is so it can be used for greifer protection without being too agressive
Warnings.add_script_warning('MrBiter', 'Killed too many biters')
-- Both normal and script warnings can also be cleared, this will remove all warnings
Warnings.clear_warnings('MrBiter', 'Cooldude2606')
]]
local Event = require("modules/exp_legacy/utils/event")
local Storage = require("modules/exp_util/storage")
local config = require("modules.exp_legacy.config.warnings")
local valid_player = function(p) return type(p) == "userdata" and p or game.get_player(p) end
--- Stores the quickbar filters for a player
local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
local PlayerWarnings = PlayerData.Required:combine("Warnings")
PlayerWarnings:set_metadata{
stringify = function(value)
if not value then return "You have no warnings" end
local count = 0
for _ in pairs(value) do count = count + 1 end
return "You have " .. count .. " warnings"
end,
}
local Warnings = {
user_warnings = PlayerWarnings,
user_script_warnings = {},
events = {
--- When a warning is added to a player
-- @event on_warning_added
-- @tparam number player_index the index of the player who recived the warning
-- @tparam string by_player_name the name of the player who gave the warning
-- @tparam string reason the reason that the player was given a warning
-- @tparam number warning_count the new number of warnings that the player has
on_warning_added = script.generate_event_name(),
--- When a warning is removed from a player
-- @event on_warning_removed
-- @tparam number player_index the index of the player who is having the warning removed
-- @tparam string warning_by_name the name of the player who gave the warning
-- @tparam string removed_by_name the name of the player who is removing the warning
-- @tparam number warning_count the new number of warnings that the player has
-- @tparam number batch_count the number of warnings removed in this batch, always one when not a batch
-- @tparam number batch the index of this event in a batch, always one when not a batch
on_warning_removed = script.generate_event_name(),
--- When a warning is added to a player, by the script
-- @event on_script_warning_added
-- @tparam number player_index the index of the player who recived the warning
-- @tparam string reason the reason that the player was given a warning
-- @tparam number warning_count the new number of warnings that the player has
on_script_warning_added = script.generate_event_name(),
--- When a warning is removed from a player, by the script
-- @event on_script_warning_removed
-- @tparam number player_index the index of the player who is having the warning removed
-- @tparam number warning_count the new number of warnings that the player has
on_script_warning_removed = script.generate_event_name(),
},
}
local user_script_warnings = Warnings.user_script_warnings
Storage.register(user_script_warnings, function(tbl)
Warnings.user_script_warnings = tbl
user_script_warnings = tbl
end)
--- Gets an array of warnings that the player has, always returns a list even if empty
-- @tparam LuaPlayer player the player to get the warning for
-- @treturn table an array of all the warnings on this player, contains tick, by_player_name and reason
function Warnings.get_warnings(player)
return PlayerWarnings:get(player.name, {})
end
--- Gets the number of warnings that a player has on them
-- @tparam LuaPlayer player the player to count the warnings for
-- @treturn number the number of warnings that the player has
function Warnings.count_warnings(player)
local warnings = PlayerWarnings:get(player.name, {})
return #warnings
end
--- Adds a warning to a player, when a warning is added a set action is done based on the number of warnings and the config file
-- @tparam LuaPlayer player the player to add a warning to
-- @tparam string by_player_name the name of the player who is doing the action
-- @tparam[opt='Non given.'] string reason the reason that the player is being warned
-- @treturn number the number of warnings that the player has
function Warnings.add_warning(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 "None given."
local warning_count --- @type number
PlayerWarnings:update(player.name, function(_, warnings)
local warning = {
by_player_name = by_player_name,
reason = reason,
}
if not warnings then
warning_count = 1
return { warning }
else
table.insert(warnings, warning)
warning_count = #warnings
end
end)
script.raise_event(Warnings.events.on_warning_added, {
name = Warnings.events.on_warning_added,
tick = game.tick,
player_index = player.index,
warning_count = warning_count,
by_player_name = by_player_name,
reason = reason,
})
local action = config.actions[warning_count]
if action then
local _type = type(action)
if _type == "function" then
action(player, by_player_name, warning_count)
elseif _type == "table" then
local current = table.deepcopy(action)
table.insert(current, 2, by_player_name)
table.insert(current, 3, warning_count)
player.print(current)
elseif type(action) == "string" then
player.print(action)
end
end
return warning_count
end
--- Event trigger for removing a waring due to it being looped in clear warnings
-- @tparam LuaPlayer player the player who is having a warning removed
-- @tparam string warning_by_name the name of the player who made the warning
-- @tparam string removed_by_name the name of the player who is doing the action
-- @tparam number warning_count the number of warnings that the player how has
-- @tparam number batch the index of this event in a batch, always one when not a batch
-- @tparam number batch_count the number of reports removed in this batch, always one when not a batch
local function warning_removed_event(player, warning_by_name, removed_by_name, warning_count, batch, batch_count)
script.raise_event(Warnings.events.on_warning_removed, {
name = Warnings.events.on_warning_removed,
tick = game.tick,
player_index = player.index,
warning_count = warning_count,
warning_by_name = warning_by_name,
removed_by_name = removed_by_name,
batch_count = batch_count or 1,
batch = batch or 1,
})
end
--- Removes a warning from a player, always removes the earliest warning, fifo
-- @tparam LuaPlayer player the player to remove a warning from
-- @tparam string by_player_name the name of the player who is doing the action
-- @treturn number the number of warnings that the player has
function Warnings.remove_warning(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
local warning, warning_count
PlayerWarnings:update(player.name, function(_, warnings)
if not warnings then return end
warning = table.remove(warnings, 1)
warning_count = #warnings
end)
if not warning then return end
warning_removed_event(player, warning.by_player_name, by_player_name, warning_count)
return warning_count
end
--- Removes all warnings from a player, will trigger remove event for each warning
-- @tparam LuaPlayer player the player to clear the warnings from
-- @tparam string by_player_name the name of the player who is doing the action
-- @treturn boolean true when warnings were cleared succesfully
function Warnings.clear_warnings(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
local warnings = PlayerWarnings:get(player)
if not warnings then return end
local warning_count = #warnings
for n, warning in pairs(warnings) do
warning_removed_event(player, warning.by_player_name, by_player_name, warning_count - n, n, warning_count)
end
PlayerWarnings:remove(player)
return true
end
--- Gets an array of all the script warnings that a player has
-- @tparam LuaPlayer player the player to get the script warnings of
-- @treturn table a table of all the script warnings a player has, contains tick and reason
function Warnings.get_script_warnings(player)
return user_script_warnings[player.name] or {}
end
--- Gets the number of script warnings that a player has on them
-- @tparam LuaPlayer player the player to count the script warnings of
-- @treturn number the number of script warnings that the player has
function Warnings.count_script_warnings(player)
local warnings = user_script_warnings[player.name] or {}
return #warnings
end
--- Adds a script warning to a player, this may add a full warning if max script warnings is met
-- @tparam LuaPlayer player the player to add a script warning to
-- @tparam[opt='Non given.'] string reason the reason that the player is being warned
-- @treturn number the number of script warnings that the player has
function Warnings.add_script_warning(player, reason)
player = valid_player(player)
if not player then return end
reason = reason or "Non given."
local warnings = user_script_warnings[player.name]
if not warnings then
warnings = {}
user_script_warnings[player.name] = warnings
end
table.insert(warnings, {
tick = game.tick,
reason = reason,
})
local warning_count = #warnings
script.raise_event(Warnings.events.on_script_warning_added, {
name = Warnings.events.on_script_warning_added,
tick = game.tick,
player_index = player.index,
warning_count = warning_count,
reason = reason,
})
if warning_count > config.script_warning_limit then
Warnings.add_warning(player, "<server>", reason)
end
return warning_count
end
--- Script warning removed event trigger due to it being looped in clear script warnings
-- @tparam LuaPlayer player the player who is having a script warning removed
-- @tparam number warning_count the number of warnings that the player has
local function script_warning_removed_event(player, warning_count)
script.raise_event(Warnings.events.on_script_warning_removed, {
name = Warnings.events.on_script_warning_removed,
tick = game.tick,
player_index = player.index,
warning_count = warning_count,
})
end
--- Removes a script warning from a player
-- @tparam LuaPlayer player the player to remove a script warning from
-- @treturn number the number of script warnings that the player has
function Warnings.remove_script_warning(player)
player = valid_player(player)
if not player then return end
local warnings = user_script_warnings[player.name]
if not warnings then return end
table.remove(warnings, 1)
script_warning_removed_event(player)
return #warnings
end
--- Removes all script warnings from a player, emits event for each warning removed
-- @tparam LuaPlayer player the player to clear the script warnings from
function Warnings.clear_script_warnings(player)
player = valid_player(player)
if not player then return end
local warnings = user_script_warnings[player.name]
if not warnings then return end
local warning_count = #warnings
for n, _ in pairs(warnings) do
script_warning_removed_event(player, warning_count - n)
end
user_script_warnings[player.name] = nil
return true
end
-- script warnings are removed after a certain amount of time to make them even more lienient
local script_warning_cool_down = config.script_warning_cool_down * 3600
Event.on_nth_tick(script_warning_cool_down / 4, function()
local cutoff = game.tick - script_warning_cool_down
for player_name, script_warnings in pairs(user_script_warnings) do
if #script_warnings > 0 then
for _, warning in pairs(script_warnings) do
if warning.tick < cutoff then
Warnings.remove_script_warning(player_name)
end
end
end
end
end)
return Warnings
+15 -23
View File
@@ -20,46 +20,38 @@ PlayerFilters:set_metadata{
end, end,
} }
--- Filters are stored by a single index across the ten pages of ten slots
local total_page_count = 10
local slots_per_page = 10
--- Loads your quickbar preset --- Loads your quickbar preset
PlayerFilters:on_load(function(player_name, filters) PlayerFilters:on_load(function(player_name, filters)
if not filters then filters = config[player_name] end if not filters then filters = config[player_name] end
if not filters then return end if not filters then return end
local player = game.players[player_name] local player = game.players[player_name]
for i, item_name in pairs(filters) do for index, item_name in pairs(filters) do
if item_name ~= nil and item_name ~= "" then if item_name ~= nil and item_name ~= "" then
player.set_quick_bar_slot(i, item_name) local page = math.ceil(index / slots_per_page)
local slot = (index - 1) % slots_per_page + 1
player.set_quick_bar_slot(page, slot, item_name)
end end
end end
end) end)
local ignored_items = { --- Saves your quickbar preset, only plain item filters can be saved
["blueprint"] = true,
["blueprint-book"] = true,
["deconstruction-planner"] = true,
["spidertron-remote"] = true,
["upgrade-planner"] = true,
}
--- Saves your quickbar preset to the script-output folder
Commands.new("save-quickbar", "Saves your Quickbar preset items to file") Commands.new("save-quickbar", "Saves your Quickbar preset items to file")
:add_aliases{ "save-toolbar" } :add_aliases{ "save-toolbar" }
:add_flags{ "disabled" }
:register(function(player) :register(function(player)
local filters = {} local filters = {}
error("2.1 changes to get_quick_bar_slot beak compatibility with 2.0; waiting for upstream") for page = 1, total_page_count do
-- Upstream may add method to compat, or change inventory sync to have a quickbar only mode for slot = 1, slots_per_page do
for i = 1, 100 do -- Records, remotes and specific item instances hold data which can not be saved by name
--[[ local quick_bar_slot = player.get_quick_bar_slot(page, slot)
local slot = player.get_quick_bar_slot(i) if quick_bar_slot and quick_bar_slot.type == "filter" then
-- Need to filter out blueprint and blueprint books because the slot is a LuaItemPrototype and does not contain a way to export blueprint data filters[(page - 1) * slots_per_page + slot] = assert(quick_bar_slot.filter).name
if slot ~= nil then
local ignored = ignored_items[slot.name]
if ignored ~= true then
filters[i] = slot.name
end end
end end
]]
end end
if next(filters) then if next(filters) then
+39 -12
View File
@@ -113,16 +113,47 @@ if config.MachinesRemoved or config.TreesDestroyed or config.OreMined then
Event.add(defines.events.on_player_mined_entity, on_event) Event.add(defines.events.on_player_mined_entity, on_event)
end end
--- Vehicles which credit their driver, or failing that their passenger, with what they hit
local crewed_vehicles = { car = true, ["spider-vehicle"] = true, locomotive = true }
--- Get the connected player behind the cause of damage or a death, nil for turrets, trains without a crew and the like
--- @param cause LuaEntity?
--- @return LuaPlayer?
local function get_cause_player(cause)
if not cause or not cause.valid then return nil end
local occupant = cause --- @type LuaEntity | LuaPlayer
if crewed_vehicles[cause.type] then
local crew = cause.get_driver() or cause.get_passenger()
if not crew then return nil end
occupant = crew
end
local player --- @type LuaPlayer?
if occupant.object_name == "LuaPlayer" then
player = occupant --[[@as LuaPlayer]]
elseif occupant.type == "character" then
player = occupant.player
end
if not player or not player.valid or not player.connected then return nil end
return player
end
--- Check that damage or a death counts against an entity, it must be hostile to the player
--- @param entity LuaEntity
--- @param player LuaPlayer
--- @return boolean
local function is_hostile(entity, player)
return entity.valid and entity.force ~= player.force and entity.force.name ~= "neutral"
end
--- Add DamageDealt if it is enabled --- Add DamageDealt if it is enabled
if config.DamageDealt then if config.DamageDealt then
local stat = Statistics:combine("DamageDealt") local stat = Statistics:combine("DamageDealt")
Event.add(defines.events.on_entity_damaged, function(event) Event.add(defines.events.on_entity_damaged, function(event)
local character = event.cause -- Check character is valid local player = get_cause_player(event.cause)
if not character or not character.valid or character.type ~= "character" then return end if not player or not is_hostile(event.entity, player) then return end
local player = character.player -- Check player is valid
if not player.valid or not player.connected then return end
local entity = event.entity -- Check entity is valid
if not entity.valid or entity.force == player.force or entity.force.name == "neutral" then return end
stat:increment(player, floor(event.final_damage_amount)) stat:increment(player, floor(event.final_damage_amount))
end) end)
end end
@@ -131,12 +162,8 @@ end
if config.Kills then if config.Kills then
local stat = Statistics:combine("Kills") local stat = Statistics:combine("Kills")
Event.add(defines.events.on_entity_died, function(event) Event.add(defines.events.on_entity_died, function(event)
local character = event.cause -- Check character is valid local player = get_cause_player(event.cause)
if not character or not character.valid or character.type ~= "character" then return end if not player or not is_hostile(event.entity, player) then return end
local player = character.player -- Check player is valid
if not player or not player.valid or not player.connected then return end
local entity = event.entity -- Check entity is valid
if not entity.valid or entity.force == player.force or entity.force.name == "neutral" then return end
stat:increment(player) stat:increment(player)
end) end)
end end
-5
View File
@@ -67,9 +67,6 @@ export const seedRoles: SeedRole[] = [
"exp_scenario.command.tag_clear.always", "exp_scenario.command.tag_clear.always",
"exp_scenario.command.spawn.always", "exp_scenario.command.spawn.always",
"exp_scenario.command.clear_reports", "exp_scenario.command.clear_reports",
"exp_scenario.command.clear_warnings",
"exp_scenario.command.clear_script_warnings",
"exp_scenario.command.clear_last_warnings",
"exp_scenario.command.clear_inventory", "exp_scenario.command.clear_inventory",
"exp_scenario.command.kill_enemies", "exp_scenario.command.kill_enemies",
"exp_scenario.command.remove_enemies", "exp_scenario.command.remove_enemies",
@@ -103,8 +100,6 @@ export const seedRoles: SeedRole[] = [
"exp_scenario.command.goto", "exp_scenario.command.goto",
"exp_scenario.command.teleport", "exp_scenario.command.teleport",
"exp_scenario.command.bring", "exp_scenario.command.bring",
"exp_scenario.command.create_warning",
"exp_scenario.command.get_warnings",
"exp_scenario.command.get_reports", "exp_scenario.command.get_reports",
"exp_scenario.command.protect_entity", "exp_scenario.command.protect_entity",
"exp_scenario.command.protect_area", "exp_scenario.command.protect_area",
+1 -1
View File
@@ -5,7 +5,7 @@ Adds a commands that allow admins to jail and unjail
local Commands = require("modules/exp_commands") local Commands = require("modules/exp_commands")
local format_player_name = Commands.format_player_name_locale 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. --- Puts a player into jail and removes all other roles.
Commands.new("jail", { "exp-commands_jail.description" }) 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 format_player_name = Commands.format_player_name_locale
local Roles = require("modules/exp_roles") local Roles = require("modules/exp_roles")
local EntityProtection = require("modules.exp_legacy.modules.control.protection") --- @dep modules.control.protection local EntityProtection = require("modules/exp_scenario/control/protection")
local get_entity_key = EntityProtection.get_entity_key
local format_string = string.format local get_area_key = EntityProtection.get_area_key
local floor = math.floor
local Selection = require("modules/exp_util/selection") local Selection = require("modules/exp_util/selection")
local SelectEntities = Selection.connect("ExpCommand_ProtectEntity") local SelectEntities = Selection.connect("ExpCommand_ProtectEntity")
@@ -28,21 +27,6 @@ Storage.register({
renders = tbl.renders renders = tbl.renders
end) 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 --- Show a protected entity to a player
--- @param player LuaPlayer --- @param player LuaPlayer
--- @param entity LuaEntity --- @param entity LuaEntity
@@ -232,6 +216,6 @@ end
return { return {
events = { 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 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 --- Toggles spectator mode for the caller
Commands.new("spectate", { "exp-commands_spectate.description-spectate" }) Commands.new("spectate", { "exp-commands_spectate.description-spectate" })
-96
View File
@@ -1,96 +0,0 @@
--[[-- Commands - Warnings
Adds a commands that allow admins to warn other players
]]
local Commands = require("modules/exp_commands")
local format_player_name = Commands.format_player_name_locale
local Warnings = require("modules.exp_legacy.modules.control.warnings") --- @dep modules.control.warnings
local config = require("modules.exp_legacy.config.warnings") --- @dep config.warnings
--- Gives a warning to a player; may lead to automatic script action.
Commands.new("create-warning", { "exp-commands_warnings.description-create" })
:argument("player", { "exp-commands_warnings.arg-player-create" }, Commands.types.lower_role_player)
:argument("reason", { "exp-commands_warnings.arg-reason" }, Commands.types.string)
:enable_auto_concatenation()
:add_aliases{ "warn" }
:add_flags{ "admin_only" }
:register(function(player, other_player, reason)
--- @cast other_player LuaPlayer
--- @cast reason string
Warnings.add_warning(other_player, player.name, reason)
local player_name = format_player_name(player)
local other_player_name = format_player_name(other_player)
game.print{ "exp-commands_warnings.create", other_player_name, player_name, reason }
end)
--- Gets a list of all warnings that a player has on them. If no player then lists all players and the number of warnings on them.
Commands.new("get-warnings", { "exp-commands_warnings.description-get" })
:optional("player", { "exp-commands_warnings.arg-player-get" }, Commands.types.player)
:add_aliases{ "warnings" }
:add_flags{ "admin_only" }
:register(function(player, other_player)
--- @cast other_player LuaPlayer?
if other_player then
local warnings = Warnings.get_warnings(player)
local script_warnings = Warnings.get_script_warnings(player)
local other_player_name = format_player_name(other_player)
Commands.print{ "exp-commands_warnings.player-title", other_player_name, #warnings, #script_warnings, config.script_warning_limit }
for _, warning in pairs(warnings) do
local by_player_name_formatted = format_player_name(warning.by_player_name)
Commands.print{ "exp-commands_warnings.list-element-player", by_player_name_formatted, warning.reason }
end
else
local warnings = Warnings.user_warnings:get_all()
local script_warnings = Warnings.user_script_warnings
Commands.print{ "exp-commands_warnings.warnings-title" }
for player_name, player_warnings in pairs(warnings) do
local player_name_formatted = format_player_name(player_name)
local script_warning_count = script_warnings[player_name] and #script_warnings[player_name] or 0
Commands.print{ "exp-commands_warnings.list-element", player_name_formatted, #player_warnings, script_warning_count, config.script_warning_limit }
end
for player_name, player_warnings in pairs(script_warnings) do
if not warnings[player_name] then
local player_name_formatted = format_player_name(player_name)
Commands.print{ "exp-commands_warnings.list-element", player_name_formatted, 0, #player_warnings, config.script_warning_limit }
end
end
end
end)
--- Clears all warnings from a player
Commands.new("clear-warnings", { "exp-commands_warnings.description-clear" })
:argument("player", { "exp-commands_warnings.arg-player-clear" }, Commands.types.player)
:add_flags{ "admin_only" }
:register(function(player, other_player)
--- @cast other_player LuaPlayer
Warnings.clear_warnings(other_player, player.name)
Warnings.clear_script_warnings(other_player)
local player_name = format_player_name(player)
local other_player_name = format_player_name(other_player)
game.print{ "exp-commands_warnings.cleared", other_player_name, player_name }
end)
--- Clears all script warnings from a player
Commands.new("clear-script-warnings", { "exp-commands_warnings.description-clear-script" })
:argument("player", { "exp-commands_warnings.arg-player-clear" }, Commands.types.player)
:add_flags{ "admin_only" }
:register(function(player, other_player)
--- @cast other_player LuaPlayer
Warnings.clear_script_warnings(other_player)
local player_name = format_player_name(player)
local other_player_name = format_player_name(other_player)
game.print{ "exp-commands_warnings.cleared-script", other_player_name, player_name }
end)
--- Clears the last warning that was given to a player
Commands.new("clear-last-warnings", { "exp-commands_warnings.description-clear-last" })
:argument("player", { "exp-commands_warnings.arg-player-clear" }, Commands.types.player)
:add_flags{ "admin_only" }
:register(function(player, other_player)
--- @cast other_player LuaPlayer
Warnings.remove_warning(other_player, player.name)
local player_name = format_player_name(player)
local other_player_name = format_player_name(other_player)
game.print{ "exp-commands_warnings.cleared-last", other_player_name, player_name }
end)
+2 -1
View File
@@ -38,7 +38,6 @@ require("modules/exp_scenario/commands/surface")
require("modules/exp_scenario/commands/teleport") require("modules/exp_scenario/commands/teleport")
require("modules/exp_scenario/commands/trains") require("modules/exp_scenario/commands/trains")
require("modules/exp_scenario/commands/vlayer") require("modules/exp_scenario/commands/vlayer")
require("modules/exp_scenario/commands/warnings")
require("modules/exp_scenario/commands/waterfill") require("modules/exp_scenario/commands/waterfill")
--- Control --- Control
@@ -60,11 +59,13 @@ add(require("modules/exp_scenario/control/inventory_clear"))
add(require("modules/exp_scenario/control/mine_depletion")) add(require("modules/exp_scenario/control/mine_depletion"))
add(require("modules/exp_scenario/control/nuke_protection")) add(require("modules/exp_scenario/control/nuke_protection"))
add(require("modules/exp_scenario/control/pollution_grading")) 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/protection_jail"))
add(require("modules/exp_scenario/control/report_jail")) add(require("modules/exp_scenario/control/report_jail"))
add(require("modules/exp_scenario/control/research")) add(require("modules/exp_scenario/control/research"))
add(require("modules/exp_scenario/control/roles")) add(require("modules/exp_scenario/control/roles"))
add(require("modules/exp_scenario/control/spawn_area")) add(require("modules/exp_scenario/control/spawn_area"))
add(require("modules/exp_scenario/control/spectate"))
add(require("modules/exp_scenario/control/station_auto_name")) add(require("modules/exp_scenario/control/station_auto_name"))
--- Guis --- Guis
@@ -3,6 +3,7 @@ Log certain actions into a file when events are triggered
]] ]]
local ExpUtil = require("modules/exp_util") local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
local Roles = require("modules/exp_roles") local Roles = require("modules/exp_roles")
local config = require("modules.exp_legacy.config.deconlog") local config = require("modules.exp_legacy.config.deconlog")
@@ -130,31 +131,79 @@ local function on_player_mined_entity(event)
add_log_line(player, "mined_entity", format_entity(event.entity)) add_log_line(player, "mined_entity", format_entity(event.entity))
end end
--- Log when rocket is fired --- Ammo which is logged when fired
local logged_ammo = {
["rocket"] = config.fired_rocket,
["explosive-rocket"] = config.fired_explosive_rocket,
["atomic-bomb"] = config.fired_nuke,
}
--- @class ExpScenario_DeconstructionLog.AmmoSlot
--- @field name string
--- @field count number
--- The last seen contents of each ammo slot, keyed by player index then slot index
local ammo_slots = {} --- @type table<uint, table<uint, ExpScenario_DeconstructionLog.AmmoSlot>>
Storage.register(ammo_slots, function(tbl)
ammo_slots = tbl
end)
--- Read the ammo slots of a player, empty while they have no character
--- @param player LuaPlayer
--- @return table<uint, ExpScenario_DeconstructionLog.AmmoSlot>
local function read_ammo_slots(player)
local slots = {}
if not player.character then return slots end
local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
for index = 1, #character_ammo do
local stack = character_ammo[index --[[@as uint]]]
if stack.valid_for_read then
slots[index] = { name = stack.name, count = stack.count }
end
end
return slots
end
--- Log a shot, there is no fired event so a slot losing one of the same ammo is taken as a shot
--- @param event EventData.on_player_ammo_inventory_changed --- @param event EventData.on_player_ammo_inventory_changed
local function on_player_ammo_inventory_changed(event) local function on_player_ammo_inventory_changed(event)
local player = get_log_player(event) local player = get_log_player(event)
if not player or not player.character then return end if not player then return end
local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo)) local previous_slots = ammo_slots[player.index] or {}
local gun_index = player.character.selected_gun_index --[[@as uint]] local slots = read_ammo_slots(player)
local item = character_ammo[gun_index] ammo_slots[player.index] = slots
if not item or not item.valid or not item.valid_for_read then
return for index, previous in pairs(previous_slots) do
local current = slots[index]
local fired = nil --- @type string?
if current then
if previous.name == current.name and previous.count == current.count + 1 then
fired = current.name
end
elseif previous.count == 1 then
fired = previous.name
end end
local action_name = "shot-" .. item.name if fired and logged_ammo[fired] then
if not config.fired_rocket and action_name == "shot-rocket" then add_log_line(player, "shot-" .. fired, format_position(player.physical_position), format_position(player.shooting_state.position))
return end
elseif not config.fired_explosive_rocket and action_name == "shot-explosive-rocket" then end
return
elseif not config.fired_nuke and action_name == "shot-atomic-bomb" then
return
end end
add_log_line(player, action_name, format_position(player.physical_position), format_position(player.shooting_state.position)) --- Read the ammo of a player when they join or get a new character, so the first shot afterwards is seen
--- @param event EventData.on_player_joined_game | EventData.on_player_respawned
local function on_player_character_changed(event)
local player = assert(game.get_player(event.player_index))
ammo_slots[player.index] = read_ammo_slots(player)
end end
--- Forget the ammo of a player who left
--- @param event EventData.on_player_left_game
local function on_player_left_game(event)
ammo_slots[event.player_index] = nil
end
local e = defines.events local e = defines.events
local events = { local events = {
@@ -175,6 +224,9 @@ end
if config.fired_rocket or config.fired_explosive_rocket or config.fired_nuke then if config.fired_rocket or config.fired_explosive_rocket or config.fired_nuke then
events[e.on_player_ammo_inventory_changed] = on_player_ammo_inventory_changed events[e.on_player_ammo_inventory_changed] = on_player_ammo_inventory_changed
events[e.on_player_joined_game] = on_player_character_changed
events[e.on_player_respawned] = on_player_character_changed
events[e.on_player_left_game] = on_player_left_game
end end
return { return {
+5 -39
View File
@@ -81,8 +81,8 @@ end
--- Repeated protected entity mining --- Repeated protected entity mining
if config.entity_protection then if config.entity_protection then
local EntityProtection = require("modules.exp_legacy.modules.control.protection") local EntityProtection = require("modules/exp_scenario/control/protection")
events[EntityProtection.events.on_repeat_violation] = function(event) events[EntityProtection.on_repeat_violation] = function(event)
local player_name = get_player_name(event) local player_name = get_player_name(event)
emit_event{ emit_event{
title = "Entity Protection", title = "Entity Protection",
@@ -131,44 +131,10 @@ if config.player_reports then
end end
end end
--- Warnings added and removed
if config.player_warnings then
local Warnings = require("modules.exp_legacy.modules.control.warnings")
events[Warnings.events.on_warning_added] = function(event)
local player_name, by_player_name = get_player_name(event)
local player = assert(game.get_player(player_name))
emit_event{
title = "Warning",
description = "A player has been given a warning",
color = Colors.yellow,
fields = {
{ name = "Player", inline = true, value = append_playtime(player_name) },
{ name = "By", inline = true, value = append_playtime(by_player_name) },
{ name = "Report Count", inline = true, value = Warnings.count_warnings(player) },
{ name = "Reason", value = event.reason },
},
}
end
events[Warnings.events.on_warning_removed] = function(event)
if event.batch ~= 1 then return end
local player_name = get_player_name(event)
emit_event{
title = "Warnings Removed",
description = "A player has a warning removed",
color = Colors.green,
fields = {
{ name = "Player", inline = true, value = append_playtime(player_name) },
{ name = "By", inline = true, value = append_playtime(event.removed_by_name) },
{ name = "Report Count", inline = true, value = tostring(event.batch_count) },
},
}
end
end
--- When a player is jailed or unjailed --- When a player is jailed or unjailed
if config.player_jail then if config.player_jail then
local Jail = require("modules.exp_legacy.modules.control.jail") local Jail = require("modules/exp_scenario/control/jail")
events[Jail.events.on_player_jailed] = function(event) events[Jail.on_player_jailed] = function(event)
local player_name, by_player_name = get_player_name(event) local player_name, by_player_name = get_player_name(event)
emit_event{ emit_event{
title = "Jail", title = "Jail",
@@ -181,7 +147,7 @@ if config.player_jail then
}, },
} }
end 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) local player_name, by_player_name = get_player_name(event)
emit_event{ emit_event{
title = "Unjail", 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 ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage") local Storage = require("modules/exp_util/storage")
local Jail = require("modules.exp_legacy.modules.control.jail") local Jail = require("modules/exp_scenario/control/jail")
local Protection = require("modules.exp_legacy.modules.control.protection") local Protection = require("modules/exp_scenario/control/protection")
local format_player_name = ExpUtil.format_player_name_locale local format_player_name = ExpUtil.format_player_name_locale
@@ -41,7 +41,7 @@ local e = defines.events
return { return {
events = { 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, [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 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 Reports = require("modules.exp_legacy.modules.control.reports")
local max = math.max 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
+74
View File
@@ -206,6 +206,78 @@ function Elements.camera.refresh_online()
end end
end end
--- Slot in the header showing what the player a camera follows holds in their cursor
--- @class ExpGui_Surveillance.elements.cursor_slot: ExpElement
--- @field data table<LuaGuiElement, LuaGuiElement> The camera the slot belongs to
--- @overload fun(parent: LuaGuiElement, camera: LuaGuiElement): LuaGuiElement
Elements.cursor_slot = Gui.define("surveillance/cursor_slot")
:track_all_elements()
:draw{
type = "sprite-button",
style = "slot_button",
tooltip = { "exp-gui_surveillance.tooltip-cursor-empty" },
}
:style{
height = 26,
width = 26,
margin = { -1, -1, -1, -2 },
}
:element_data(
Gui.from_argument(1)
) --[[@as any]]
--- @class ExpGui_Surveillance.elements.cursor_slot.display_data
--- @field sprite SpritePath? Nil when the cursor is empty
--- @field number number? Nil for a ghost, which has no count
--- @field tooltip LocalisedString
--- Calculate what a slot shows for the cursor of a player
--- @param player LuaPlayer
--- @return ExpGui_Surveillance.elements.cursor_slot.display_data
function Elements.cursor_slot.calculate_display_data(player)
local cursor_stack = player.cursor_stack
if cursor_stack and cursor_stack.valid_for_read then
return {
sprite = "item/" .. cursor_stack.name,
number = cursor_stack.count,
tooltip = { "exp-gui_surveillance.tooltip-cursor", cursor_stack.prototype.localised_name, cursor_stack.count },
}
end
local cursor_ghost = player.cursor_ghost --[[@as ItemIDAndQualityIDPair?]]
if cursor_ghost then
local prototype = cursor_ghost.name --[[@as LuaItemPrototype]]
return {
sprite = "item/" .. prototype.name,
tooltip = { "exp-gui_surveillance.tooltip-cursor-ghost", prototype.localised_name },
}
end
return { tooltip = { "exp-gui_surveillance.tooltip-cursor-empty" } }
end
--- Refresh a slot, a ghost is shown greyed out and the slot is hidden when the camera is not following a player
--- @param cursor_slot LuaGuiElement
--- @param target_player LuaPlayer?
function Elements.cursor_slot.refresh(cursor_slot, target_player)
cursor_slot.visible = target_player ~= nil
if not target_player then return end
local display_data = Elements.cursor_slot.calculate_display_data(target_player)
cursor_slot.sprite = display_data.sprite or ""
cursor_slot.number = display_data.number
cursor_slot.tooltip = display_data.tooltip
cursor_slot.enabled = display_data.sprite == nil or display_data.number ~= nil
end
--- Refresh the slots of all online cameras
function Elements.cursor_slot.refresh_online()
for _, cursor_slot in Elements.cursor_slot:online_elements() do
local camera = Elements.cursor_slot.data[cursor_slot]
Elements.cursor_slot.refresh(cursor_slot, Elements.camera.data[camera])
end
end
--- Container added to the screen --- Container added to the screen
Elements.container = Gui.define("surveillance/container") Elements.container = Gui.define("surveillance/container")
:draw(function(def, parent) :draw(function(def, parent)
@@ -214,6 +286,7 @@ Elements.container = Gui.define("surveillance/container")
local target_player = Gui.get_player(parent) local target_player = Gui.get_player(parent)
local camera = Elements.camera(screen_frame, target_player) local camera = Elements.camera(screen_frame, target_player)
Elements.cursor_slot(button_flow, camera)
local type_dropdown_data = { local type_dropdown_data = {
camera = camera, camera = camera,
@@ -248,6 +321,7 @@ return {
[e.on_tick] = Elements.camera.refresh_online, [e.on_tick] = Elements.camera.refresh_online,
}, },
on_nth_tick = { on_nth_tick = {
[10] = Elements.cursor_slot.refresh_online,
[600] = Elements.type_dropdown.refresh_online, [600] = Elements.type_dropdown.refresh_online,
} }
} }
+6 -20
View File
@@ -249,25 +249,6 @@ description=Print all vlayer information.
title=VLayer Information: title=VLayer Information:
result=__1__: __2__ result=__1__: __2__
[exp-commands_warnings]
description-create=Gives a warning to a player; may lead to automatic script action.
description-get=Gets the number of warnings a player has. If no player then lists all players and the number of warnings they have.
description-clear=Clears all warnings (and script warnings) from a player.
description-clear-script=Clears all script warnings from a player.
description-clear-last=Clears the last warning from a player.
arg-player-create=Player to give the warning to.
arg-player-get=Player to get the warning of, if not given all players are returned.
arg-player-clear=Player to clear the warnings of.
arg-reason=Reason the user is receiving a warning.
create=__1__ received a warning from __2__ for __3__.
player-title=__1__ has __2__ warnings and __3__/__4__ script warnings.
list-element-player=__1__: __2__
warnings-title=The following players have warnings aginst them (and script warnings):
list-element=__1__: __2__ (__3__/__4__)
cleared=__1__ had all their warnings cleared by __2__.
cleared-script=__1__ had all their script warnings cleared by __2__.
cleared-last=__1__ had their last warning cleared by __2__.
[exp-commands_waterfill] [exp-commands_waterfill]
description=Replace tiles with shallow water. description=Replace tiles with shallow water.
requires-explosives=__ITEM__cliff-explosives__ are required to create water. requires-explosives=__ITEM__cliff-explosives__ are required to create water.
@@ -326,7 +307,6 @@ reason-entry=Enter Reason
goto-player=Goto player goto-player=Goto player
bring-player=Bring player bring-player=Bring player
report-player=Report player report-player=Report player
warn-player=Warn player
jail-player=Jail player jail-player=Jail player
kick-player=Kick player kick-player=Kick player
ban-player=Ban player ban-player=Ban player
@@ -489,6 +469,9 @@ caption-set-location=Set
type-player=Player type-player=Player
type-static=Static type-static=Static
type-loop=Loop type-loop=Loop
tooltip-cursor=__1__ x__2__
tooltip-cursor-ghost=__1__ (ghost)
tooltip-cursor-empty=Empty cursor
[exp-gui_task-list] [exp-gui_task-list]
caption-main=Task List [img=info] caption-main=Task List [img=info]
@@ -577,3 +560,6 @@ chat-jailed=__1__ was jailed because they removed too many protected entities. P
[exp_report-jail] [exp_report-jail]
chat-jailed=__1__ was jailed because they were reported too many times. Please wait for a moderator. 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.
+3 -19
View File
@@ -246,25 +246,6 @@ description=vlayer 資訊
title=vlayer 資訊: title=vlayer 資訊:
result=__1__: __2__ result=__1__: __2__
[exp-commands_warnings]
description-create=給用戶一個警告; 可能會導致系統的自動行動。
description-get=取得用戶收到的警告次數。如果沒有用戶,則列出所有用戶以及他們受到警告的次數。
description-clear=清除用戶的所有警告(和系統警告)。
description-clear-script=清除用戶的系統警告。
description-clear-last=清除用戶的最後警告。
arg-player-create=要警告的用戶。
arg-player-get=要取得的用戶, 若沒有則返回所有用戶。
arg-player-clear=要清除的用戶。
arg-reason=原因。
create=__1__ 被 __2__ 因 __3__ 作出警告。
player-title=__1__ 有 __2__ 個警告和 __3__/__4__ 的系統警告。
list-element-player=__1__: __2__
warnings-title=該用戶警告如下:
list-element=__1__: __2__ (__3__/__4__)
cleared=__1__ 的警告己被 __2__ 清除。
cleared-script=__1__ 的系統警告己被 __2__ 清除。
cleared-last=__1__ 的最後警告己被 __2__ 清除。
[exp-commands_waterfill] [exp-commands_waterfill]
description=把地換為淺水。 description=把地換為淺水。
requires-explosives=沒有足夠的 __ITEM__cliff-explosives__ 。 requires-explosives=沒有足夠的 __ITEM__cliff-explosives__ 。
@@ -474,6 +455,9 @@ caption-set-location=設
type-player=用戶 type-player=用戶
type-static=靜態 type-static=靜態
type-loop=循環 type-loop=循環
tooltip-cursor=__1__ x__2__
tooltip-cursor-ghost=__1__ (幻影)
tooltip-cursor-empty=游標為空
[exp-gui_task-list] [exp-gui_task-list]
caption-main=工作流程 [img=info] caption-main=工作流程 [img=info]
+3 -19
View File
@@ -246,25 +246,6 @@ description=vlayer 資訊
title=vlayer 資訊: title=vlayer 資訊:
result=__1__: __2__ result=__1__: __2__
[exp-commands_warnings]
description-create=給用戶一個警告; 可能會導致系統的自動行動。
description-get=取得用戶收到的警告次數。如果沒有用戶,則列出所有用戶以及他們受到警告的次數。
description-clear=清除用戶的所有警告(和系統警告)。
description-clear-script=清除用戶的系統警告。
description-clear-last=清除用戶的最後警告。
arg-player-create=要警告的用戶。
arg-player-get=要取得的用戶, 若沒有則返回所有用戶。
arg-player-clear=要清除的用戶。
arg-reason=原因。
create=__1__ 被 __2__ 因 __3__ 作出警告。
player-title=__1__ 有 __2__ 個警告和 __3__/__4__ 的系統警告。
list-element-player=__1__: __2__
warnings-title=該用戶警告如下:
list-element=__1__: __2__ (__3__/__4__)
cleared=__1__ 的警告己被 __2__ 清除。
cleared-script=__1__ 的系統警告己被 __2__ 清除。
cleared-last=__1__ 的最後警告己被 __2__ 清除。
[exp-commands_waterfill] [exp-commands_waterfill]
description=把地換為淺水。 description=把地換為淺水。
requires-explosives=沒有足夠的 __ITEM__cliff-explosives__ 。 requires-explosives=沒有足夠的 __ITEM__cliff-explosives__ 。
@@ -474,6 +455,9 @@ caption-set-location=設
type-player=用戶 type-player=用戶
type-static=靜態 type-static=靜態
type-loop=循環 type-loop=循環
tooltip-cursor=__1__ x__2__
tooltip-cursor-ghost=__1__ (幻影)
tooltip-cursor-empty=游標為空
[exp-gui_task-list] [exp-gui_task-list]
caption-main=工作流程 [img=info] caption-main=工作流程 [img=info]
-5
View File
@@ -26,25 +26,20 @@ const definitions: Definition[] = [
["exp_scenario.command.clear_blueprints_surface", "/clear-blueprints-surface", "Clear all blueprints on the current surface."], ["exp_scenario.command.clear_blueprints_surface", "/clear-blueprints-surface", "Clear all blueprints on the current surface."],
["exp_scenario.command.clear_ground_items", "/clear-ground-items", "Clear all items on the ground."], ["exp_scenario.command.clear_ground_items", "/clear-ground-items", "Clear all items on the ground."],
["exp_scenario.command.clear_inventory", "/clear-inventory", "Clear a player's inventory, moving all items to spawn."], ["exp_scenario.command.clear_inventory", "/clear-inventory", "Clear a player's inventory, moving all items to spawn."],
["exp_scenario.command.clear_last_warnings", "/clear-last-warnings", "Clears the last warning from a player."],
["exp_scenario.command.clear_pollution", "/clear-pollution", "Clear pollution from your current surface, or another surface."], ["exp_scenario.command.clear_pollution", "/clear-pollution", "Clear pollution from your current surface, or another surface."],
["exp_scenario.command.clear_reports", "/clear-reports", "Clears all reports from a player or just the report from one player."], ["exp_scenario.command.clear_reports", "/clear-reports", "Clears all reports from a player or just the report from one player."],
["exp_scenario.command.clear_script_warnings", "/clear-script-warnings", "Clears all script warnings from a player."],
["exp_scenario.command.clear_warnings", "/clear-warnings", "Clears all warnings (and script warnings) from a player."],
["exp_scenario.command.collectdata", "/collectdata", "Collect data for RCON usage."], ["exp_scenario.command.collectdata", "/collectdata", "Collect data for RCON usage."],
["exp_scenario.command.commands", "/commands", "List and search all commands for a keyword.", true], ["exp_scenario.command.commands", "/commands", "List and search all commands for a keyword.", true],
["exp_scenario.command.connect", "/connect", "Connect to another server.", true], ["exp_scenario.command.connect", "/connect", "Connect to another server.", true],
["exp_scenario.command.connect_all", "/connect-all", "Connect all players to another server."], ["exp_scenario.command.connect_all", "/connect-all", "Connect all players to another server."],
["exp_scenario.command.connect_player", "/connect-player", "Connect a player to a different server."], ["exp_scenario.command.connect_player", "/connect-player", "Connect a player to a different server."],
["exp_scenario.command.create_report", "/create-report", "Reports a player and notifies moderators.", true], ["exp_scenario.command.create_report", "/create-report", "Reports a player and notifies moderators.", true],
["exp_scenario.command.create_warning", "/create-warning", "Gives a warning to a player; may lead to automatic script action."],
["exp_scenario.command.data_preference", "/data-preference", "Allows you to set/get your data saving preference.", true], ["exp_scenario.command.data_preference", "/data-preference", "Allows you to set/get your data saving preference.", true],
["exp_scenario.command.debug", "/debug", "Opens the debug gui."], ["exp_scenario.command.debug", "/debug", "Opens the debug gui."],
["exp_scenario.command.follow", "/follow", "Start following a player in spectator."], ["exp_scenario.command.follow", "/follow", "Start following a player in spectator."],
["exp_scenario.command.get_home", "/get-home", "Returns your current home location."], ["exp_scenario.command.get_home", "/get-home", "Returns your current home location."],
["exp_scenario.command.get_reports", "/get-reports", "List the reports against a player, or against every player."], ["exp_scenario.command.get_reports", "/get-reports", "List the reports against a player, or against every player."],
["exp_scenario.command.get_roles", "/get-roles", "Get all roles that a player has, if no player provided it lists all roles.", true], ["exp_scenario.command.get_roles", "/get-roles", "Get all roles that a player has, if no player provided it lists all roles.", true],
["exp_scenario.command.get_warnings", "/get-warnings", "List the warnings against a player, or against every player."],
["exp_scenario.command.goto", "/goto", "Teleports you to a player."], ["exp_scenario.command.goto", "/goto", "Teleports you to a player."],
["exp_scenario.command.home", "/home", "Teleports you to your home location."], ["exp_scenario.command.home", "/home", "Teleports you to your home location."],
["exp_scenario.command.jail", "/jail", "Puts a player into jail, which suppresses all of their other roles."], ["exp_scenario.command.jail", "/jail", "Puts a player into jail, which suppresses all of their other roles."],