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refactor(nukeprotect): better config setup
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@@ -291,7 +291,7 @@ Roles.define_role_order{
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}
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Roles.override_player_roles{
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["Cooldude2606"]={"Senior Administrator","Moderator","Senior Backer","Supporter"},
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["oof2win2"]={"Senior Administrator","Moderator","Senior Backer","Supporter"},
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["arty714"]={"Senior Administrator","Senior Backer","Supporter"},
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["Drahc_pro"]={"Administrator","Moderator","Veteran","Member"},
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["mark9064"]={"Administrator","Moderator","Member"},
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@@ -1,11 +1,12 @@
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return {
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ammo = {
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[tostring(defines.inventory.character_ammo)] = {
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["atomic-bomb"] = true
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}, -- @setting ammo The items to not allow in the player's ammo inventory
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armor = {}, -- @setting armor The items to not allow in the player's armor inventory
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gun = {}, -- @setting gun The items to not allow in the player's gun inventory
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main = {
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[tostring(defines.inventory.character_armor)] = {}, -- @setting armor The items to not allow in the player's armor inventory
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[tostring(defines.inventory.character_guns)] = {}, -- @setting gun The items to not allow in the player's gun inventory
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[tostring(defines.inventory.character_main)] = {
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["atomic-bomb"] = true
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}, -- @setting main The items to not allow in the player's main inventory
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ignore_permisison = "bypass-nukeprotect" -- @setting ignore_permisison The permission that nukeprotect will ignore
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ignore_permisison = "bypass-nukeprotect", -- @setting ignore_permisison The permission that nukeprotect will ignore
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ignore_admins = true, -- @setting ignore_admins Ignore admins, true by default. Allows usage outside of the roles module
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}
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@@ -85,7 +85,4 @@ jail=__1__ was jailed because they were reported too many times. Please wait for
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jail=__1__ was jailed because they removed too many protected entities. Please wait for a moderator.
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[nukeprotect]
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ammo=You cannot have __1__ in your ammo inventory, so it was placed into the chests at spawn.
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armor=You cannot have __1__ in your armor inventory, so it was placed into the chests at spawn.
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gun=You cannot have __1__ in your gun inventory, so it was placed into the chests at spawn.
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main=You cannot have __1__ in your main inventory, so it was placed into the chests at spawn.
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found=You cannot have __1__ in your inventory, so it was placed into the chests at spawn.
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@@ -6,70 +6,52 @@ local Roles = require 'expcore.roles' --- @dep expcore.roles
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local config = require 'config.nukeprotect' --- @dep config.nukeprotect
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local move_items_stack = _C.move_items_stack --- @dep expcore.common
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Event.add(defines.events.on_player_ammo_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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local function check_items(player, type)
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-- if the player has perms to be ignored, then they should be
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if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
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-- if the players
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if config.ignore_admins and player.admin then return end
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local inv = player.get_inventory(defines.inventory.character_ammo)
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for i = 1, #inv do
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local item = inv[i]
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if item.valid and item.valid_for_read and config.ammo[item.name] then
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player.print({ "nukeprotect.ammo", { "item-name." .. item.name } })
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local inventory = player.get_inventory(type)
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for i = 1, #inventory do
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local item = inventory[i]
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if item.valid and item.valid_for_read and config[tostring(type)][item.name] then
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player.print({ "nukeprotect.found", { "item-name." .. item.name } })
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-- insert the items into the table so all items are transferred at once
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move_items_stack({ item })
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end
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end
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end)
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end
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Event.add(defines.events.on_player_armor_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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if table_size(config[tostring(defines.inventory.character_ammo)]) > 0 then
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Event.add(defines.events.on_player_ammo_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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-- if the player has perms to be ignored, then they should be
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if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
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check_items(player, defines.inventory.character_ammo)
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end)
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end
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local inv = player.get_inventory(defines.inventory.character_armor)
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if table_size(config[tostring(defines.inventory.character_armor)]) > 0 then
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Event.add(defines.events.on_player_armor_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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for i = 1, #inv do
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local item = inv[i]
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if item.valid and item.valid_for_read and config.armor[item.name] then
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player.print({ "nukeprotect.armor", { "item-name." .. item.name } })
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move_items_stack({ item })
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end
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end
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end)
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check_items(player, defines.inventory.character_armor)
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end)
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end
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Event.add(defines.events.on_player_gun_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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if table_size(config[tostring(defines.inventory.character_guns)]) > 0 then
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Event.add(defines.events.on_player_gun_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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-- if the player has perms to be ignored, then they should be
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if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
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check_items(player, defines.inventory.character_guns)
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end)
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end
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local inv = player.get_inventory(defines.inventory.character_guns)
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if table_size(config[tostring(defines.inventory.character_main)]) > 0 then
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Event.add(defines.events.on_player_main_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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for i = 1, #inv do
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local item = inv[i]
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if item.valid and item.valid_for_read and config.gun[item.name] then
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player.print({ "nukeprotect.gun", { "item-name." .. item.name } })
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move_items_stack({ item })
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end
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end
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end)
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Event.add(defines.events.on_player_main_inventory_changed, function(event)
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local player = game.get_player(event.player_index)
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-- if the player has perms to be ignored, then they should be
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if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
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local inv = player.get_inventory(defines.inventory.character_main)
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for i = 1, #inv do
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local item = inv[i]
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if item.valid and item.valid_for_read and config.main[item.name] then
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player.print({ "nukeprotect.main", { "item-name." .. item.name } })
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move_items_stack({ item })
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end
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end
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end)
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check_items(player, defines.inventory.character_main)
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end)
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end
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