refactor(nukeprotect): better config setup

This commit is contained in:
oof2win2
2022-05-15 10:15:59 +02:00
parent 6a8a0ebb3e
commit f1268ddf9e
4 changed files with 42 additions and 62 deletions

View File

@@ -6,70 +6,52 @@ local Roles = require 'expcore.roles' --- @dep expcore.roles
local config = require 'config.nukeprotect' --- @dep config.nukeprotect
local move_items_stack = _C.move_items_stack --- @dep expcore.common
Event.add(defines.events.on_player_ammo_inventory_changed, function(event)
local player = game.get_player(event.player_index)
local function check_items(player, type)
-- if the player has perms to be ignored, then they should be
if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
-- if the players
if config.ignore_admins and player.admin then return end
local inv = player.get_inventory(defines.inventory.character_ammo)
for i = 1, #inv do
local item = inv[i]
if item.valid and item.valid_for_read and config.ammo[item.name] then
player.print({ "nukeprotect.ammo", { "item-name." .. item.name } })
local inventory = player.get_inventory(type)
for i = 1, #inventory do
local item = inventory[i]
if item.valid and item.valid_for_read and config[tostring(type)][item.name] then
player.print({ "nukeprotect.found", { "item-name." .. item.name } })
-- insert the items into the table so all items are transferred at once
move_items_stack({ item })
end
end
end)
end
Event.add(defines.events.on_player_armor_inventory_changed, function(event)
local player = game.get_player(event.player_index)
if table_size(config[tostring(defines.inventory.character_ammo)]) > 0 then
Event.add(defines.events.on_player_ammo_inventory_changed, function(event)
local player = game.get_player(event.player_index)
-- if the player has perms to be ignored, then they should be
if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
check_items(player, defines.inventory.character_ammo)
end)
end
local inv = player.get_inventory(defines.inventory.character_armor)
if table_size(config[tostring(defines.inventory.character_armor)]) > 0 then
Event.add(defines.events.on_player_armor_inventory_changed, function(event)
local player = game.get_player(event.player_index)
for i = 1, #inv do
local item = inv[i]
if item.valid and item.valid_for_read and config.armor[item.name] then
player.print({ "nukeprotect.armor", { "item-name." .. item.name } })
move_items_stack({ item })
end
end
end)
check_items(player, defines.inventory.character_armor)
end)
end
Event.add(defines.events.on_player_gun_inventory_changed, function(event)
local player = game.get_player(event.player_index)
if table_size(config[tostring(defines.inventory.character_guns)]) > 0 then
Event.add(defines.events.on_player_gun_inventory_changed, function(event)
local player = game.get_player(event.player_index)
-- if the player has perms to be ignored, then they should be
if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
check_items(player, defines.inventory.character_guns)
end)
end
local inv = player.get_inventory(defines.inventory.character_guns)
if table_size(config[tostring(defines.inventory.character_main)]) > 0 then
Event.add(defines.events.on_player_main_inventory_changed, function(event)
local player = game.get_player(event.player_index)
for i = 1, #inv do
local item = inv[i]
if item.valid and item.valid_for_read and config.gun[item.name] then
player.print({ "nukeprotect.gun", { "item-name." .. item.name } })
move_items_stack({ item })
end
end
end)
Event.add(defines.events.on_player_main_inventory_changed, function(event)
local player = game.get_player(event.player_index)
-- if the player has perms to be ignored, then they should be
if config.ignore_permisison and Roles.player_allowed(player, config.ignore_permisison) then return end
local inv = player.get_inventory(defines.inventory.character_main)
for i = 1, #inv do
local item = inv[i]
if item.valid and item.valid_for_read and config.main[item.name] then
player.print({ "nukeprotect.main", { "item-name." .. item.name } })
move_items_stack({ item })
end
end
end)
check_items(player, defines.inventory.character_main)
end)
end