Fixed assignment logic edge cases

This commit is contained in:
Cooldude2606
2023-02-18 19:17:15 +00:00
parent e8e5f963a1
commit fce01baf1c
2 changed files with 81 additions and 53 deletions

View File

@@ -146,8 +146,8 @@ end)
--- Internal function used to trigger a few different things when roles are changed
-- this is the raw internal trigger as the other function is called at other times
-- there is a second half called role_update which triggers after the event call, it also is called when a player joins
local function emit_player_roles_updated(player, type, roles, by_player_name, skip_game_print, deferred)
by_player_name = game.player and game.player.name or by_player_name or '<server>'
local function emit_player_roles_updated(player, type, roles, by_player_name, skip_game_print)
by_player_name = by_player_name or game.player and game.player.name or '<server>'
local by_player = game.players[by_player_name]
local by_player_index = by_player and by_player.index or 0
-- get the event id from the type of emit
@@ -155,22 +155,14 @@ local function emit_player_roles_updated(player, type, roles, by_player_name, sk
if type == 'unassign' then
event = Roles.events.on_role_unassigned
end
-- convert the roles to objects and get the names of the roles
local index, role_names = 0, {}
for _, role in ipairs(roles) do
role = Roles.get_role_from_any(role)
if role then
index = index + 1
role_names[index] = role.name
end
-- Get the names of the roles
local role_names = {}
for index, role in ipairs(roles) do
role_names[index] = role.name
end
-- output to all the different locations: game print, player sound, event trigger and role log
if not skip_game_print then
if deferred then
game.print({'expcore-roles.game-message-deferred-'..type, player.name, table.concat(role_names, ', '), by_player_name}, Colours.cyan)
else
game.print({'expcore-roles.game-message-'..type, player.name, table.concat(role_names, ', '), by_player_name}, Colours.cyan)
end
game.print({'expcore-roles.game-message-'..type, player.name, table.concat(role_names, ', '), by_player_name}, Colours.cyan)
end
if type == 'assign' then
player.play_sound{path='utility/achievement_unlocked'}
@@ -373,35 +365,46 @@ function Roles.assign_player(player, roles, by_player_name, skip_checks, silent)
local valid_player = Game.get_player_from_any(player)
if not skip_checks and not valid_player then return end
if not player then return end
-- Convert the roles into a table (allows for optional array)
if type(roles) ~= 'table' or roles.name then
roles = { roles }
end
-- if the player has a role that needs to defer the role changes, save the roles that need to be assigned later into a table
-- Convert to role objects
local role_objects = {}
for _, role in ipairs(roles) do
local role_object = Roles.get_role_from_any(role)
if role_object then table.insert(role_objects, role_object) end
end
-- If the player has a role that needs to defer the role changes, save the roles that need to be assigned later into a table
if valid_player and Roles.player_has_flag(player, "defer_role_changes") then
local assign_later = Roles.config.deferred_roles[valid_player.name] or {}
local were_changes = false
for _, role in ipairs(roles) do
if assign_later[role] ~= 1 then
assign_later[role] = 1
were_changes = true
for _, role in ipairs(role_objects) do
local role_change = assign_later[role.name]
if role_change then
role_change.count = role_change.count + 1
if role_change.count == 1 then
role_change.by_player_name = by_player_name or "<server>"
role_change.silent = silent
end
else
assign_later[role.name] = {
count = 1, by_player_name = by_player_name or "<server>", silent = silent
}
end
end
Roles.config.deferred_roles[valid_player.name] = assign_later
if were_changes then
emit_player_roles_updated(valid_player, 'assign', roles, by_player_name, silent, true)
end
return
end
for _, role in ipairs(roles) do
role = Roles.get_role_from_any(role)
if role then
role:add_player(valid_player or player, valid_player == nil, true)
end
for _, role in ipairs(role_objects) do
role:add_player(valid_player or player, valid_player == nil, true)
end
if valid_player then
emit_player_roles_updated(valid_player, 'assign', roles, by_player_name, silent)
emit_player_roles_updated(valid_player, 'assign', role_objects, by_player_name, silent)
end
end
@@ -423,52 +426,78 @@ function Roles.unassign_player(player, roles, by_player_name, skip_checks, silen
local valid_player = Game.get_player_from_any(player)
if not skip_checks and not valid_player then return end
if not player then return end
-- Convert the roles into a table (allows for optional array)
if type(roles) ~= 'table' or roles.name then
roles = { roles }
end
-- if the player has a role that needs to defer the role changes, save the roles that need to be unassigned later into a table
if Roles.player_has_flag(player, "defer_role_changes") then
-- Convert to role objects
local role_objects = {}
for _, role in ipairs(roles) do
local role_object = Roles.get_role_from_any(role)
if role_object then table.insert(role_objects, role_object) end
end
-- If the player has a role that needs to defer the role changes, save the roles that need to be unassigned later into a table
local defer_changes = Roles.player_has_flag(player, "defer_role_changes")
if defer_changes then
local assign_later = Roles.config.deferred_roles[valid_player.name] or {}
local were_changes = false
for _, role in ipairs(roles) do
if assign_later[role] ~= -1 then
assign_later[role] = -1
were_changes = true
for _, role in ipairs(role_objects) do
local role_change = assign_later[role.name]
if role_change then
role_change.count = role_change.count - 1
if role_change.count == -1 then
role_change.by_player_name = by_player_name or "<server>"
role_change.silent = silent
end
else
assign_later[role.name] = {
count = -1, by_player_name = by_player_name or "<server>", silent = silent
}
end
end
Roles.config.deferred_roles[valid_player.name] = assign_later
if were_changes then
emit_player_roles_updated(valid_player, 'unassign', roles, by_player_name, silent, true)
end
return
end
for _, role in ipairs(roles) do
role = Roles.get_role_from_any(role)
if role then
-- Remove the player from roles
local role_changes = {}
for _, role in ipairs(role_objects) do
if not defer_changes or role:has_flag("defer_role_changes") then
role:remove_player(valid_player or player, valid_player == nil, true)
table.insert(role_changes, role)
end
end
-- if there are deferred role changes, apply them now
if Roles.player_has_flag(valid_player, "defer_role_changes") then
-- If there are deferred role changes, apply them now
if defer_changes and not Roles.player_has_flag(valid_player, "defer_role_changes") then
local assign_later = Roles.config.deferred_roles[player.name] or {}
for role_name, assign in pairs(assign_later) do
local assigns, unassigns = {}, {}
for role_name, details in pairs(assign_later) do
local role = Roles.get_role_from_any(role_name)
if role then
if assign == 1 then
if details.count > 0 then
role:add_player(valid_player or player, valid_player == nil, true)
elseif assign == -1 then
if not assigns[details.by_player_name] then assigns[details.by_player_name] = {} end
if not details.silent then table.insert(assigns[details.by_player_name], role) end
elseif details.count < 0 then
role:remove_player(valid_player or player, valid_player == nil, true)
if not unassigns[details.by_player_name] then unassigns[details.by_player_name] = {} end
if not details.silent then table.insert(unassigns[details.by_player_name], role) end
end
end
end
for assign_by_player_name, assign_roles in pairs(assigns) do
if #assign_roles > 0 then emit_player_roles_updated(valid_player, 'assign', assign_roles, assign_by_player_name) end
end
for unassign_by_player_name, unassign_roles in pairs(unassigns) do
if #unassign_roles > 0 then emit_player_roles_updated(valid_player, 'unassign', unassign_roles, unassign_by_player_name) end
end
Roles.config.deferred_roles[player.name] = nil
end
if valid_player then
emit_player_roles_updated(valid_player, 'unassign', roles, by_player_name, silent)
if valid_player and #role_changes > 0 then
emit_player_roles_updated(valid_player, 'unassign', role_changes, by_player_name, silent)
end
end