local Async = require("modules/exp_util/async") --- Top level module table, contains event handlers and public methods local Groups = {} ---@class ExpGroup ---@field group LuaPermissionGroup The permission group for this group proxy Groups._prototype = {} Groups._metatable = { __index = setmetatable(Groups._prototype, { __index = function(self, key) return self.group[key] end }), __class = "ExpGroup" } local action_to_name = {} for name, action in pairs(defines.input_action) do action_to_name[action] = name end --- Async Functions -- These are required to allow bypassing edit_permission_group --- Add a player to a permission group, requires edit_permission_group ---@param player LuaPlayer Player to add to the group ---@param group LuaPermissionGroup Group to add the player to local function add_player_to_group(player, group) return group.add_player(player) end --- Add a players to a permission group, requires edit_permission_group ---@param players LuaPlayer[] Players to add to the group ---@param group LuaPermissionGroup Group to add the players to local function add_players_to_group(players, group) local add_player = group.add_player if not add_player(players[1]) then return false end for i = 2, #players do add_player(players[i]) end return true end -- Async will bypass edit_permission_group but takes at least one tick local add_player_to_group_async = Async.register(add_player_to_group) local add_players_to_group_async = Async.register(add_players_to_group) --- Static methods for gettings, creating and removing permission groups --- Gets the permission group proxy with the given name or group ID. ---@param group_name string|uint32 The name or id of the permission group function Groups.get_group(group_name) local group = game.permissions.get_group(group_name) if group == nil then return nil end return setmetatable({ group = group }, Groups._metatable) end --- Gets the permission group proxy for a players group ---@param player LuaPlayer The player to get the group of function Groups.get_player_group(player) local group = player.permission_group if group == nil then return nil end return setmetatable({ group = group }, Groups._metatable) end --- Creates a new permission group, requires add_permission_group ---@param group_name string Name of the group to create function Groups.new_group(group_name) local group = game.permissions.get_group(group_name) assert(group == nil, "Group already exists with name: " .. group_name) group = game.permissions.create_group(group_name) assert(group ~= nil, "Requires permission add_permission_group") return setmetatable({ group = group }, Groups._metatable) end --- Get or create a permisison group, must use the group name not the group id ---@param group_name string Name of the group to create function Groups.get_or_create(group_name) local group = game.permissions.get_group(group_name) if group then return setmetatable({ group = group }, Groups._metatable) else group = game.permissions.create_group(group_name) assert(group ~= nil, "Requires permission add_permission_group") return setmetatable({ group = group }, Groups._metatable) end end --- Destory a permission group, moves all players to default group ---@param group_name string|uint32 The name or id of the permission group to destroy ---@param move_to_name string|uint32? The name or id of the permission group to move players to function Groups.destroy_group(group_name, move_to_name) local group = game.permissions.get_group(group_name) if group == nil then return nil end local players = group.players if #players > 0 then local move_to = game.permissions.get_group(move_to_name or "Default") for _, player in ipairs(players) do player.permission_group = move_to end end local success = group.destroy() assert(success, "Requires permission delete_permission_group") end --- Prototype methods for modifying and working with permission groups --- Add a player to the permission group ---@param player LuaPlayer The player to add to the group function Groups._prototype:add_player(player) return add_player_to_group(player, self.group) or add_player_to_group_async(player, self.group) end --- Add players to the permission group ---@param players LuaPlayer[] The player to add to the group function Groups._prototype:add_players(players) return add_players_to_group(players, self.group) or add_players_to_group_async(players, self.group) end --- Move all players to another group ---@param other_group ExpGroup The group to move players to, default is the Default group function Groups._prototype:move_players(other_group) return add_players_to_group(self.group.players, other_group.group) or add_players_to_group_async(self.group.players, other_group.group) end --- Allow a set of actions for this group ---@param actions defines.input_action[] Actions to allow function Groups._prototype:allow_actions(actions) local set_allow = self.group.set_allows_action for _, action in ipairs(actions) do set_allow(action, true) end return self end --- Disallow a set of actions for this group ---@param actions defines.input_action[] Actions to disallow function Groups._prototype:disallow_actions(actions) local set_allow = self.group.set_allows_action for _, action in ipairs(actions) do set_allow(action, false) end return self end --- Reset the allowed state of all actions ---@param allowed boolean? default true for allow all actions, false to disallow all actions function Groups._prototype:reset(allowed) local set_allow = self.group.set_allows_action if allowed == nil then allowed = true end for _, action in pairs(defines.input_action) do set_allow(action, allowed) end return self end --- Returns if the group is allowed a given action ---@param action string|defines.input_action Actions to test function Groups._prototype:allows(action) if type(action) == "string" then return self.group.allows_action(defines.input_action[action]) end return self.group.allows_action(action) end --- Print a message to all players in the group function Groups._prototype:print(...) for _, player in ipairs(self.group.players) do player.print(...) end end --- Static and Prototype methods for use with IPC --- Convert an array of strings into an array of action names ---@param actions_names string[] An array of action names local function names_to_actions(actions_names) local actions, invalid, invalid_i = {}, {}, 1 for i, action_name in ipairs(actions_names) do local action = defines.input_action[action_name] if action then actions[i] = action else invalid[invalid_i] = i invalid_i = invalid_i + 1 end end local last = #actions for _, i in ipairs(invalid) do actions[i] = actions[last] last = last - 1 end return actions end --- Get the action names from the action numbers function Groups.actions_to_names(actions) local names = {} for i, action in ipairs(actions) do names[i] = action_to_name[action] end return names end --- Get all input actions that are defined function Groups.get_actions_json() local rtn, rtn_i = {}, 1 for name in pairs(defines.input_action) do rtn[rtn_i] = name rtn_i = rtn_i + 1 end return game.table_to_json(rtn) end --- Convert a json string array into an array of input actions ---@param json string A json string representing a string array of actions function Groups.json_to_actions(json) local tbl = game.json_to_table(json) assert(tbl, "Invalid Json String") ---@cast tbl string[] return names_to_actions(tbl) end --- Returns the shortest defination of the allowed actions -- The first value of the return can be passed to :reset function Groups._prototype:to_json(raw) local allow, disallow = {}, {} local allow_i, disallow_i = 1, 1 local allows = self.group.allows_action for name, action in pairs(defines.input_action) do if allows(action) then allow[allow_i] = name allow_i = allow_i + 1 else disallow[disallow_i] = name disallow_i = disallow_i + 1 end end if allow_i >= disallow_i then return raw and {true, disallow} or game.table_to_json{ true, disallow } end return raw and {false, allow} or game.table_to_json{ false, allow } end --- Restores this group to the state given in a json string ---@param json string The json string to restore from function Groups._prototype:from_json(json) local tbl = game.json_to_table(json) assert(tbl and type(tbl[1]) == "boolean" and type(tbl[2]) == "table", "Invalid Json String") if tbl[1] then return self:reset(true):disallow_actions(names_to_actions(tbl[2])) end return self:reset(false):allow_actions(names_to_actions(tbl[2])) end return Groups