local Game = require 'utils.game' local Global = require 'utils.global' local Event = require 'utils.event' local Groups = require 'expcore.permission_groups' local Colours = require 'resources.color_presets' local Roles = { config={ order={}, -- Contains the order of the roles, lower index is better roles={}, -- Contains the raw info for the roles, indexed by role name flags={}, -- Contains functions that run when a flag is added/removed from a player internal={}, -- Contains all internally accessed roles, such as root, default players={} }, player_role_assigned=script.generate_event_name(), player_role_unassigned=script.generate_event_name(), _prototype={} } local function emit_player_roles_updated(player,type,roles,by_player_name) by_player_name = game.player and game.player.name or by_player_name or '' local event = Roles.player_role_assigned if type == 'unassign' then event = Roles.player_role_unassigned end local by_player = Game.get_player_from_any(by_player_name) local by_player_index = by_player and by_player.index or 0 local role_names = {} for _,role in pairs(roles) do role = Roles.get_role_from_any(role) if role then table.insert(role_names,role.name) end end game.print({'expcore-roles.game-message-'..type,player.name,table.concat(role_names,', '),by_player_name},Colours.cyan) script.raise_event(event,{ name=Roles.player_roles_updated, tick=game.tick, player_index=player.index, by_player_index=by_player_index, roles=roles }) game.write_file('log/roles.log',game.table_to_json{ player_name=player.name, by_player_name=by_player_name, type=type, roles_changed=roles }..'\n',true,0) end Global.register(Roles.config,function(tbl) Roles.config = tbl for _,role in pairs(Roles.config.roles) do setmetatable(role,{__index=Roles._prototype}) local parent = Roles.config.roles[role.parent] if parent then setmetatable(role.allowed_actions, {__index=parent.allowed_actions}) end end end) function Roles.debug() local output = '' for index,role_name in pairs(Roles.config.order) do local role = Roles.config.roles[role_name] local color = role.custom_color or Colours.white color = string.format('[color=%d,%d,%d]',color.r,color.g,color.b) output = output..string.format('\n%s %s) %s',color,index,serpent.line(role)) end return output end function Roles.get_role_by_name(name) return Roles.config.roles[name] end function Roles.get_role_by_order(index) local name = Roles.config.order[index] return Roles.config.roles[name] end function Roles.get_role_from_any(any) local tany = type(any) if tany == 'number' or tonumber(any) then any = tonumber(any) return Roles.get_role_by_order(any) elseif tany == 'string' then return Roles.get_role_by_name(any) elseif tany == 'table' then return Roles.get_role_by_name(any.name) end end function Roles.get_player_roles(player) player = Game.get_player_from_any(player) if not player then return end local roles = Roles.config.players[player.name] or {} local default = Roles.config.roles[Roles.config.internal.default] local rtn = {default} for _,role_name in pairs(roles) do table.insert(rtn,Roles.config.roles[role_name]) end return rtn end function Roles.get_player_highest_role(player) local roles = Roles.get_player_roels(player) if not roles then return end local highest for _,role in pairs(roles) do if not highest or role.index < highest.index then highest = role end end return highest end function Roles.assign_player(player,roles,by_player_name) player = Game.get_player_from_any(player) if not player then return end if type(roles) ~= 'table' or roles.name then roles = {roles} end for _,role in pairs(roles) do role = Roles.get_role_from_any(role) if role then role:add_player(player,false,true) end end emit_player_roles_updated(player,'assign',roles,by_player_name) end function Roles.unassign_player(player,roles,by_player_name) player = Game.get_player_from_any(player) if not player then return end if type(roles) ~= 'table' or roles.name then roles = {roles} end for _,role in pairs(roles) do role = Roles.get_role_from_any(role) if role then role:remove_player(player,false,true) end end emit_player_roles_updated(player,'unassign',roles,by_player_name) end function Roles.override_player_roles(roles) Roles.config.players = roles end function Roles.player_has_role(player,search_role) local roles = Roles.get_player_roles(player) if not roles then return end search_role = Roles.get_role_from_any(search_role) if not search_role then return end for _,role in pairs(roles) do if role.name == search_role.name then return true end end return false end function Roles.player_has_flag(player,flag_name) local roles = Roles.get_player_roles(player) if not roles then return end for _,role in pairs(roles) do if role:has_flag(flag_name) then return true end end return false end function Roles.player_allowed(player,action) local roles = Roles.get_player_roles(player) if not roles then return end for _,role in pairs(roles) do if role:is_allowed(action) then return true end end return false end function Roles.define_role_order(order) Roles.config.order = {} for _,role in ipairs(order) do if type(role) == 'table' and role.name then table.insert(Roles.config.order,role.name) else table.insert(Roles.config.order,role) end end for index,role in pairs(Roles.config.order) do role = Roles.config.roles[role] role.index = index local parent = Roles.config.roles[role.parent] if parent then setmetatable(role.allowed_actions,{__index=parent.allowed_actions}) end end end function Roles.define_flag_trigger(name,callback) Roles.config.flags[name] = callback -- this can desync if there are upvalues end function Roles.set_default(name) local role = Roles.config.roles[name] if not role then return end Roles.config.internal.default = name end function Roles.set_root(name) local role = Roles.config.roles[name] if not role then return end Roles.config.internal.root = name end function Roles.new_role(name,short_hand) if Roles.config.roles[name] then return error('Role name is non unique') end local role = setmetatable({ name=name, short_hand=short_hand or name, allowed_actions={}, allow_all_actions=false, flags={} },{__index=Roles._prototype}) Roles.config.roles[name] = role return role end function Roles._prototype:set_allow_all(state) self.allow_all_actions = not not state return self end function Roles._prototype:allow(actions) if type(actions) ~= 'table' then actions = {actions} end for _,action in pairs(actions) do self.allowed_actions[action]=true end return self end function Roles._prototype:disallow(actions) if type(actions) ~= 'table' then actions = {actions} end for _,action in pairs(actions) do self.allowed_actions[action]=false end return self end function Roles._prototype:is_allowed(action) local is_root = Roles.config.internal.root.name == self.name return self.allowed_actions[action] or self.allow_all_actions or is_root end function Roles._prototype:set_flag(name,value) self.flags[name] = value return self end function Roles._prototype:clear_flags() self.flags = {} return self end function Roles._prototype:has_flag(name) return self.flags[name] or false end function Roles._prototype:set_custom_tag(tag) self.custom_tag = tag return self end function Roles._prototype:set_custom_color(color) if type(color) ~= 'table' then color = Colours[color] end self.custom_color = color return self end function Roles._prototype:set_permission_group(name,use_factorio_api) if use_factorio_api then self.permission_group = {true,name} else local group = Groups.get_group_by_name(name) if not group then return end self.permission_group = name end return self end function Roles._prototype:set_parent(role) self.parent = role role = Roles.get_role_from_any(role) if not role then return self end setmetatable(self.allowed_actions, {__index=role.allowed_actions}) return self end function Roles._prototype:set_auto_promote_condition(callback) self.auto_promote_condition = callback return self end function Roles._prototype:set_block_auto_promote(state) self.block_auto_promote = state return self end function Roles._prototype:add_player(player,skip_check,skip_event) player = Game.get_player_from_any(player) -- Check the player is valid, can be skipped but a name must be given if not player then if skip_check then player = {name=player} else return false end end -- Add the role name to the player's roles local player_roles = Roles.config.players[player.name] if player_roles then for _,role_name in pairs(player_roles) do if role_name == self.name then return false end end table.insert(player_roles,self.name) else Roles.config.players[player.name] = {self.name} end -- Emits event if required if not skip_event then emit_player_roles_updated(player,'assign',{self}) end return true end function Roles._prototype:remove_player(player,skip_check,skip_event) player = Game.get_player_from_any(player) -- Check the player is valid, can be skipped but a name must be given if not player then if skip_check then player = {name=player} else return false end end -- Remove the role from the players roles local player_roles = Roles.config.players[player.name] local rtn = false if player_roles then for index,role_name in pairs(player_roles) do if role_name == self.name then table.remove(player_roles,index) rtn = true break end end if #player_roles == 0 then Roles.config.players[player.name] = nil end end -- Emits event if required if not skip_event then emit_player_roles_updated(player,'unassign',{self}) end return rtn end function Roles._prototype:get_players(online) local players = {} -- Gets all players that have this role for player_name,player_roles in pairs(Roles.config.players) do for _,role_name in pairs(player_roles) do if role_name == self.name then table.insert(players,player_name) end end end -- Convert the player names to LuaPlayer for index,player_name in pairs(players) do players[index] = Game.get_player_from_any(player_name) end -- Filter by online if param is defined if online == nil then return players else local filtered = {} for _,player in pairs(players) do if player.connected == online then table.insert(filtered,player) end end return filtered end end function Roles._prototype:print(message) local players = self:get_players(true) for _,player in pairs(players) do player.print(message) end return #players end local function role_update(event) local player = Game.get_player_by_index(event.player_index) -- Updates flags given to the player for flag,callback in pairs(Roles.config.flags) do local state = Roles.player_has_flag(player,flag) local success,err = pcall(callback,player,state) if not success then log{'expcore-roles.error-log-format-flag',flag,err} end end -- Updates the players permission group local highest = Roles.get_player_highest_role(player) if highest.permission_group then if highest.permission_group[1] then local group = game.permissions.get_group(highest.permission_group[2]) if group then group.add_player(player) end else Groups.set_player_group(player,highest.permission_group) end end end Event.add(Roles.player_role_assigned,role_update) Event.add(Roles.player_role_unassigned,role_update) Event.add(defines.events.on_player_joined_game,role_update) Event.on_nth_tick(300,function() local promotes = {} for _,player in pairs(game.connected_players) do for _,role in pairs(Roles.config.roles) do if role.auto_promote_condition then local success,err = pcall(role.auto_promote_condition,player) if not success then log{'expcore-roles.error-log-format-promote',role.name,err} else if err == true and not Roles.player_has_role(player,role) then if promotes[player.name] then table.insert(promotes[player.name],role.name) else promotes[player.name] = {role.name} end end end end end end for player_name,roles in pairs(promotes) do Roles.assign_player(player_name,roles) end end) return Roles