local Game = require 'utils.game' local Global = require 'utils.global' local Event = require 'utils.event' local config = require 'config.warnings' local Public = { user_warnings={}, user_temp_warnings={}, player_warning_added = script.generate_event_name(), player_warning_removed = script.generate_event_name(), player_temp_warning_added = script.generate_event_name(), player_temp_warning_removed = script.generate_event_name() } Global.register({ Public.user_warnings, Public.user_temp_warnings },function(tbl) Public.user_warnings = tbl[1] Public.user_temp_warnings = tbl[2] end) local function event_emit(event,player,by_player_name) local warnings = Public.user_warnings[player.name] or {} local temp_warnings = Public.user_temp_warnings[player.name] or {} script.raise_event(event,{ name=event, tick=game.tick, player_index=player.index, by_player_name=by_player_name, warning_count=#warnings, temp_warning_count=#temp_warnings }) end function Public.add_warnings(player,by_player_name,count) player = Game.get_player_from_any(player) if not player then return end count = count or 1 by_player_name = by_player_name or '' local warnings = Public.user_warnings[player.name] if not warnings then Public.user_warnings[player.name] = {} warnings = Public.user_warnings[player.name] end for _=1,count do table.insert(warnings,by_player_name) event_emit(Public.player_warning_added,player,by_player_name) end return #warnings end function Public.remove_warnings(player,by_player_name,count) player = Game.get_player_from_any(player) if not player then return end count = count or 1 by_player_name = by_player_name or '' local warnings = Public.user_warnings[player.name] if not warnings then return end for _=1,count do if #warnings == 0 then break end table.remove(warnings,1) event_emit(Public.player_warning_removed,player,by_player_name) end if #warnings == 0 then Public.user_warnings[player.name] = nil return 0 end return #warnings end function Public.clear_warnings(player,by_player_name) player = Game.get_player_from_any(player) if not player then return end local warnings = Public.user_warnings[player.name] if not warnings then return end for _=1,#warnings do event_emit(Public.player_warning_removed,player,by_player_name) end Public.user_warnings[player.name] = {} return true end function Public.get_warnings(player,raw_table) player = Game.get_player_from_any(player) if not player then return end local warnings = Public.user_warnings[player.name] or {} if raw_table then return warnings else return #warnings end end function Public.add_temp_warnings(player,count) player = Game.get_player_from_any(player) if not player then return end count = count or 1 local warnings = Public.user_temp_warnings[player.name] if not warnings then Public.user_temp_warnings[player.name] = {} warnings = Public.user_temp_warnings[player.name] end for _=1,count do table.insert(warnings,game.tick) event_emit(Public.player_temp_warning_added,player,'') end return #warnings end local temp_warning_cool_down = config.temp_warning_cool_down*3600 Event.on_nth_tick(temp_warning_cool_down/4,function() local check_time = game.tick-temp_warning_cool_down for player_name,temp_warnings in pairs(Public.user_temp_warnings) do local player = Game.get_player_from_any(player) for index,time in pairs(temp_warnings) do if time <= check_time then table.remove(temp_warnings,index) event_emit(Public.player_temp_warning_removed,player,'') end end if #temp_warnings == 0 then Public.user_temp_warnings[player_name] = nil end end end) function Public.clear_temp_warnings(player,by_player_name) player = Game.get_player_from_any(player) if not player then return end local warnings = Public.user_temp_warnings[player.name] if not warnings then return end for _=1,#warnings do event_emit(Public.player_temp_warning_removed,player,by_player_name) end Public.user_temp_warnings[player.name] = {} return true end function Public.get_temp_warnings(player,raw_table) player = Game.get_player_from_any(player) if not player then return end local warnings = Public.user_temp_warnings[player.name] or {} if raw_table then return warnings else return #warnings end end Event.add(Public.player_temp_warning_added,function(event) if event.temp_warning_count > config.temp_warning_limit then Public.add_warnings(event.player_index,event.by_player_name) end end) return Public