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798 lines
32 KiB
Lua
798 lines
32 KiB
Lua
--[[-- Core Module - Roles
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- Factorio role system to manage custom permissions.
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@core Roles
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@alias Roles
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@usage
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---- Using Role System (Frontend):
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When a map first starts you will want to define on mass all the players you expect to join and the roles to give them:
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Roles.override_player_roles{
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Cooldude2606 = {'Owner','Admin','Member'},
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NotCooldude2606 = {'Member'}
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}
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Once the game is running you still want to be able to give role and remove them which is when you would use:
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Roles.assign_player(player,'Admin',by_player_name) -- this will give the "Admin" role to the player
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Roles.unassign_player(player,{'Admin','Moderator'},by_player_name) -- this will remove "Admin" and "Moderator" role in one go
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@usage
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---- Using Role System (Backend):
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To comparer two players you can comparer the index of they highest roles, can be used when you want to allow a "write" down type system:
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Roles.get_player_highest_role(playerOne).index < Roles.get_player_highest_role(playerTwo).index -- remember that less means a higher role
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Listing all of a players roles can also be useful which is when you would want to use:
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Roles.get_player_roles(player) -- the return is an array that can be looped over however this is not in particular order
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Finally you may want to test if a player has a certain role, flag or action allowed which is when you would use:
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Roles.player_has_role(player,'Admin') -- you can provide a role name if you only want a name based system
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Roles.player_has_flag(player,'is_donator') -- your roles can be grouped together with flags such as is_donator
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Roles.player_allowed(player,'game modifiers') -- or you can have an action based system where each action is something the player can do
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@usage
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---- Example Flag Define:
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Flags can be used to group multiple roles and actions under one catch all, for example if you want a piece of code to only
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be active for your donators then you would add a "is_donator" flag to all your donator roles and then in the code test if
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a player has that tag present:
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-- give you donators a speed boost when they join; these functions aren't required but can be useful
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Roles.define_flag_trigger('is_donator',function(player,state)
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if state then
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player.character_running_speed_modifier = 1.5
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else
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player.character_running_speed_modifier = 1
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end
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end)
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-- then on all your donator roles you would add
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Roles.new_role('Donator')
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:set_flag('is_donator')
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-- and in your code you would test for
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if Roles.player_has_flag(player,'is_donator') then
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-- some donator only code
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end
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@usage
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---- Example Role Define:
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You can't use a role system without any roles so first you must define your roles; each role has a minimum of a name with
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the option for a shorthand:
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Roles.new_role('Administrator','Admin')
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Next you will want to add any extras you want to have, such as a tag, colour, permission group or any custom flags:
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Roles.new_role('Administrator','Admin')
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:set_custom_tag('[Admin]')
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:set_custom_color('red') -- this can be {r=0,g=0,b=0} or a predefined value
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:set_permission_group('Staff') -- a second argument can be added if you have not used the custom permission group config
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:set_flag('is_admin')
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You will then want to decide if you want to allow all actions, this should of course be used sparely:
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Roles.new_role('Administrator','Admin')
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...extras...
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:set_allow_all()
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If you don't do this want this as i would advise you do then you will want to define what the role can do; this comes with
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an optional inheritance system if you like those sort of things in which case disallow may also be of some use to you:
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Roles.new_role('Administrator','Admin')
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...extras...
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:set_parent('Moderator') -- the admin can do anything that a moderator can do
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:allow{ -- these actions can be anything just try to keep them without conflicts
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'command/kill',
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'gui/game settings'
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}
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Here is what the finished admin role would look like:
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Roles.new_role('Administrator','Admin')
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:set_custom_tag('[Admin]')
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:set_custom_color('red')
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:set_permission_group('Staff')
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:set_flag('is_admin')
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:set_parent('Moderator')
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:allow{
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'command/kill',
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'gui/game settings'
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}
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@usage
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---- Example System Define:
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Once all roles are defined these steps must be done to ensure the system is ready to use, this includes setting a default
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role, assigning a root (all permission) role that the server/system will use and the linear order that the roles fall into:
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Roles.set_default('Guest')
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Roles.set_root('System')
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Roles.define_role_order{
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'System',
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'Administrator',
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'Moderator',
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'Donator',
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'Guest'
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}
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Just remember that in this example all these roles have not been defined; so make sure all your roles that are used are defined
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before hand; a config file on load is useful for this to ensure that its loaded before the first player even joins.
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]]
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local Game = require 'utils.game' --- @dep utils.game
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local Groups = require 'expcore.permission_groups' --- @dep expcore.permission_groups
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local Async = require 'expcore.async' --- @dep expcore.async
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local Colours = require 'resources.color_presets' --- @dep resources.color_presets
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local write_json = ext_require('expcore.common','write_json') --- @dep expcore.common
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local Roles = {
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_prototype={},
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config={
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order={}, -- Contains the order of the roles, lower index is better
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roles={}, -- Contains the raw info for the roles, indexed by role name
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flags={}, -- Contains functions that run when a flag is added/removed from a player
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internal={}, -- Contains all internally accessed roles, such as root, default
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players={}
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},
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events = {
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on_role_assigned=script.generate_event_name(),
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on_role_unassigned=script.generate_event_name(),
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}
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}
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--- When global is loaded it will have the metatable re-assigned to the roles
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Global.register(Roles.config,function(tbl)
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Roles.config = tbl
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for _,role in pairs(Roles.config.roles) do
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setmetatable(role,{__index=Roles._prototype})
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local parent = Roles.config.roles[role.parent]
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if parent then
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setmetatable(role.allowed_actions, {__index=parent.allowed_actions})
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end
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end
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end)
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--- Getter.
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-- Functions which get roles
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-- @section get
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--- Internal function used to trigger a few different things when roles are changed
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-- this is the raw internal trigger as the other function is called at other times
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-- there is a second half called role_update which triggers after the event call, it also is called when a player joins
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local function emit_player_roles_updated(player,type,roles,by_player_name,skip_game_print)
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by_player_name = game.player and game.player.name or by_player_name or '<server>'
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local by_player = Game.get_player_from_any(by_player_name)
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local by_player_index = by_player and by_player.index or 0
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-- get the event id from the type of emit
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local event = Roles.events.on_role_assigned
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if type == 'unassign' then
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event = Roles.events.on_role_unassigned
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end
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-- convert the roles to objects and get the names of the roles
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local role_names = {}
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for index,role in pairs(roles) do
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role = Roles.get_role_from_any(role)
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if role then
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roles[index] = role
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table.insert(role_names,role.name)
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end
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end
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-- output to all the different locations: game print, player sound, event trigger and role log
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if not skip_game_print then
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game.print({'expcore-roles.game-message-'..type,player.name,table.concat(role_names,', '),by_player_name},Colours.cyan)
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end
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if type == 'assign' then
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player.play_sound{path='utility/achievement_unlocked'}
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else
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player.play_sound{path='utility/game_lost'}
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end
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script.raise_event(event,{
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name=Roles.player_roles_updated,
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tick=game.tick,
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player_index=player.index,
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by_player_index=by_player_index,
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roles=roles
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})
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write_json('log/roles.log',{
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player_name=player.name,
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by_player_name=by_player_name,
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type=type,
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roles_changed=role_names
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})
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end
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--- Returns a string which contains all roles in index order displaying all data for them
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-- @treturn string the debug output string
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function Roles.debug()
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local output = ''
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for index,role_name in pairs(Roles.config.order) do
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local role = Roles.config.roles[role_name]
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local color = role.custom_color or Colours.white
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color = string.format('[color=%d,%d,%d]',color.r,color.g,color.b)
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output = output..string.format('\n%s %s) %s[/color]',color,index,serpent.line(role))
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end
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return output
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end
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--- Prints a message to all players in the given roles, may send duplicate message however factorio blocks spam
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-- @tparam table roles table a of roles which to send the message to
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-- @tparam string message the message to send to the players
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function Roles.print_to_roles(roles,message)
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for _,role in pairs(roles) do
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role = Roles.get_role_from_any(role)
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if role then role:print(message) end
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end
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end
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--- Prints a message to all players who have the given role or one which is higher (excluding default)
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-- @tparam string role the name of the role to send the message to
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-- @tparam string message the message to send to the players
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function Roles.print_to_roles_higher(role,message)
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role = Roles.get_role_from_any(role)
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if not role then return end
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local roles = {}
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for index,role_name in pairs(Roles.config.order) do
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if index <= role.index and role_name ~= Roles.config.internal.default then
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table.insert(roles,role_name)
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end
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end
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Roles.print_to_roles(roles,message)
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end
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--- Prints a message to all players who have the given role or one which is lower (excluding default)
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-- @tparam string role the name of the role to send the message to
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-- @tparam string message the message to send to the players
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function Roles.print_to_roles_lower(role,message)
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role = Roles.get_role_from_any(role)
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if not role then return end
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local roles = {}
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for index,role_name in pairs(Roles.config.order) do
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if index >= role.index and role_name ~= Roles.config.internal.default then
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table.insert(roles,role_name)
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end
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end
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Roles.print_to_roles(roles,message)
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end
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--- Get a role for the given name
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-- @tparam string name the name of the role to get
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-- @treturn Roles._prototype the role with that name or nil
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function Roles.get_role_by_name(name)
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return Roles.config.roles[name]
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end
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--- Get a role with the given order index
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-- @tparam number index the place in the order list of the role to get
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-- @treturn Roles._prototype the role with that index in the order list or nil
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function Roles.get_role_by_order(index)
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local name = Roles.config.order[index]
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return Roles.config.roles[name]
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end
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--- Gets a role from a name,index or role object (where it is just returned)
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-- nb: this function is used for the input for most outward facing functions
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-- @tparam ?number|string|table any the value used to find the role
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-- @treturn Roles._prototype the role that was found or nil see above
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function Roles.get_role_from_any(any)
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local t_any = type(any)
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if t_any == 'number' or tonumber(any) then
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any = tonumber(any)
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return Roles.get_role_by_order(any)
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elseif t_any == 'string' then
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return Roles.get_role_by_name(any)
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elseif t_any == 'table' then
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return Roles.get_role_by_name(any.name)
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end
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end
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--- Gets all the roles of the given player, this will always contain the default role
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-- @tparam LuaPlayer player the player to get the roles of
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-- @treturn table a table where the values are the roles which the player has
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function Roles.get_player_roles(player)
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player = Game.get_player_from_any(player)
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if not player then return {Roles.config.roles[Roles.config.internal.root]} end
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local roles = Roles.config.players[player.name] or {}
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local default = Roles.config.roles[Roles.config.internal.default]
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local rtn = {default}
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for _,role_name in pairs(roles) do
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table.insert(rtn,Roles.config.roles[role_name])
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end
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return rtn
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end
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--- Gets the highest role which the player has, can be used to compeer one player to another
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-- @tparam LuaPlayer player the player to get the highest role of
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-- @treturn the role with the highest order index which this player has
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function Roles.get_player_highest_role(player)
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local roles = Roles.get_player_roles(player)
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if not roles then return end
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local highest
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for _,role in pairs(roles) do
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if not highest or role.index < highest.index then
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highest = role
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end
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end
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return highest
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end
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--- Assinment.
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-- Functions for changing player's roles
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-- @section assinment
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--- Gives a player the given role(s) with an option to pass a by player name used in the log
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-- @tparam LuaPlayer player the player that will be assigned the roles
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-- @tparam table roles table a of roles that the player will be given, can be one role and can be role names
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-- @tparam[opt=<server>] string by_player_name the name of the player that will be shown in the log
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-- @tparam[opt=false] boolean silent when true there will be no game message printed
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function Roles.assign_player(player,roles,by_player_name,silent)
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player = Game.get_player_from_any(player)
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if not player then return end
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if type(roles) ~= 'table' or roles.name then
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roles = {roles}
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end
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for _,role in pairs(roles) do
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role = Roles.get_role_from_any(role)
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if role then
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role:add_player(player,false,true)
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end
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end
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emit_player_roles_updated(player,'assign',roles,by_player_name,silent)
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end
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--- Removes a player from the given role(s) with an option to pass a by player name used in the log
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-- @tparam LuaPlayer player the player that will have the roles removed
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-- @tparam table roles table a of roles to be removed from the player, can be one role and can be role names
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-- @tparam[opt=<server>] string by_player_name the name of the player that will be shown in the logs
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-- @tparam[opt=false] boolean silent when true there will be no game message printed
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function Roles.unassign_player(player,roles,by_player_name,silent)
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player = Game.get_player_from_any(player)
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if not player then return end
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if type(roles) ~= 'table' or roles.name then
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roles = {roles}
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end
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for _,role in pairs(roles) do
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role = Roles.get_role_from_any(role)
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if role then
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role:remove_player(player,false,true)
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end
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end
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emit_player_roles_updated(player,'unassign',roles,by_player_name,silent)
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end
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--- Overrides all player roles with the given table of roles, useful to mass set roles on game start
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-- @tparam table roles table a which is indexed by case sensitive player names and has the value of a table of role names
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function Roles.override_player_roles(roles)
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Roles.config.players = roles
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end
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--- Checks.
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-- Functions for checking player's roles
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-- @section checks
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--- A test for weather a player has the given role
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-- @tparam LuaPlayer player the player to test the roles of
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-- @tparam ?string|number|table search_role a pointer to the role that is being searched for
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-- @treturn boolean true if the player has the role, false otherwise, nil for errors
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function Roles.player_has_role(player,search_role)
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local roles = Roles.get_player_roles(player)
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if not roles then return end
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search_role = Roles.get_role_from_any(search_role)
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if not search_role then return end
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for _,role in pairs(roles) do
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if role.name == search_role.name then return true end
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end
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return false
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end
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--- A test for weather a player has the given flag true for at least one of they roles
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-- @tparam LuaPlayer player the player to test the roles of
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-- @tparam string flag_name the name of the flag that is being looked for
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-- @treturn boolean true if the player has at least one role which has the flag set to true, false otherwise, nil for errors
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function Roles.player_has_flag(player,flag_name)
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local roles = Roles.get_player_roles(player)
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if not roles then return end
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for _,role in pairs(roles) do
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if role:has_flag(flag_name) then
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return true
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end
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end
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return false
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end
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--- A test for weather a player has at least one role which is allowed the given action
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-- @tparam LuaPlayer player the player to test the roles of
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-- @tparam string action the name of the action that is being tested for
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-- @treturn boolean true if the player has at least one role which is allowed this action, false otherwise, nil for errors
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function Roles.player_allowed(player,action)
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local roles = Roles.get_player_roles(player)
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if not roles then return end
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for _,role in pairs(roles) do
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if role:is_allowed(action) then
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return true
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end
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end
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return false
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end
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--- Definations.
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-- Functions which are used to define roles
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-- @section checks
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--- Used to set the role order, higher in the list is better, must be called at least once in config
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-- nb: function also re links parents due to expected position in the config file
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-- @tparam table order table a which is keyed only by numbers (start 1) and values are roles in order with highest first
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function Roles.define_role_order(order)
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-- Clears and then rebuilds the order table
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Roles.config.order = {}
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for _,role in ipairs(order) do
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if type(role) == 'table' and role.name then
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table.insert(Roles.config.order,role.name)
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else
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table.insert(Roles.config.order,role)
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end
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end
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-- Re-links roles to they parents as this is called at the end of the config
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for index,role in pairs(Roles.config.order) do
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role = Roles.config.roles[role]
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role.index = index
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local parent = Roles.config.roles[role.parent]
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if parent then
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setmetatable(role.allowed_actions,{__index=parent.allowed_actions})
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end
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end
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end
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--- Defines a new trigger for when a tag is added or removed from a player
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-- @tparam string name the name of the flag which the roles will have
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-- @tparam function callback the function that is called when roles are assigned
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-- flag param - player - the player that has had they roles changed
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-- flag param - state - the state of the flag, aka if the flag is present
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function Roles.define_flag_trigger(name,callback)
|
|
Roles.config.flags[name] = Async.register(callback)
|
|
end
|
|
|
|
--- Sets the default role which every player will have, this needs to be called at least once
|
|
-- @tparam string name the name of the default role
|
|
function Roles.set_default(name)
|
|
local role = Roles.config.roles[name]
|
|
if not role then return end
|
|
Roles.config.internal.default = name
|
|
end
|
|
|
|
--- Sets the root role which will always have all permissions, any server actions act from this role
|
|
-- @tparam string name the name of the root role
|
|
function Roles.set_root(name)
|
|
local role = Roles.config.roles[name]
|
|
if not role then return end
|
|
role:set_allow_all(true)
|
|
Roles.config.internal.root = name
|
|
end
|
|
|
|
--- Defines a new role and returns the prototype to allow configuration
|
|
-- @tparam string name the name of the new role, must be unique
|
|
-- @tparam[opt=name] string short_hand the shortened version of the name
|
|
-- @treturn Roles._prototype the start of the config chain for this role
|
|
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
|
|
|
|
--- Role Actions.
|
|
-- Functions for using the role action system
|
|
-- @section actions
|
|
|
|
--- Sets the default allow state of the role, true will allow all actions
|
|
-- @tparam[opt=true] boolean state true will allow all actions
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_allow_all(state)
|
|
if state == nil then state = true end
|
|
self.allow_all_actions = not not state -- not not forces a boolean value
|
|
return self
|
|
end
|
|
|
|
--- Sets the allow actions for this role, actions in this list will be allowed for this role
|
|
-- @tparam table actions indexed with numbers and is an array of action names, order has no effect
|
|
-- @treturn Roles._prototype allows chaining
|
|
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
|
|
|
|
--- Sets the disallow actions for this role, will prevent actions from being allowed regardless of inheritance
|
|
-- @tparam table actions indexed with numbers and is an array of action names, order has no effect
|
|
-- @treturn Roles._prototype allows chaining
|
|
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
|
|
|
|
--- Test for if a role is allowed the given action, mostly internal see Roles.player_allowed
|
|
-- @tparam string action the name of the action to test if it is allowed
|
|
-- @treturn boolean true if action is allowed, false otherwise
|
|
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
|
|
|
|
--- Role Flags.
|
|
-- Functions for using the role flag system
|
|
-- @section flags
|
|
|
|
--- Sets the state of a flag for a role, flags can be used to apply effects to players
|
|
-- @tparam string name the name of the flag to set the value of
|
|
-- @tparam[opt=true] boolean value the state to set the flag to
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_flag(name,value)
|
|
if value == nil then value = true end
|
|
self.flags[name] = not not value -- not not forces a boolean value
|
|
return self
|
|
end
|
|
|
|
--- Clears all flags from this role, individual flags can be removed with set_flag(name,false)
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:clear_flags()
|
|
self.flags = {}
|
|
return self
|
|
end
|
|
|
|
--- A test for if the role has a flag set
|
|
-- @tparam string name the name of the flag to test for
|
|
-- @treturn boolean true if the flag is set, false otherwise
|
|
function Roles._prototype:has_flag(name)
|
|
return self.flags[name] or false
|
|
end
|
|
|
|
--- Role Properties.
|
|
-- Functions for chaning other proerties
|
|
-- @section properties
|
|
|
|
--- Sets a custom player tag for the role, can be accessed by other code
|
|
-- @tparam string tag the value that the tag will be
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_custom_tag(tag)
|
|
self.custom_tag = tag
|
|
return self
|
|
end
|
|
|
|
--- Sets a custom colour for the role, can be accessed by other code
|
|
-- @tparam table color ?string|table can either be and rgb colour or the name of a colour defined in the presets
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_custom_color(color)
|
|
if type(color) ~= 'table' then
|
|
color = Colours[color]
|
|
end
|
|
self.custom_color = color
|
|
return self
|
|
end
|
|
|
|
--- Sets the permission group for this role, players will be moved to the group of they highest role
|
|
-- @tparam string name the name of the permission group to have players moved to
|
|
-- @tparam[opt=false] boolean use_factorio_api when true the custom permission group module is ignored
|
|
-- @treturn Roles._prototype allows chaining
|
|
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
|
|
|
|
--- Sets the parent for a role, any action not in allow or disallow will be looked for in its parents
|
|
-- nb: this is a recursive action, and changing the allows and disallows will effect all children roles
|
|
-- @tparam string role the name of the role that will be the parent; has imminent effect if role is already defined
|
|
-- @treturn Roles._prototype allows chaining
|
|
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
|
|
|
|
--- Sets an auto promote condition that is checked every 5 seconds, if true is returned then the player will receive the role
|
|
-- nb: this is one way, failing false after already gaining the role will not revoke the role
|
|
-- @tparam function callback receives only one param which is player to promote, return true to promote the player
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_auto_promote_condition(callback)
|
|
self.auto_promote_condition = callback
|
|
return self
|
|
end
|
|
|
|
--- Sets the role to not allow players to have auto promote effect them, useful to keep people locked to a punishment
|
|
-- @tparam[opt=true] boolean state when true the players with this role will not be auto promoted
|
|
-- @treturn Roles._prototype allows chaining
|
|
function Roles._prototype:set_block_auto_promote(state)
|
|
if state == nil then state = true end
|
|
self.block_auto_promote = not not state -- forces a boolean value
|
|
return self
|
|
end
|
|
|
|
--- Role Players.
|
|
-- Functions that control players in a role
|
|
-- @section players
|
|
|
|
--- Adds a player to this role, players can have more than one role at a time, used internally see Roles.assign
|
|
-- @tparam LuaPlayer player the player that will be given this role
|
|
-- @tparam boolean skip_check when true player will be taken as the player name (use when player has not yet joined)
|
|
-- @tparam boolean skip_event when true the event emit will be skipped, this is used internally with Roles.assign
|
|
-- @treturn boolean true if the player was added successfully
|
|
function Roles._prototype:add_player(player,skip_check,skip_event)
|
|
player = Game.get_player_from_any(player)
|
|
-- Default role cant have players added or removed
|
|
if self.name == Roles.config.internal.default then return end
|
|
-- 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
|
|
|
|
--- Removes a player from this role, players can have more than one role at a time, used internally see Roles.unassign
|
|
-- @tparam LuaPlayer player the player that will lose this role
|
|
-- @tparam boolean skip_check when true player will be taken as the player name (use when player has not yet joined)
|
|
-- @tparam boolean skip_event when true the event emit will be skipped, this is used internally with Roles.unassign
|
|
-- @treturn boolean true if the player was removed successfully
|
|
function Roles._prototype:remove_player(player,skip_check,skip_event)
|
|
player = Game.get_player_from_any(player)
|
|
-- Default role cant have players added or removed
|
|
if self.name == Roles.config.internal.default then return end
|
|
-- 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
|
|
|
|
--- Returns an array of all the players who have this role, can be filtered by online status
|
|
-- @tparam[opt=nil] boolean online when given will filter by this online state, nil will return all players
|
|
-- @treturn table all the players who have this role, indexed order is meaningless
|
|
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
|
|
|
|
--- Will print a message to all players with this role
|
|
-- @tparam string message the message that will be printed to the players
|
|
-- @treturn number the number of players who received the message
|
|
function Roles._prototype:print(message)
|
|
local players = self:get_players(true)
|
|
for _,player in pairs(players) do
|
|
player.print(message)
|
|
end
|
|
return #players
|
|
end
|
|
|
|
--- Used internally to be the first trigger on an event change, would be messy to include this in 4 different places
|
|
local function role_update(event)
|
|
local player = Game.get_player_by_index(event.player_index)
|
|
-- Updates flags given to the player
|
|
for flag, async_token in pairs(Roles.config.flags) do
|
|
local state = Roles.player_has_flag(player,flag)
|
|
Async(async_token, player, state)
|
|
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
|
|
Async(Groups.async_token_add_to_permission_group, group, player)
|
|
end
|
|
else
|
|
Groups.set_player_group(player, highest.permission_group)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- When a player joined or has a role change then the update is triggered
|
|
Event.add(Roles.events.on_role_assigned,role_update)
|
|
Event.add(Roles.events.on_role_unassigned,role_update)
|
|
Event.add(defines.events.on_player_joined_game,role_update)
|
|
-- Every 60 seconds the auto promote check is preformed
|
|
Event.on_nth_tick(3600,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
|
|
return Roles |