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With the role system finished the jail module has nothing legacy left in it, so it moves to exp_scenario/module/control/jail.lua and the copy in exp_legacy is removed. The module takes LuaPlayer only, requires a reason, returns false rather than nil when there is nothing to do, and exposes its event ids as Jail.on_player_jailed and Jail.on_player_unjailed in the same shape as exp_util's selection events.
90 lines
3.0 KiB
Lua
90 lines
3.0 KiB
Lua
--[[-- Control - Jail
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Adds a way to jail players, the jail role suppresses all of their other roles
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]]
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local Roles = require("modules/exp_roles")
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--- @class ExpScenario_Jail
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local Jail = {
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--- Raised when a player is put into jail
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--- @type EventData.ExpScenario_Jail.on_player_jailed
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on_player_jailed = script.generate_event_name(),
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--- Raised when a player is taken out of jail
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--- @type EventData.ExpScenario_Jail.on_player_unjailed
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on_player_unjailed = script.generate_event_name(),
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}
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--- @class EventData.ExpScenario_Jail.on_player_jailed : EventData
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--- @field player_index uint
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--- @field by_player_name string
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--- @field reason string
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--- @class EventData.ExpScenario_Jail.on_player_unjailed : EventData
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--- @field player_index uint
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--- @field by_player_name string
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--- The role given to jailed players, it has a higher priority than every other role
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--- @return ExpRoles.Role
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local function jail_role()
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return (assert(Roles.get_role_by_name("Jail"), "The Jail role does not exist"))
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end
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--- Check if a player is in jail
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--- @param player LuaPlayer
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--- @return boolean
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function Jail.is_jailed(player)
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return jail_role():has_player(player)
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end
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--- Put a player into jail, which suppresses all of their other roles
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--- @param player LuaPlayer
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--- @param by_player_name string
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--- @param reason string
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--- @return boolean # False when the player was already in jail
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function Jail.jail_player(player, by_player_name, reason)
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local role = jail_role()
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if role:has_player(player) then return false end
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-- Stop whatever the player is doing, the jail permission group stops them from starting again
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player.walking_state = { walking = false, direction = player.walking_state.direction }
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player.riding_state = { acceleration = defines.riding.acceleration.nothing, direction = player.riding_state.direction }
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player.mining_state = { mining = false }
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player.shooting_state = { state = defines.shooting.not_shooting, position = player.shooting_state.position }
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player.picking_state = false
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player.repair_state = { repairing = false, position = player.repair_state.position }
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role:assign(player, { by_player_name = by_player_name, silent = true })
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script.raise_event(Jail.on_player_jailed, {
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name = Jail.on_player_jailed,
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tick = game.tick,
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player_index = player.index,
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by_player_name = by_player_name,
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reason = reason,
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})
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return true
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end
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--- Take a player out of jail, which restores all of their other roles
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--- @param player LuaPlayer
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--- @param by_player_name string
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--- @return boolean # False when the player was not in jail
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function Jail.unjail_player(player, by_player_name)
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local role = jail_role()
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if not role:has_player(player) then return false end
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role:unassign(player, { by_player_name = by_player_name, silent = true })
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script.raise_event(Jail.on_player_unjailed, {
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name = Jail.on_player_unjailed,
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tick = game.tick,
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player_index = player.index,
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by_player_name = by_player_name,
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})
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return true
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end
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return Jail
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