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* Refactor custom start * Refactor afk kick * Fix use of assert get player * Refactor chat popup * Refactor chat auto reply * Refactor help bubbles * Refactor damage popups * Refactor death markers * Refactor deconstruction log * Remove FAGC logging * Refactor discord alerts * Refactor insert pickup * Refactor inventory clear * Refactor extra logging * Refactor nuke protection * Refactor pollution grading * Refactor protection jail * Refactor report jail * Refactor mine depletion * Refactor degrading tiles * Refactor station auto name * Refactor spawn area * Refactor fast deconstruction * Bug Fixes
1174 lines
42 KiB
Lua
1174 lines
42 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--- Using Role System (assignment):
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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--- Using Role System (role testing):
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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--- 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--- 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--- 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 ExpUtil = require("modules/exp_util")
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local Async = require("modules/exp_util/async")
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local Storage = require("modules/exp_util/storage")
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local Event = require("modules/exp_legacy/utils/event")
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local Groups = require("modules.exp_legacy.expcore.permission_groups")
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local Colours = ExpUtil.color
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local write_json = ExpUtil.write_json
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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 = {}, -- Contains the roles that players have
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auto_assign = {}, -- Contains references to all roles which have auto assign conditions
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deferred_roles = {}, -- Contains the roles that are to be assigned to players when they are unjailed
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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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Storage.register({
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Roles.config.players,
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Roles.config.deferred_roles,
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}, function(tbl)
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Roles.config.players = tbl[1]
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Roles.config.deferred_roles = tbl[2]
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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 = by_player_name or game.player and game.player.name or "<server>"
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local by_player = game.players[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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-- Get the names of the roles
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local role_names = {}
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for index, role in ipairs(roles) do
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role_names[index] = role.name
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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 = event,
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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 = role_names,
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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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@usage-- Print the debug string
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game.player.print(Roles.debug())
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]]
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function Roles.debug()
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local output = ""
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for index, role_name in ipairs(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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local color_str = 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_str, 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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@usage-- Print a message to the given roles
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Roles.print_to_roles({'Administrator', 'Moderator'}, 'Hello, World!')
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]]
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function Roles.print_to_roles(roles, message)
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for _, role in ipairs(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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@usage-- Print a message to the roles above this role, includes the given role
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Roles.print_to_roles_higher('Moderator', 'Hello, World!')
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]]
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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 ipairs(Roles.config.order) do
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if index <= role.index and role_name ~= Roles.config.internal.default then
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roles[#roles + 1] = 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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@usage-- Print a message to the roles below this role, includes the given role
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Roles.print_to_roles_higher('Moderator', 'Hello, World!')
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]]
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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 ipairs(Roles.config.order) do
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if index >= role.index and role_name ~= Roles.config.internal.default then
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roles[#roles + 1] = 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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@usage-- Get a role by its name
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local role = Roles.get_role_by_name('Moderator')
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]]
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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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@usage-- Get a role by its index in the order list
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local role = Roles.get_role_by_name(2)
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]]
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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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@usage-- Get a role by its name or order
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local role = Roles.get_role_from_any('Moderator')
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]]
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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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--- Returns all roles in order of index
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function Roles.get_roles_ordered()
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local rtn = {}
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for index, role_name in ipairs(Roles.config.order) do
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rtn[index] = 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 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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@usage-- Get the roles that a player has
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local roles = Roles.get_player_roles(game.player)
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]]
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function Roles.get_player_roles(player)
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if not player or player.index == 0 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 index, role_name in ipairs(roles) do
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rtn[index + 1] = 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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@usage-- Get the highest role that a player has
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local role = Roles.get_player_highest_role(game.player)
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]]
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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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local highest
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for _, role in ipairs(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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--- Assignment.
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-- Functions for changing player's roles
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-- @section assignment
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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 skip_checks when true there will be no checks are done for if the player is valid
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@tparam[opt=false] boolean silent when true there will be no game message printed
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@usage-- Assign a player to the Moderator role
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Roles.assign_player(game.player, 'Moderator')
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@usage-- Assign a player to the Moderator role, even if the player has never been on the map
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Roles.assign_player('Cooldude2606', 'Moderator', nil, true)
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]]
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function Roles.assign_player(player, roles, by_player_name, skip_checks, silent)
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local valid_player = type(player) == "userdata" and player or game.get_player(player)
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if not skip_checks and not valid_player then return end
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-- Convert the roles into a table (allows for optional array)
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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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-- Convert to role objects
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local role_objects = {}
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for _, role in ipairs(roles) do
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local role_object = Roles.get_role_from_any(role)
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if role_object then table.insert(role_objects, role_object) end
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end
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-- If the player has a role that needs to defer the role changes, save the roles that need to be assigned later into a table
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if valid_player and Roles.player_has_flag(valid_player, "defer_role_changes") then
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local assign_later = Roles.config.deferred_roles[valid_player.name] or {}
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for _, role in ipairs(role_objects) do
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local role_change = assign_later[role.name]
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if role_change then
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role_change.count = role_change.count + 1
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if role_change.count == 1 then
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role_change.by_player_name = by_player_name or "<server>"
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role_change.silent = silent
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end
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else
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assign_later[role.name] = {
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count = 1, by_player_name = by_player_name or "<server>", silent = silent,
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}
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end
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end
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Roles.config.deferred_roles[valid_player.name] = assign_later
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return
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end
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for _, role in ipairs(role_objects) do
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role:add_player(valid_player or player, valid_player == nil, true)
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end
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if valid_player then
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emit_player_roles_updated(valid_player, "assign", role_objects, by_player_name, silent)
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end
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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 skip_checks when true there will be no checks are done for if the player is valid
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@tparam[opt=false] boolean silent when true there will be no game message printed
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@usage-- Unassign a player from the Moderator role
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Roles.unassign_player(game.player, 'Moderator')
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@usage-- Unassign a player from the Moderator role, even if the player has never been on the map
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Roles.unassign_player('Cooldude2606', 'Moderator', nil, true)
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]]
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function Roles.unassign_player(player, roles, by_player_name, skip_checks, silent)
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local valid_player = type(player) == "userdata" and player or game.get_player(player)
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if not skip_checks and not valid_player then return end
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if not player then return end
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-- Convert the roles into a table (allows for optional array)
|
|
if type(roles) ~= "table" or roles.name then
|
|
roles = { roles }
|
|
end
|
|
|
|
-- Convert to role objects
|
|
local role_objects = {}
|
|
for _, role in ipairs(roles) do
|
|
local role_object = Roles.get_role_from_any(role)
|
|
if role_object then table.insert(role_objects, role_object) end
|
|
end
|
|
|
|
-- If the player has a role that needs to defer the role changes, save the roles that need to be unassigned later into a table
|
|
local defer_changes = Roles.player_has_flag(player, "defer_role_changes")
|
|
if defer_changes then
|
|
local assign_later = Roles.config.deferred_roles[valid_player.name] or {}
|
|
for _, role in ipairs(role_objects) do
|
|
local role_change = assign_later[role.name]
|
|
if role_change then
|
|
role_change.count = role_change.count - 1
|
|
if role_change.count == -1 then
|
|
role_change.by_player_name = by_player_name or "<server>"
|
|
role_change.silent = silent
|
|
end
|
|
else
|
|
assign_later[role.name] = {
|
|
count = -1, by_player_name = by_player_name or "<server>", silent = silent,
|
|
}
|
|
end
|
|
end
|
|
|
|
Roles.config.deferred_roles[valid_player.name] = assign_later
|
|
end
|
|
|
|
-- Remove the player from roles
|
|
local role_changes = {}
|
|
for _, role in ipairs(role_objects) do
|
|
if not defer_changes or role:has_flag("defer_role_changes") then
|
|
role:remove_player(valid_player or player, valid_player == nil, true)
|
|
table.insert(role_changes, role)
|
|
end
|
|
end
|
|
|
|
-- If there are deferred role changes, apply them now
|
|
if defer_changes and not Roles.player_has_flag(valid_player, "defer_role_changes") then
|
|
local assign_later = Roles.config.deferred_roles[player.name] or {}
|
|
local assigns, unassigns = {}, {}
|
|
for role_name, details in pairs(assign_later) do
|
|
local role = Roles.get_role_from_any(role_name)
|
|
if role then
|
|
if details.count > 0 then
|
|
role:add_player(valid_player or player, valid_player == nil, true)
|
|
if not assigns[details.by_player_name] then assigns[details.by_player_name] = {} end
|
|
if not details.silent then table.insert(assigns[details.by_player_name], role) end
|
|
elseif details.count < 0 then
|
|
role:remove_player(valid_player or player, valid_player == nil, true)
|
|
if not unassigns[details.by_player_name] then unassigns[details.by_player_name] = {} end
|
|
if not details.silent then table.insert(unassigns[details.by_player_name], role) end
|
|
end
|
|
end
|
|
end
|
|
|
|
for assign_by_player_name, assign_roles in pairs(assigns) do
|
|
if #assign_roles > 0 then emit_player_roles_updated(valid_player, "assign", assign_roles, assign_by_player_name) end
|
|
end
|
|
|
|
for unassign_by_player_name, unassign_roles in pairs(unassigns) do
|
|
if #unassign_roles > 0 then emit_player_roles_updated(valid_player, "unassign", unassign_roles, unassign_by_player_name) end
|
|
end
|
|
|
|
Roles.config.deferred_roles[player.name] = nil
|
|
end
|
|
|
|
if valid_player and #role_changes > 0 then
|
|
emit_player_roles_updated(valid_player, "unassign", role_changes, by_player_name, silent)
|
|
end
|
|
end
|
|
|
|
--[[-- Overrides all player roles with the given table of roles, useful to mass set roles on game start
|
|
@tparam[opt] string player_name the player to set the roles for, if not given all roles are overriden
|
|
@tparam table roles table a which is indexed by case sensitive player names and has the value of a table of role names
|
|
|
|
@usage-- Override the roles of a single player, other users are not effected
|
|
Roles.override_player_roles('Cooldude2606', {'Moderator'})
|
|
|
|
@usage-- Override all existing roles, effects all users not just ones listed
|
|
Roles.override_player_roles{
|
|
['Cooldude2606'] = {'Administrator', 'Moderator'},
|
|
['arty714'] = {'Administrator', 'Moderator'},
|
|
}
|
|
|
|
]]
|
|
function Roles.override_player_roles(player_name, roles)
|
|
local player_roles = Roles.config.players
|
|
if not roles then
|
|
for k in pairs(player_roles) do player_roles[k] = nil end
|
|
|
|
for k, new_roles in pairs(player_name) do player_roles[k] = new_roles end
|
|
else
|
|
Roles.config.players[player_name] = roles
|
|
end
|
|
end
|
|
|
|
--- Checks.
|
|
-- Functions for checking player's roles
|
|
-- @section checks
|
|
|
|
--[[-- A test for weather a player has the given role
|
|
@tparam LuaPlayer player the player to test the roles of
|
|
@tparam ?string|number|table search_role a pointer to the role that is being searched for
|
|
@treturn boolean true if the player has the role, false otherwise, nil for errors
|
|
|
|
@usage-- Test if a player has a role
|
|
local has_role = Roles.player_has_role(game.player, 'Moderator')
|
|
|
|
]]
|
|
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 ipairs(roles) do
|
|
if role.name == search_role.name then return true end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--[[-- A test for weather a player has the given flag true for at least one of they roles
|
|
@tparam LuaPlayer player the player to test the roles of
|
|
@tparam string flag_name the name of the flag that is being looked for
|
|
@treturn boolean true if the player has at least one role which has the flag set to true, false otherwise, nil for errors
|
|
|
|
@usage-- Test if a player has a role
|
|
local has_flag = Roles.player_has_flag(game.player, 'is_donator')
|
|
|
|
]]
|
|
function Roles.player_has_flag(player, flag_name)
|
|
local roles = Roles.get_player_roles(player)
|
|
if not roles then return end
|
|
for _, role in ipairs(roles) do
|
|
if role:has_flag(flag_name) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--[[-- A test for weather a player has at least one role which is allowed the given action
|
|
@tparam LuaPlayer player the player to test the roles of
|
|
@tparam string action the name of the action that is being tested for
|
|
@treturn boolean true if the player has at least one role which is allowed this action, false otherwise, nil for errors
|
|
|
|
@usage-- Test if a player has a role
|
|
local has_flag = Roles.player_has_flag(game.player, 'is_donator')
|
|
|
|
]]
|
|
function Roles.player_allowed(player, action)
|
|
local roles = Roles.get_player_roles(player)
|
|
for _, role in ipairs(roles) do
|
|
if role:is_allowed(action) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Definitions.
|
|
-- Functions which are used to define roles
|
|
-- @section checks
|
|
|
|
--[[-- Used to set the role order, higher in the list is better, must be called at least once in config
|
|
-- nb: function also re links parents due to expected position in the config file
|
|
@tparam table order table a which is keyed only by numbers (start 1) and values are roles in order with highest first
|
|
|
|
@usage-- Define which roles are higher than others
|
|
Roles.define_role_order{
|
|
'System',
|
|
'Administrator',
|
|
'Moderator',
|
|
'Donator',
|
|
'Guest'
|
|
}
|
|
|
|
]]
|
|
function Roles.define_role_order(order)
|
|
-- Clears and then rebuilds the order table
|
|
ExpUtil.assert_not_runtime()
|
|
Roles.config.order = {}
|
|
local done = {}
|
|
for index, role in ipairs(order) do
|
|
if type(role) == "table" and role.name then
|
|
done[role.name] = true
|
|
Roles.config.order[index] = role.name
|
|
else
|
|
done[role] = true
|
|
Roles.config.order[index] = role
|
|
end
|
|
end
|
|
|
|
-- Check no roles were missed
|
|
for role_name in pairs(Roles.config.roles) do
|
|
if not done[role_name] then
|
|
error("Role missing " .. role_name .. " from role order, all defined roles must be included.", 2)
|
|
end
|
|
end
|
|
|
|
-- Re-links roles to they parents as this is called at the end of the config
|
|
for index, role_name in pairs(Roles.config.order) do
|
|
local role = Roles.config.roles[role_name]
|
|
if not role then
|
|
error("Role with name " .. role_name .. " has not beed defined, either define it or remove it from the order list.", 2)
|
|
end
|
|
role.index = index
|
|
local parent = Roles.config.roles[role.parent]
|
|
if parent then
|
|
setmetatable(role.allowed_actions, { __index = parent.allowed_actions })
|
|
end
|
|
end
|
|
end
|
|
|
|
--[[-- Defines a new trigger for when a tag is added or removed from a player
|
|
@tparam string name the name of the flag which the roles will have
|
|
@tparam function callback the function that is called when roles are assigned
|
|
|
|
@usage-- Defining a flag trigger
|
|
Roles.define_flag_trigger('is_donator', function(player, state)
|
|
player.character_running_speed_modifier = state and 1.5 or 1
|
|
end)
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Setting the default role
|
|
Roles.set_default('Guest')
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Setting the root role
|
|
Roles.set_root('System')
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Defining a new role
|
|
local role = Roles.new_role('Moderator', 'Mod')
|
|
|
|
]]
|
|
function Roles.new_role(name, short_hand)
|
|
ExpUtil.assert_not_runtime()
|
|
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
|
|
|
|
@usage-- Allow all actions for this role, useful for root like roles
|
|
role:set_allow_all()
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Allow some actions for a role
|
|
role:allow{
|
|
'command/kill',
|
|
'gui/game settings'
|
|
}
|
|
|
|
]]
|
|
function Roles._prototype:allow(actions)
|
|
if type(actions) ~= "table" then
|
|
actions = { actions }
|
|
end
|
|
for _, action in ipairs(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
|
|
|
|
@usage-- Disallow an action for a role, useful if inherit an action from a parent
|
|
role:disallow{
|
|
'command/kill',
|
|
'gui/game settings'
|
|
}
|
|
|
|
]]
|
|
function Roles._prototype:disallow(actions)
|
|
if type(actions) ~= "table" then
|
|
actions = { actions }
|
|
end
|
|
for _, action in ipairs(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
|
|
|
|
@usage-- Test if a role is allowed an action
|
|
local allowed = role:is_allowed('command/kill')
|
|
|
|
]]
|
|
function Roles._prototype:is_allowed(action)
|
|
local is_root = Roles.config.internal.root == 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
|
|
|
|
@usage-- Set a flag for a role
|
|
role:set_flag('is_admin')
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Remove all flags from a role
|
|
role:clear_flags()
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Test if a role has a flag
|
|
local has_flag = role:has_flag('is_admin')
|
|
|
|
]]
|
|
function Roles._prototype:has_flag(name)
|
|
return self.flags[name] or false
|
|
end
|
|
|
|
--- Role Properties.
|
|
-- Functions for changing other properties
|
|
-- @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
|
|
|
|
@usage-- Set a custom tag for this role, other code is required to set the tag
|
|
role:set_custom_tag('Mod')
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Set a custom colour for this role, other code is required to use this value
|
|
role:set_custom_color{ r=255, g=100, b=100}
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Set the permission group for this role, see permission_groups.lua
|
|
role:set_permission_group('Admin')
|
|
|
|
]]
|
|
function Roles._prototype:set_permission_group(name, use_factorio_api)
|
|
ExpUtil.assert_not_runtime()
|
|
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
|
|
|
|
@usage-- Set the parent for this role to inherit all actions allowed
|
|
role:set_parent('Guest')
|
|
|
|
]]
|
|
function Roles._prototype:set_parent(role)
|
|
ExpUtil.assert_not_runtime()
|
|
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 assign condition that is checked every 60 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 assign, return true to assign the player
|
|
@treturn Roles._prototype allows chaining
|
|
|
|
@usage-- Give this role to a user if there are admin, ran every 60 seconds
|
|
role:set_auto_assign_condition(function(player)
|
|
return player.admin
|
|
end)
|
|
|
|
]]
|
|
function Roles._prototype:set_auto_assign_condition(callback)
|
|
ExpUtil.assert_not_runtime()
|
|
self.auto_assign_condition = true
|
|
Roles.config.auto_assign[self.name] = callback
|
|
return self
|
|
end
|
|
|
|
--[[-- Get the auto assign condition for this role, returns nil if no condition is set
|
|
@treturn function The callback which was assigned as the auto assign condition
|
|
|
|
@usage-- Give this role to a user if there are admin, ran every 60 seconds
|
|
local condition = role:get_auto_assign_condition()
|
|
|
|
]]
|
|
function Roles._prototype:get_auto_assign_condition()
|
|
return Roles.config.auto_assign[self.name]
|
|
end
|
|
|
|
--[[-- Sets the role to not allow players to have auto assign effect them, useful to keep people locked to a role
|
|
@tparam[opt=true] boolean state when true the players with this role will not be auto assigned to other roles
|
|
@treturn Roles._prototype allows chaining
|
|
|
|
@usage-- Make a role stop players from being auto assigned to other roles
|
|
role:set_block_auto_assign()
|
|
|
|
]]
|
|
function Roles._prototype:set_block_auto_assign(state)
|
|
if state == nil then state = true end
|
|
self.block_auto_assign = 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
|
|
|
|
@usage-- Assign a player to this role
|
|
role:add_player(game.player)
|
|
|
|
]]
|
|
function Roles._prototype:add_player(player, skip_check, skip_event)
|
|
local valid_player = type(player) == "userdata" and player or game.get_player(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
|
|
local player_name
|
|
if valid_player then
|
|
player_name = valid_player.name
|
|
elseif skip_check then
|
|
player_name = player
|
|
else
|
|
return false
|
|
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 ipairs(player_roles) do
|
|
if role_name == self.name then return false end
|
|
end
|
|
|
|
player_roles[#player_roles + 1] = self.name
|
|
else
|
|
Roles.config.players[player_name] = { self.name }
|
|
end
|
|
-- Emits event if required
|
|
if valid_player and not skip_event then
|
|
emit_player_roles_updated(valid_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
|
|
|
|
@usage-- Unassign a player from this role
|
|
role:remove_player(game.player)
|
|
|
|
]]
|
|
function Roles._prototype:remove_player(player, skip_check, skip_event)
|
|
local valid_player = type(player) == "userdata" and player or game.get_player(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
|
|
local player_name
|
|
if valid_player then
|
|
player_name = valid_player.name
|
|
elseif skip_check then
|
|
player_name = player
|
|
else
|
|
return false
|
|
end
|
|
-- Remove the role from the players roles
|
|
local player_roles = Roles.config.players[player_name]
|
|
local found = false
|
|
if player_roles then
|
|
for index, role_name in ipairs(player_roles) do
|
|
if role_name == self.name then
|
|
player_roles[index] = player_roles[#player_roles]
|
|
player_roles[#player_roles] = nil
|
|
found = true
|
|
break
|
|
end
|
|
end
|
|
|
|
if #player_roles == 0 then
|
|
Roles.config.players[player_name] = nil
|
|
end
|
|
end
|
|
-- Emits event if required
|
|
if valid_player and not skip_event then
|
|
emit_player_roles_updated(valid_player, "unassign", { self })
|
|
end
|
|
return found
|
|
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
|
|
|
|
@usage-- Get all the players with this role
|
|
local players = role:get_players()
|
|
|
|
@usage-- Get all online players with this role
|
|
local players = role:get_players(true)
|
|
|
|
]]
|
|
function Roles._prototype:get_players(online)
|
|
local players = {}
|
|
-- Search all players to check if they have this role
|
|
for player_name, player_roles in pairs(Roles.config.players) do
|
|
for _, role_name in ipairs(player_roles) do
|
|
if role_name == self.name then
|
|
local player = game.players[player_name]
|
|
-- Filter by online state if required
|
|
if player and (online == nil or player.connected == online) then
|
|
players[#players + 1] = player
|
|
end
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
return players
|
|
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
|
|
|
|
@usage-- Print a message to all players with this role
|
|
role:print('Hello, World!')
|
|
|
|
]]
|
|
function Roles._prototype:print(message)
|
|
local players = self:get_players(true)
|
|
for _, player in ipairs(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.players[event.player_index]
|
|
-- Updates flags given to the player
|
|
for flag, async_function in pairs(Roles.config.flags) do
|
|
local state = Roles.player_has_flag(player, flag)
|
|
async_function(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
|
|
Groups.add_to_permission_group_async(group, player)
|
|
end
|
|
else
|
|
Groups.set_player_group(player, highest.permission_group)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Used internally to test if a player should be auto assigned a role
|
|
local function auto_assign(event)
|
|
local player = game.players[event.player_index]
|
|
local roles = Roles.config.players[player.name] or {}
|
|
|
|
local lookup = {}
|
|
-- Create a lookup table for existing roles, and check for block auto assign
|
|
for _, role in ipairs(roles) do
|
|
if role.block_auto_assign then return end
|
|
lookup[role] = true
|
|
end
|
|
|
|
local assigns, ctn = {}, 0
|
|
-- Check roles with auto assign conditions and run the handler
|
|
for role, condition in pairs(Roles.config.auto_assign) do
|
|
if not lookup[role] then
|
|
local success, rtn = pcall(condition, player)
|
|
if not success then
|
|
log{ "expcore-roles.error-log-format-assign", role.name, rtn }
|
|
elseif rtn == true then
|
|
ctn = ctn + 1
|
|
assigns[ctn] = role
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Assign new roles if any were passed
|
|
if ctn > 0 then Roles.assign_player(player, assigns) 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 and on join auto role assignment is checked
|
|
Event.add(defines.events.on_player_joined_game, auto_assign)
|
|
Event.on_nth_tick(3600, function()
|
|
for _, player in ipairs(game.connected_players) do
|
|
auto_assign{ player_index = player.index }
|
|
end
|
|
end)
|
|
|
|
-- Return Roles
|
|
return Roles
|