Files
factorio-scenario-ExpCluster/exp_scenario/module/control/bonus.lua
T
bbassieandClaude Fable 5 7034f17b5d Move the scenario onto exp_roles and remove the legacy role system
Every call site of expcore.roles now uses exp_roles, and the legacy module,
its config, and the glue which refreshed guis on role events are deleted.
Where a file only renamed the require and the permission strings the change is
mechanical; the rest:

- Jail is now "give the Jail role" and unjail "take it away". The role has a
  higher priority than every other so holding it suppresses them, which is
  what stashing and restoring the roles was for.
- The command role authority derives exp_scenario.command.<name> from the
  command name, and the role parsers use player_outranks rather than comparing
  indexes with their own root check.
- The admin and spectator triggers, and the gui refresh on role changes, live
  in exp_scenario/control/roles.lua; the system commands trigger stays with
  the command authority.
- The player list warn button is keyed on create_warning, the permission
  the command behind it already required, and report on create_report. Both
  were keyed on names no role held, so only root ever saw them.
- The warps and tasks configs say exp_roles where they said expcore.roles.
- The role tables the readme and player list read are replaced by
  get_player_names and get_roles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 11:36:58 +00:00

43 lines
1.2 KiB
Lua

--[[ Control - Bonus
Various bonus related event handlers
TODO Refactor this fully, this is temp to get it out of the player bonus gui file
]]
local Roles = require("modules/exp_roles")
local config = require("modules/exp_legacy/config/bonus")
--- @param event EventData.on_force_created
local function apply_force_bonus(event)
local force = event.force
for k, v in pairs(config.force_bonus) do
force[k] = math.floor(v.max_value / 2)
end
end
--- @param event EventData.on_surface_created
local function apply_surface_bonus(event)
local surface = assert(game.get_surface(event.surface_index))
for k, v in pairs(config.surface_bonus) do
surface[k] = math.floor(v.max_value / 2)
end
end
--- @param event EventData.on_player_died
local function fast_respawn(event)
local player = assert(game.get_player(event.player_index))
if Roles.player_has_permission(player, "exp_scenario.player.instant_respawn") then
player.ticks_to_respawn = 120
end
end
local e = defines.events
return {
events = {
[e.on_force_created] = apply_force_bonus,
[e.on_surface_created] = apply_surface_bonus,
[e.on_player_died] = fast_respawn,
}
}