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