Files
factorio-scenario-ExpCluster/expcore/roles.lua
2019-06-14 16:00:48 +01:00

810 lines
36 KiB
Lua

--- Factorio role system to manage custom permissions
-- @author Cooldude2606
--[[
>>>>Using Role System (Frontend):
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:
Roles.override_player_roles{
Cooldude2606 = {'Owner','Admin','Member'},
NotCooldude2606 = {'Member'}
}
Once the game is running you still want to be able to give role and remove them which is when you would use:
Roles.assign_player(player,'Admin',by_player_name) -- this will give the "Admin" role to the player
Roles.unassign_player(player,{'Admin','Moderator'},by_player_name) -- this will remove "Admin" and "Moderator" role in one go
>>>>Using Role System (Backend):
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:
Roles.get_player_highest_role(playerOne).index < Roles.get_player_highest_role(playerTwo).index -- remember that less means a higher role
Listing all of a players roles can also be useful which is when you would want to use:
Roles.get_player_roles(player) -- the return is an array that can be looped over however this is not in particular order
Finally you may want to test if a player has a certain role, flag or action allowed which is when you would use:
Roles.player_has_role(player,'Admin') -- you can provide a role name if you only want a name based system
Roles.player_has_flag(player,'is_donator') -- your roles can be grouped together with flags such as is_donator
Roles.player_allowed(player,'game modifiers') -- or you can have an action based system where each action is something the player can do
>>>>Example Flag Define:
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
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
a player has that tag present:
-- give you donators a speed boost when they join; these functions aren't required but can be useful
Roles.define_flag_trigger('is_donator',function(player,state)
if state then
player.character_running_speed_modifier = 1.5
else
player.character_running_speed_modifier = 1
end
end)
-- then on all your donator roles you would add
Roles.new_role('Donator')
:set_flag('is_donator')
-- and in your code you would test for
if Roles.player_has_flag(player,'is_donator') then
-- some donator only code
end
>>>>Example Role Define:
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
the option for a shorthand:
Roles.new_role('Administrator','Admin')
Next you will want to add any extras you want to have, such as a tag, colour, permission group or any custom flags:
Roles.new_role('Administrator','Admin')
:set_custom_tag('[Admin]')
:set_custom_color('red') -- this can be {r=0,g=0,b=0} or a predefined value
:set_permission_group('Staff') -- a second argument can be added if you have not used the custom permission group config
:set_flag('is_admin')
You will then want to decide if you want to allow all actions, this should of course be used sparely:
Roles.new_role('Administrator','Admin')
...extras...
:set_allow_all()
If you dont do this want this as i would advise you do then you will want to define what the role can do; this comes with
an optional inheritance system if you like those sort of things in which case disallow may also be of some use to you:
Roles.new_role('Administrator','Admin')
...extras...
:set_parent('Moderator') -- the admin can do anything that a moderator can do
:allow{ -- these actions can be anything just try to keep them without conflicts
'command/kill',
'gui/game settings'
}
Here is what the finished admin role would look like:
Roles.new_role('Administrator','Admin')
:set_custom_tag('[Admin]')
:set_custom_color('red')
:set_permission_group('Staff')
:set_flag('is_admin')
:set_parent('Moderator')
:allow{
'command/kill',
'gui/game settings'
}
>>>>Example System Define:
Once all roles are defined these steps must be done to ensure the system is ready to use, this includes setting a default
role, assigning a root (all permission) role that the server/system will use and the linier order that the roles fall into:
Roles.set_default('Guest')
Roles.set_root('System')
Roles.define_role_order{
'System',
'Administrator',
'Moderator',
'Donator',
'Guest'
}
Just remember that in this example all these roles have not been defined; so make sure all your roles that are used are defined
before hand; a config file on load is useful for this to ensure that its loaded before the first player even joins.
>>>>Functions List (see function for more detail):
Roles.debug() --- Returns a string which contains all roles in index order displaying all data for them
Roles.print_to_roles(roles,message) --- Prints a message to all players in the given roles, may send duplicate message however factorio blocks spam
Roles.print_to_roles_higher(role,message) --- Prints a message to all players who have the given role or one which is higher (excluding default)
Roles.print_to_roles_lower(role,message) --- Prints a message to all players who have the given role or one which is lower (excluding default)
Roles.get_role_by_name(name) --- Get a role for the given name
Roles.get_role_by_order(index) --- Get a role with the given order index
Roles.get_role_from_any(any) --- Gets a role from a name,index or role object (where it is just returned)
Roles.get_player_roles(player) --- Gets all the roles of the given player, this will always contain the default role
Roles.get_player_highest_role(player) --- Gets the highest role which the player has, can be used to compeer one player to another
Roles.assign_player(player,roles,by_player_name,silent) --- Gives a player the given role(s) with an option to pass a by player name used in the log
Roles.unassign_player(player,roles,by_player_name,silent) --- Removes a player from the given role(s) with an option to pass a by player name used in the log
Roles.override_player_roles(roles) --- Overrides all player roles with the given table of roles, useful to mass set roles on game start
Roles.player_has_role(player,search_role) --- A test for weather a player has the given role
Roles.player_has_flag(player,flag_name) --- A test for weather a player has the given flag true for at least one of they roles
Roles.player_allowed(player,action) --- A test for weather a player has at least one role which is allowed the given action
Roles.define_role_order(order) --- Used to set the role order, higher in the list is better, must be called at least once in config
Roles.define_flag_trigger(name,callback) --- Defines a new trigger for when a tag is added or removed from a player
Roles.set_default(name) --- Sets the default role which every player will have, this needs to be called at least once
Roles.set_root(name) --- Sets the root role which will always have all permissions, any server actions act from this role
Roles.new_role(name,short_hand) --- Defines a new role and returns the prototype to allow configuration
Roles._prototype:set_allow_all(state) --- Sets the default allow state of the role, true will allow all actions
Roles._prototype:allow(actions) --- Sets the allow actions for this role, actions in this list will be allowed for this role
Roles._prototype:disallow(actions) --- Sets the disallow actions for this role, will prevent actions from being allowed regardless of inheritance
Roles._prototype:is_allowed(action) --- Test for if a role is allowed the given action, mostly internal see Roles.player_allowed
Roles._prototype:set_flag(name,value) --- Sets the state of a flag for a role, flags can be used to apply effects to players
Roles._prototype:clear_flags() --- Clears all flags from this role, individual flags can be removed with set_flag(name,false)
Roles._prototype:has_flag(name) --- A test for if the role has a flag set
Roles._prototype:set_custom_tag(tag) --- Sets a custom player tag for the role, can be accessed by other code
Roles._prototype:set_custom_color(color) --- Sets a custom colour for the role, can be accessed by other code
Roles._prototype:set_permission_group(name,use_factorio_api) --- Sets the permission group for this role, players will be moved to the group of they highest role
Roles._prototype:set_parent(role) --- Sets the parent for a role, any action not in allow or disallow will be looked for in its parents
Roles._prototype:set_auto_promote_condition(callback) --- Sets an auto promote condition that is checked every 5 seconds, if true is returned then the player will recive the role
Roles._prototype:set_block_auto_promote(state) --- Sets the role to not allow players to have auto promote effect them, useful to keep people locked to a punishment
Roles._prototype:add_player(player,skip_check,skip_event) --- Adds a player to this role, players can have more than one role at a time, used internally see Roles.assign
Roles._prototype:remove_player(player,skip_check,skip_event) --- Removes a player from this role, players can have more than one role at a time, used internally see Roles.unassign
Roles._prototype:get_players(online) --- Returns an array of all the players who have this role, can be filtered by online status
Roles._prototype:print(message) --- Will print a message to all players with this role
]]
local Game = require 'utils.game'
local Global = require 'utils.global'
local Event = require 'utils.event'
local Groups = require 'expcore.permission_groups'
local Sudo = require 'expcore.sudo'
local Colours = require 'resources.color_presets'
local write_json = ext_require('expcore.common','write_json')
local Roles = {
_prototype={},
config={
order={}, -- Contains the order of the roles, lower index is better
roles={}, -- Contains the raw info for the roles, indexed by role name
flags={}, -- Contains functions that run when a flag is added/removed from a player
internal={}, -- Contains all internally accessed roles, such as root, default
players={}
},
events = {
on_role_assigned=script.generate_event_name(),
on_role_unassigned=script.generate_event_name(),
}
}
--- When global is loaded it will have the metatable re-assigned to the roles
Global.register(Roles.config,function(tbl)
Roles.config = tbl
for _,role in pairs(Roles.config.roles) do
setmetatable(role,{__index=Roles._prototype})
local parent = Roles.config.roles[role.parent]
if parent then
setmetatable(role.allowed_actions, {__index=parent.allowed_actions})
end
end
end)
--- Internal function used to trigger a few different things when roles are changed
-- this is the raw internal trigger as the other function is called at other times
-- there is a second half called role_update which triggers after the event call, it also is called when a player joins
local function emit_player_roles_updated(player,type,roles,by_player_name,skip_game_print)
by_player_name = game.player and game.player.name or by_player_name or '<server>'
local by_player = Game.get_player_from_any(by_player_name)
local by_player_index = by_player and by_player.index or 0
-- get the event id from the type of emit
local event = Roles.events.on_role_assigned
if type == 'unassign' then
event = Roles.events.on_role_unassigned
end
-- convert the roles to objects and get the names of the roles
local role_names = {}
for index,role in pairs(roles) do
role = Roles.get_role_from_any(role)
if role then
roles[index] = role
table.insert(role_names,role.name)
end
end
-- output to all the different locations: game print, player sound, event trigger and role log
if not skip_game_print then
game.print({'expcore-roles.game-message-'..type,player.name,table.concat(role_names,', '),by_player_name},Colours.cyan)
end
if type == 'assign' then
player.play_sound{path='utility/achievement_unlocked'}
else
player.play_sound{path='utility/game_lost'}
end
script.raise_event(event,{
name=Roles.player_roles_updated,
tick=game.tick,
player_index=player.index,
by_player_index=by_player_index,
roles=roles
})
write_json('log/roles.log',{
player_name=player.name,
by_player_name=by_player_name,
type=type,
roles_changed=role_names
})
end
--- Returns a string which contains all roles in index order displaying all data for them
-- @treturn string the debug output string
function Roles.debug()
local output = ''
for index,role_name in pairs(Roles.config.order) do
local role = Roles.config.roles[role_name]
local color = role.custom_color or Colours.white
color = string.format('[color=%d,%d,%d]',color.r,color.g,color.b)
output = output..string.format('\n%s %s) %s[/color]',color,index,serpent.line(role))
end
return output
end
--- Prints a message to all players in the given roles, may send duplicate message however factorio blocks spam
-- @tparam table roles table a of roles which to send the message to
-- @tparam string message the message to send to the players
function Roles.print_to_roles(roles,message)
for _,role in pairs(roles) do
role = Roles.get_role_from_any(role)
if role then role:print(message) end
end
end
--- Prints a message to all players who have the given role or one which is higher (excluding default)
-- @tparam string role the name of the role to send the message to
-- @tparam string message the message to send to the players
function Roles.print_to_roles_higher(role,message)
role = Roles.get_role_from_any(role)
if not role then return end
local roles = {}
for index,role_name in pairs(Roles.config.order) do
if index <= role.index and role_name ~= Roles.config.internal.default then
table.insert(roles,role_name)
end
end
Roles.print_to_roles(roles,message)
end
--- Prints a message to all players who have the given role or one which is lower (excluding default)
-- @tparam string role the name of the role to send the message to
-- @tparam string message the message to send to the players
function Roles.print_to_roles_lower(role,message)
role = Roles.get_role_from_any(role)
if not role then return end
local roles = {}
for index,role_name in pairs(Roles.config.order) do
if index >= role.index and role_name ~= Roles.config.internal.default then
table.insert(roles,role_name)
end
end
Roles.print_to_roles(roles,message)
end
--- Get a role for the given name
-- @tparam string name the name of the role to get
-- @treturn Roles._prototype the role with that name or nil
function Roles.get_role_by_name(name)
return Roles.config.roles[name]
end
--- Get a role with the given order index
-- @tparam number index the place in the oder list of the role to get
-- @treturn Roles._prototype the role with that index in the order list or nil
function Roles.get_role_by_order(index)
local name = Roles.config.order[index]
return Roles.config.roles[name]
end
--- Gets a role from a name,index or role object (where it is just returned)
-- nb: this function is used for the input for most outward facing functions
-- @tparam ?number|string|table any the value used to find the role
-- @treturn Roles._prototype the role that was found or nil see above
function Roles.get_role_from_any(any)
local tany = type(any)
if tany == 'number' or tonumber(any) then
any = tonumber(any)
return Roles.get_role_by_order(any)
elseif tany == 'string' then
return Roles.get_role_by_name(any)
elseif tany == 'table' then
return Roles.get_role_by_name(any.name)
end
end
--- Gets all the roles of the given player, this will always contain the default role
-- @tparam LuaPlayer player the player to get the roles of
-- @treturn table a table where the values are the roles which the player has
function Roles.get_player_roles(player)
player = Game.get_player_from_any(player)
if not player then return {Roles.config.roles[Roles.config.internal.root]} end
local roles = Roles.config.players[player.name] or {}
local default = Roles.config.roles[Roles.config.internal.default]
local rtn = {default}
for _,role_name in pairs(roles) do
table.insert(rtn,Roles.config.roles[role_name])
end
return rtn
end
--- Gets the highest role which the player has, can be used to compeer one player to another
-- @tparam LuaPlayer player the player to get the highest role of
-- @treturn the role with the highest order index which this player has
function Roles.get_player_highest_role(player)
local roles = Roles.get_player_roles(player)
if not roles then return end
local highest
for _,role in pairs(roles) do
if not highest or role.index < highest.index then
highest = role
end
end
return highest
end
--- Gives a player the given role(s) with an option to pass a by player name used in the log
-- @tparam LuaPlayer player the player that will be assigned the roles
-- @tparam table roles table a of roles that the player will be given, can be one role and can be role names
-- @tparam[opt=<server>] string by_player_name the name of the player that will be shown in the log
-- @tparam[opt=false] boolean silent when true there will be no game message printed
function Roles.assign_player(player,roles,by_player_name,silent)
player = Game.get_player_from_any(player)
if not player then return end
if type(roles) ~= 'table' or roles.name then
roles = {roles}
end
for _,role in pairs(roles) do
role = Roles.get_role_from_any(role)
if role then
role:add_player(player,false,true)
end
end
emit_player_roles_updated(player,'assign',roles,by_player_name,silent)
end
--- Removes a player from the given role(s) with an option to pass a by player name used in the log
-- @tparam LuaPlayer player the player that will have the roles removed
-- @tparam table roles table a of roles to be removed from the player, can be one role and can be role names
-- @tparam[opt=<server>] string by_player_name the name of the player that will be shown in the logs
-- @tparam[opt=false] boolean silent when true there will be no game message printed
function Roles.unassign_player(player,roles,by_player_name,silent)
player = Game.get_player_from_any(player)
if not player then return end
if type(roles) ~= 'table' or roles.name then
roles = {roles}
end
for _,role in pairs(roles) do
role = Roles.get_role_from_any(role)
if role then
role:remove_player(player,false,true)
end
end
emit_player_roles_updated(player,'unassign',roles,by_player_name,silent)
end
--- Overrides all player roles with the given table of roles, useful to mass set roles on game start
-- @tparam table roles table a which is indexed by case sensitive player names and has the value of a table of role names
function Roles.override_player_roles(roles)
Roles.config.players = roles
end
--- 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
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 pairs(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
function Roles.player_has_flag(player,flag_name)
local roles = Roles.get_player_roles(player)
if not roles then return end
for _,role in pairs(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
function Roles.player_allowed(player,action)
local roles = Roles.get_player_roles(player)
if not roles then return end
for _,role in pairs(roles) do
if role:is_allowed(action) then
return true
end
end
return false
end
--- 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
function Roles.define_role_order(order)
-- Clears and then rebuilds the order table
Roles.config.order = {}
for _,role in ipairs(order) do
if type(role) == 'table' and role.name then
table.insert(Roles.config.order,role.name)
else
table.insert(Roles.config.order,role)
end
end
-- Re-links roles to they parents as this is called at the end of the config
for index,role in pairs(Roles.config.order) do
role = Roles.config.roles[role]
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
-- flag param - player - the player that has had they roles changed
-- flag param - state - the state of the flag, aka if the flag is present
function Roles.define_flag_trigger(name,callback)
local sudo_name = 'role-flag-'..name
Roles.config.flags[name] = sudo_name
Sudo.register(sudo_name,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
--- 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
--- 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
--- 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 recive 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
--- 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,sudo_name in pairs(Roles.config.flags) do
local state = Roles.player_has_flag(player,flag)
Sudo(sudo_name,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
Sudo('add-player-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