mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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356 lines
16 KiB
Lua
356 lines
16 KiB
Lua
--- Adds roles where a player can have more than one role
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-- @module ExpGamingCore.Role@4.0.0
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/releases/download/v4.0-core/ExpGamingCore.Ranking_4.0.0.zip
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-- @alais Role
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-- Module Require
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local Group = require('ExpGamingCore.Group@^4.0.0')
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local Game = require('FactorioStdLib.Game@^0.8.0')
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-- Local Varibles
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local role_change_event_id = script.generate_event_name()
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-- Module Define
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local module_verbose = false
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local Role = {
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_prototype={},
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order={},
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flags={},
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actions={},
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meta={},
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roles=setmetatable({},{
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__index=table.autokey,
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__newindex=function(tbl,key,value)
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rawset(tbl,key,Role.define(value))
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end
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}),
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on_init=function()
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--code
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end,
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on_post=function(self)
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-- loads the roles in config
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require(module_path..'/config',{Role=self})
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-- joins role allows into a chain
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local previous
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for index,role_name in pairs(self.order) do
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local role = self.get(role_name)
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if not role then error('Invalid role name in order listing: '..role_name) return end
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if role.is_default then self.meta.default = role end
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if previous then setmetatable(previous.allow,{__index=role.allow}) end
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role.index = index
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previous = role
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end
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setmetatable(previous.allow,{__index=function(tbl,key) return false end})
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end
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}
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-- Global Define
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local global = global{
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changes={},
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players={},
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roles={}
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}
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-- Function Define
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-- creates role object
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function Role.define(obj)
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if not type_error(game,nil,'Cant define Role during runtime.') then return end
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if not type_error(obj.name,'string','Role creation is invalid: role.name is not a string') then return end
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if not is_type(obj.short_hand,'string') then obj.short_hand = obj.name:sub(1,3) end
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if not is_type(obj.tag,'string') then obj.tag = '['..obj.short_hand..']' end
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if not type_error(obj.colour,'table','Role creation is invalid: role.colour is not a table') then return end
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if not type_error(obj.allow,'table','Role creation is invalid: role.allow is not a table') then return end
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obj.group = Group.get(obj.group)
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if not type_error(obj.group,'table','Role creation is invalid: role.group is invalid') then return end
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if obj.time and not type_error(obj.time,'number','Role creation is invalid: role.time is not a number') then return end
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verbose('Created Role: '..obj.name)
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setmetatable(obj,{__index=Role._prototype})
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rawset(Role.roles,obj.name,obj)
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table.insert(Role.order,obj.name)
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return obj
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end
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-- gets all roles of a user or a role by name
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function Role.get(mixed)
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local player = Game.get_player(mixed)
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if player then
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local rtn = {}
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if not global.players[player.index] then return Role.meta.default and {Role.meta.default} or {} end
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for _,role in pairs(global.players[player.index]) do table.insert(rtn,Role.get(role)) end
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return rtn
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elseif is_type(mixed,'table') and mixed.role_name then return Roles.roles[mixed.role_name]
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elseif is_type(mixed,'string') then return Roles.roles[mixed] end
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end
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-- gives a player a role by name or a table of roles
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function Role.assign(player,role,no_log)
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local player = Game.get_player(player)
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if not player then error('Invalid player given to Role.assign.',2) return end
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-- this loops over a table of role if given; will return if ipairs returns, else will asume it was ment to be a role and error
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if is_type(role,'table') and not role.name then
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local ctn = 0
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for _,_role in ipairs(role) do ctn=ctn+1 Role.assign(player,_role,true) end
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if ctn > 0 then if not no_log then table.insert(global.changes[player.index],{'assign',role.name}) end return end
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end
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local role = Role.get(role)
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if not role then error('Invalid role given to Role.assign.',2) return end
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-- this acts as a way to provent the global table getting too full
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if not global.changes[player.index] then global.changes[player.index]={} end
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if #global.changes[player.index] > 20 then table.remove(global.changes[player.index],1) end
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if not no_log then table.insert(global.changes[player.index],{'assign',role.name}) end
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return role:add_player(player)
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end
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-- removes a player from a role by name or a table of roles
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function Role.unassign(player,role,no_log)
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local player = Game.get_player(player)
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if not player then error('Invalid player given to Role.unassign.',2) return end
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-- this loops over a table of role if given; will return if ipairs returns, else will asume it was ment to be a role and error
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if is_type(role,'table') and not role.name then
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local ctn = 0
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for _,_role in ipairs(role) do ctn=ctn+1 Role.unassign(player,_role,true) end
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if ctn > 0 then if not no_log then table.insert(global.changes[player.index],{'unassign',role.name}) end return end
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end
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local role = Role.get(role)
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if not role then error('Invalid role given to Role.unassign.',2) return end
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if not global.changes[player.index] then global.changes[player.index]={} end
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-- this acts as a way to provent the global table getting too full
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if #global.changes[player.index] > 20 then table.remove(global.changes[player.index],1) end
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if not no_log then table.insert(global.changes[player.index],{'unassign',role.name}) end
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return role:remove_player(player)
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end
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-- gets the highest role from a set of options; player can be passed
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function Role.get_highest(options)
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local player = Game.get_player(options)
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if player then options = Role.get(player) end
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if not type_error(options,'table','Invalid argument to Role.highest, options is not a table of roles.') then return end
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local highest_index = -1
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local highest
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for _,role in pairs(options) do
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local role = Role.get(role)
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if highest_index == -1 or role.index < highest_index then highest_index,highest = role.index,role end
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end
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return highest
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end
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-- reverts the last change to a user's roles
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function Role.revert(player,count)
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local player = Game.get_player(player)
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if not player then error('Invalid player given to Role.revert.',2) return end
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if count and not type_error(count,'number','Invalid argument to Role.revert, count is not a number.') then return end
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local changes = global.changes[player.index] or {}
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if #changes == 0 then error('Player has no role changes logged, can not revert.') end
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local count = count or 1
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local ctn = 0
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if count > #changes then count = #changes end
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for i = 1,count do
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local change = table.remove(changes,1)
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if not change then break end
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if change[1] == 'assign' then Role.unassign(player,change[2],true) end
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if change[1] == 'unassign' then Role.assign(player,change[2],true) end
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ctn=ctn+1
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end
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return ctn
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end
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-- when a role has the given flag the callback is called, params: player, state
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-- all the flags a player has are combined with true as pirority
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-- example Role.add_flag('is_admin',function(player,state) player.admin = state end)
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function Role.add_flag(flag,callback)
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if not type_error(flag,'string','Invalid argument to Role.add_flag, flag is not a string.') then return end
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if callback and not type_error(callback,'function','Invalid argument to Role.add_flag, callback is not a function.') then return end
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verbose('Added flag: '..flag)
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Role.flags[flag] = callback or true
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end
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-- tests if mixed (either player or role) has the requested flag
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function Role.has_flag(mixed,flag)
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if not type_error(flag,'string','Invalid argument to Role.has_flag, flag is not a string.') then return end
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local roles = Role.get(mixed)
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if not type_error(roles,'table','Invalid argument to Role.has_flag, mixed is not a role or player.') then return end
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if #roles then for _,role in pairs(roles) do
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if role:has_flag(flag) then return true end
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end elseif roles:has_flag(flag) then return true end
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return false
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end
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-- allows a table to be made that includes all possible actions and thus can test who is allowed
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-- used purly as a way to loop over all actions
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function Role.add_action(action)
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if not type_error(action,'string','Invalid argument to Role.add_action, action is not a string.') then return end
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verbose('Added action: '..action)
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table.insert(Role.actions,action)
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end
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-- returns if mixed (either player or role) is allowed to do this action
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function Role.allowed(mixed,action)
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if not type_error(action,'string','Invalid argument to Role.allowed, action is not a string.') then return end
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local roles = Role.get(mixed)
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if not type_error(roles,'table','Invalid argument to Role.allowed, mixed is not a role or player.') then return end
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if #roles then for _,role in pairs(roles) do
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if role:allowed(flag) then return true end
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end elseif roles:allowed(flag) then return true end
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return false
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end
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-- prints to this role and all below it or above if inv
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function Role.print(role,rtn,colour,inv)
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local role = Role.get(mixed)
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if not type_error(roles,'table','Invalid argument to Role.print, role is invalid.') then return end
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if colour and not type_error(colour,'table','Invalid argument to Role.print, colour is not a table.') then return end
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if inv and not type_error(inv,'boolean','Invalid argument to Role.print, inv is not a boolean.') then return end
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local print = inv or false
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local ctn = 0
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for index,role_name in pairs(Role.roles) do
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if print then ctn=ctn+Role.roles[role_name]:print(rtn,colour) end
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if role_name == role.name then if print then break else print = true end end
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end
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return ctn
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end
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-- outputs all roles for debug purposes
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function Role.debug_output(role,player)
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local player = Game.get_player(player) or game.player
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if not player then error('Invalid player given to Role.debug_output.',2) return end
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local function _output(role)
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local flags = {};for flag in pairs(Role.flags) do if role:has_flag(flag) then table.insert(flags,flag) end end
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local rtn = string.format('%s) %q %s > Group: %q Time: %s Flags: %s',
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role.index,role.name,role.tag,role.group,tostring(role.time),table.concat(flags,','))
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player_return(rtn,role.colour,player)
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end
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if role then
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local role = Role.get(mixed)
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if not type_error(roles,'table','Invalid argument to Role.print, role is invalid.') then return end
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_output(role)
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else for index,role_name in pairs(Role.roles) do _output(Role.roles[role_name]) end end
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end
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-- returns true if this role has this flag set
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function Role._prototype:has_flag(flag)
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if not self_test(self,'role','has_flag') then return end
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if not type_error(flag,'string','Invalid argument to role:has_flag, flag is not a string.') then return end
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return self[flag] or false
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end
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-- returns true if the rank is allowed, indexing with metatables for inheraitance
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function Role._prototype:allowed(action)
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if not self_test(self,'role','allowed') then return end
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if not type_error(action,'string','Invalid argument to role:allowed, action is not a string.') then return end
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return self.allowed[action] or self.is_root or false -- still include is_root exception flag
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end
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-- gets the players in this role and online only if online is true
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function Role._prototype:get_players(online)
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if not self_test(self,'role','get_players') then return end
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if online and not type_error(online,'boolean','Invalid argument to role:get_players, online is not a boolean.') then return end
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if not global.roles[self.name] then global.roles[self.name] = {} end
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local rtn = {}
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for _,player_index in pairs(global.roles[self.name]) do
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local player = game.players[player_index]
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if player and not online or player.connected then table.insert(rtn,player) end
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end
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return rtn
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end
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-- prints a message to all players with this role
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function Role._prototype:print(rtn,colour)
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if not self_test(self,'role','print') then return end
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if colour and not type_error(colour,'table','Invalid argument to Role.print, colour is not a table.') then return end
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local ctn = 0
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for _,player in pairs(self:get_players(true)) do ctn=ctn+1 player_return(rtn,colour,player) end
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return ctn
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end
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-- runs though Role.actions and returns a list of which this role can do
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function Role._prototype:get_permissions()
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if not self_test(self,'role','get_permissions') then return end
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local rtn = {}
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for _,action in pairs(Role.actions) do rtn[action] = self:allowed(action) end
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return rtn
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end
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-- adds a player to this role
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function Role._prototype:add_player(player,by_player)
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if not self_test(self,'role','add_player') then return end
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local player = Game.get_player(player)
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if not player then error('Invalid player given to role:add_player.',2) return end
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local by_player = Game.get_player(by_player)
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if not by_player then by_player = {name='<server>',index=0} end
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if not global.roles[self.name] then global.roles[self.name] = {} end
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if not global.players[player.index] then global.roles[player.index] = {} end
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local highest = Role.get_highest(player)
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table.insert(global.roles[self.name],player.index)
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table.insert(global.players[player.index],self.name)
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script.raise_event(role_change_event_id,{
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name=role_change_event_id,
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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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old_highest=highest.name,
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role_name=self.name,
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effect='assign'
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})
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end
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-- removes a player from this role
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function Role._prototype:remove_player(player,by_player)
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if not self_test(self,'role','add_player') then return end
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local player = Game.get_player(player)
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if not player then error('Invalid player given to role:remove_player.',2) return end
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local by_player = Game.get_player(by_player) or {name='<server>',index=0}
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if not global.roles[self.name] then global.roles[self.name] = {} end
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if not global.players[player.index] then global.roles[player.index] = {} end
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local highest = Role.get_highest(player)
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local index = 0
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for _index,player_index in pairs(global.roles[self.name]) do if player_index == player.index then index=_index break end end
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table.remove(global.roles[self.name],index)
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for _index,role_name in pairs(global.players[player.index]) do if role_name == self.name then index=_index break end end
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table.insert(global.players[player.index],index)
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script.raise_event(role_change_event_id,{
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name=role_change_event_id,
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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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old_highest=highest.name,
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role_name=self.name,
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effect='unassign'
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})
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end
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-- Event Handlers Define
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script.on_event(role_change_event_id,function(event)
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-- varible init
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local player = Game.get_player(event)
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local by_player = Game.get_player(event.by_player_index) or {name='<server>',index=0}
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local role = Role.get(event)
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local highest = Role.get_highest(player)
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-- assign new tag and group of highest role
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Group.assign(player,highest.group)
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player.tag = highest.tag
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-- play a sound to the player
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if event.effect == 'assign' and not role.is_jail then player.play_sound{path='utility/achievement_unlocked'}
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else player.play_sound{path='utility/game_lost'} end
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if player.online_time > 60 then
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-- send a message to other players
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if event.effect == 'assign' then game.print(player.name..' was assigned the new role: '..role.name)
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else game.print(player.name..' was unassigned the role: '..role.name) end
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-- log change to file
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game.write_file('ranking-change.json',
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table.json({
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tick=game.tick,
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play_time=player.online_time,
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player_name=player.name,
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by_player_name=by_player.name,
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role_name=role.name,
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highest_role_name=highest.name,
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effect=event.effect
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})..'\n'
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, true, 0)
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end
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end)
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-- Module Return
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return setmetatable(Role,{__call=function(tbl,...) tbl.define(...) end}) |