Files
factorio-scenario-ExpCluster/exp_roles/module/control.lua
T
bbassieandClaude Opus 5 fcfa174794 Fix LuaLS findings in the roles module
Checked with the same LuaLS version and factorio library CI uses. The module now
reports no findings; the 279 which remain are all pre-existing and main is
already failing on them.

Most were annotations rather than behaviour. Two are worth noting:

- The role prototype is now its own class which the role inherits, since
  defining methods on a table annotated as the role counted as injecting fields
  into it.
- The role change message is built from a literal locale key per branch. Building
  the key by concatenation gives a plain string where a localised string is
  wanted, which is the same finding the legacy module reports.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 09:39:04 +00:00

902 lines
29 KiB
Lua

--[[-- ExpRoles
Replaces the legacy role system with clusterio's roles and permissions.
Roles and the players who hold them are owned by the controller. This module
mirrors that state into the game and presents the same interface the legacy
`expcore.roles` module did, so existing call sites keep working.
Assignments made in game are applied locally first and then sent to the
controller, which avoids callers having to deal with the round trip. A local
assignment which is never sent, such as one earned from time on this map, can be
made with `assign_player_local`.
]]
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local Async = require("modules/exp_util/async")
--- @class ExpRoles
local ExpRoles = {
config = {
--- Role names in order, a lower index is a more privileged role
order = {}, --- @type string[]
--- Roles indexed by name, this table is never replaced
roles = {}, --- @type table<string, ExpRoles.Role>
--- Role names held by each player, includes local assignments
players = {}, --- @type table<string, string[]>
--- Async handles run when a flag is gained or lost
flags = {}, --- @type table<string, Async.AsyncFunction>
},
events = {
on_role_assigned = script.generate_event_name(),
on_role_unassigned = script.generate_event_name(),
},
}
--- Methods shared by every role, kept apart from the fields so that defining
--- them does not count as injecting fields into the role itself
--- @class ExpRoles.RolePrototype
local Role = {}
ExpRoles._prototype = Role
--- @class ExpRoles.Role : ExpRoles.RolePrototype
--- @field id number Clusterio role id
--- @field name string
--- @field short_hand string
--- @field order number Order given by the controller, which can have gaps
--- @field index number Position within the role order, with no gaps
--- @field priority number Only the highest priority roles a player holds apply
--- @field custom_tag string
--- @field custom_color Color?
--- @field allowed_actions table<string, boolean> Permission names granted by this role
--- @field flags table<string, boolean> Legacy flag names granted by this role
--- @field block_auto_assign boolean
--- @class ExpRoles.ScriptData
--- @field roles table<number, ExpRoles.Role> Roles indexed by clusterio id
--- @field synced_players table<string, number[]> Role ids from the controller
--- @field local_players table<string, number[]> Role ids which only exist on this map
--- @field pending table<string, number[]> Local role ids waiting to be confirmed
--- @field default_role_id number? Role every player holds
--- @field emit_updates boolean
local script_data = {}
--[[
Permission names
]]
--- Legacy actions which map onto core clusterio permissions
local core_action_permissions = {
["command/assign-role"] = "core.user.update_roles",
["command/unassign-role"] = "core.user.update_roles",
["command/get-roles"] = "core.role.list",
}
--- Cache for the action to permission mapping, this is a hot path
local action_permissions = {} --- @type table<string, string>
local flag_permissions = {} --- @type table<string, string>
--- Convert a legacy action such as `gui/warp-list/add` into a permission name
--- This must match permissionFromAction in exp_scenario/permissions.ts
--- @param action string
--- @return string
local function permission_from_action(action)
local permission = action_permissions[action]
if permission then return permission end
permission = core_action_permissions[action]
if not permission then
local body = action:gsub("%-", "_"):gsub("/", ".")
if not body:find(".", 1, true) then
body = "action." .. body
end
permission = "exp_scenario." .. body
end
action_permissions[action] = permission
return permission
end
--- Convert a legacy flag such as `report-immune` into a permission name
--- This must match permissionFromFlag in exp_scenario/permissions.ts
--- @param flag string
--- @return string
local function permission_from_flag(flag)
local permission = flag_permissions[flag]
if permission then return permission end
permission = "exp_scenario.flag." .. (flag:gsub("%-", "_"))
flag_permissions[flag] = permission
return permission
end
--[[
Role state
]]
--- Rebuild config.order and config.roles from the synced roles, in place
local function rebuild_role_views()
local roles = {}
for _, role in pairs(script_data.roles) do
roles[#roles + 1] = role
end
-- Sorted on the order given by the controller, which can have gaps, the
-- index each role is given is its position within that order
table.sort(roles, function(a, b)
if a.order == b.order then return a.id < b.id end
return a.order < b.order
end)
local order, by_name = ExpRoles.config.order, ExpRoles.config.roles
for key in pairs(order) do order[key] = nil end
for key in pairs(by_name) do by_name[key] = nil end
for index, role in ipairs(roles) do
role.index = index
order[index] = role.name
by_name[role.name] = role
end
end
--- Build a role from the record sent by the controller
--- @param record table
--- @return ExpRoles.Role
local function decode_role(record)
local meta = record.meta
local allowed_actions = {}
for _, permission in pairs(record.permissions) do
allowed_actions[permission] = true
end
local flags = {}
for permission in pairs(allowed_actions) do
local flag = permission:match("^exp_scenario%.flag%.(.+)$")
if flag then flags[flag] = true end
end
--- @type ExpRoles.Role
return setmetatable({
id = record.id,
name = record.name,
short_hand = meta.short_hand or record.name,
order = meta.order or record.id,
index = meta.order or record.id,
priority = meta.priority or 0,
custom_tag = meta.tag or "",
custom_color = meta.color,
allowed_actions = allowed_actions,
flags = flags,
block_auto_assign = meta.block_auto_assign or false,
}, { __index = ExpRoles._prototype })
end
--- Refresh the legacy view of the roles a player holds
--- @param player_name string
local function rebuild_player_view(player_name)
local role_ids = {}
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
for _, role_id in pairs(script_data.local_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
if #role_ids == 0 then
ExpRoles.config.players[player_name] = nil
return
end
local names, seen = {}, {}
for _, role_id in pairs(role_ids) do
local role = script_data.roles[role_id]
if role and not seen[role.name] then
seen[role.name] = true
names[#names + 1] = role.name
end
end
ExpRoles.config.players[player_name] = names
end
--- Rebuild the legacy view for every known player
local function rebuild_all_player_views()
local players = ExpRoles.config.players
for key in pairs(players) do players[key] = nil end
local seen = {}
for player_name in pairs(script_data.synced_players) do seen[player_name] = true end
for player_name in pairs(script_data.local_players) do seen[player_name] = true end
for player_name in pairs(seen) do rebuild_player_view(player_name) end
end
--[[
Role lookup
]]
--- Get a role by its name
--- @param name string
--- @return ExpRoles.Role?
function ExpRoles.get_role_by_name(name)
return ExpRoles.config.roles[name]
end
--- Get a role by its position in the role order
--- @param index number
--- @return ExpRoles.Role?
function ExpRoles.get_role_by_order(index)
local name = ExpRoles.config.order[index]
return name and ExpRoles.config.roles[name]
end
--- Get a role from a name, order index, or role
--- @param any string | number | ExpRoles.Role
--- @return ExpRoles.Role?
function ExpRoles.get_role_from_any(any)
local t_any = type(any)
local as_number = tonumber(any)
if as_number then
return ExpRoles.get_role_by_order(as_number)
elseif t_any == "string" then
return ExpRoles.get_role_by_name(any)
elseif t_any == "table" then
return ExpRoles.get_role_by_name(any.name)
end
end
--- Get all roles in order, the most privileged first
--- @return ExpRoles.Role[]
function ExpRoles.get_roles_ordered()
local rtn = {}
for index, role_name in ipairs(ExpRoles.config.order) do
rtn[index] = ExpRoles.config.roles[role_name]
end
return rtn
end
--- Role used when there is no player, such as for commands run by the server
--- It bypasses every permission check the same way the legacy root role did
local server_role = setmetatable({
id = -1,
name = "<server>",
short_hand = "SRV",
order = 0,
index = 0,
priority = 0,
custom_tag = "",
custom_color = nil,
allowed_actions = { ["core.admin"] = true },
flags = {},
block_auto_assign = true,
}, { __index = ExpRoles._prototype })
--- Get the roles a player holds, including the default role
--- Only the roles with the highest priority are returned, which lets a role
--- such as Jail suppress every other role a player holds
--- @param player LuaPlayer | string | nil
--- @return ExpRoles.Role[]
function ExpRoles.get_player_roles(player)
local player_name = type(player) == "table" and player.name or player --[[ @as string? ]]
-- The server is not a player and is allowed to do anything
if player_name == nil then return { server_role } end
local role_ids = {}
if script_data.default_role_id then
role_ids[#role_ids + 1] = script_data.default_role_id
end
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
for _, role_id in pairs(script_data.local_players[player_name] or {}) do
role_ids[#role_ids + 1] = role_id
end
local roles, highest_priority, seen = {}, nil, {}
for _, role_id in pairs(role_ids) do
local role = script_data.roles[role_id]
if role and not seen[role_id] then
seen[role_id] = true
if highest_priority == nil or role.priority > highest_priority then
highest_priority = role.priority
end
roles[#roles + 1] = role
end
end
local rtn = {}
for _, role in pairs(roles) do
if role.priority == highest_priority then
rtn[#rtn + 1] = role
end
end
table.sort(rtn, function(a, b) return a.index < b.index end)
return rtn
end
--- Get the most privileged role a player holds
--- @param player LuaPlayer | string | nil
--- @return ExpRoles.Role?
function ExpRoles.get_player_highest_role(player)
return ExpRoles.get_player_roles(player)[1]
end
--[[
Permission checks
]]
--- Check if a player is allowed to perform an action
--- @param player LuaPlayer | string | nil
--- @param action string A legacy action such as `command/kill`
--- @return boolean
function ExpRoles.player_allowed(player, action)
local permission = permission_from_action(action)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
local allowed = role.allowed_actions
if allowed["core.admin"] or allowed[permission] then
return true
end
end
return false
end
--- Check if a player has a flag set by at least one of their roles
--- @param player LuaPlayer | string | nil
--- @param flag_name string
--- @return boolean
function ExpRoles.player_has_flag(player, flag_name)
local permission = permission_from_flag(flag_name)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
if role.allowed_actions[permission] then
return true
end
end
return false
end
--- Check if a player holds a role
--- @param player LuaPlayer | string | nil
--- @param search_role string | number | ExpRoles.Role
--- @return boolean
function ExpRoles.player_has_role(player, search_role)
local role = ExpRoles.get_role_from_any(search_role)
if not role then return false end
for _, player_role in pairs(ExpRoles.get_player_roles(player)) do
if player_role.name == role.name then return true end
end
return false
end
--- Check if a player bypasses all permission checks
--- This replaces the legacy root role
--- @param player LuaPlayer | string | nil
--- @return boolean
function ExpRoles.is_root(player)
for _, role in pairs(ExpRoles.get_player_roles(player)) do
if role.allowed_actions["core.admin"] then return true end
end
return false
end
--[[
Role prototype
]]
--- Check if this role allows an action
--- @param self ExpRoles.Role
--- @param action string
--- @return boolean
function Role:is_allowed(action)
local allowed = self.allowed_actions
return allowed["core.admin"] or allowed[permission_from_action(action)] or false
end
--- Check if this role sets a flag
--- @param self ExpRoles.Role
--- @param name string
--- @return boolean
function Role:has_flag(name)
return self.allowed_actions[permission_from_flag(name)] or false
end
--- Get the players who hold this role
--- @param self ExpRoles.Role
--- @param online boolean? When given, filter by connected state
--- @return LuaPlayer[]
function Role:get_players(online)
local players = {}
for player_name, role_names in pairs(ExpRoles.config.players) do
for _, role_name in pairs(role_names) do
if role_name == self.name then
local player = game.players[player_name]
if player and (online == nil or player.connected == online) then
players[#players + 1] = player
end
break
end
end
end
return players
end
--- Print a message to every online player who holds this role
--- @param self ExpRoles.Role
--- @param message LocalisedString
--- @return number # Number of players the message was sent to
function Role:print(message)
local players = self:get_players(true)
for _, player in pairs(players) do
player.print(message)
end
return #players
end
--[[
Printing to roles
]]
--- Print a message to every player holding one of the given roles
--- @param roles (string | number | ExpRoles.Role)[]
--- @param message LocalisedString
function ExpRoles.print_to_roles(roles, message)
for _, role in pairs(roles) do
local resolved = ExpRoles.get_role_from_any(role)
if resolved then resolved:print(message) end
end
end
--- Print a message to every player holding the given role or a more privileged one
--- @param role string | number | ExpRoles.Role
--- @param message LocalisedString
function ExpRoles.print_to_roles_higher(role, message)
local resolved = ExpRoles.get_role_from_any(role)
if not resolved then return end
local roles = {}
for index, role_name in ipairs(ExpRoles.config.order) do
if index <= resolved.index and role_name ~= ExpRoles.get_default_role_name() then
roles[#roles + 1] = role_name
end
end
ExpRoles.print_to_roles(roles, message)
end
--- Print a message to every player holding the given role or a less privileged one
--- @param role string | number | ExpRoles.Role
--- @param message LocalisedString
function ExpRoles.print_to_roles_lower(role, message)
local resolved = ExpRoles.get_role_from_any(role)
if not resolved then return end
local roles = {}
for index, role_name in ipairs(ExpRoles.config.order) do
if index >= resolved.index and role_name ~= ExpRoles.get_default_role_name() then
roles[#roles + 1] = role_name
end
end
ExpRoles.print_to_roles(roles, message)
end
--- Get the name of the role every player holds
--- @return string?
function ExpRoles.get_default_role_name()
local role = script_data.default_role_id and script_data.roles[script_data.default_role_id]
return role and role.name or nil
end
--[[
Flags
]]
--- Register a callback run when a player gains or loses a flag
--- @param name string
--- @param callback fun(player: LuaPlayer, state: boolean)
function ExpRoles.define_flag_trigger(name, callback)
ExpRoles.config.flags[name] = Async.register(callback)
end
--- Run every flag trigger for a player
--- @param player LuaPlayer
local function apply_flag_triggers(player)
for flag, async_function in pairs(ExpRoles.config.flags) do
async_function(player, ExpRoles.player_has_flag(player, flag))
end
end
--[[
Assignment
]]
--- Raise the assigned or unassigned event and tell the player what changed
--- @param player LuaPlayer
--- @param change_type "assign" | "unassign"
--- @param roles ExpRoles.Role[]
--- @param by_player_name string?
--- @param silent boolean?
local function emit_player_roles_updated(player, change_type, roles, by_player_name, silent)
by_player_name = by_player_name or (game.player and game.player.name) or "<server>"
local by_player = game.players[by_player_name]
local role_names = {}
for index, role in ipairs(roles) do
role_names[index] = role.name
end
if not silent then
local joined = table.concat(role_names, ", ")
game.print(change_type == "assign"
and { "exp-roles.game-message-assign", player.name, joined, by_player_name }
or { "exp-roles.game-message-unassign", player.name, joined, by_player_name })
end
if change_type == "assign" then
player.play_sound{ path = "utility/achievement_unlocked" }
else
player.play_sound{ path = "utility/game_lost" }
end
local event = change_type == "assign" and ExpRoles.events.on_role_assigned or ExpRoles.events.on_role_unassigned
script.raise_event(event, {
name = event,
tick = game.tick,
player_index = player.index,
by_player_index = by_player and by_player.index or 0,
roles = role_names,
})
apply_flag_triggers(player)
end
--- Remove a role id from a list, returns true when it was present
--- @param list number[]?
--- @param role_id number
--- @return boolean
local function remove_role_id(list, role_id)
if not list then return false end
for index, value in ipairs(list) do
if value == role_id then
table.remove(list, index)
return true
end
end
return false
end
--- Add a role id to a list unless it is already present
--- @param list number[]
--- @param role_id number
--- @return boolean
local function add_role_id(list, role_id)
for _, value in ipairs(list) do
if value == role_id then return false end
end
list[#list + 1] = role_id
return true
end
--- Convert a role, role name, or array of either into an array of roles
--- @param roles any
--- @return ExpRoles.Role[]
local function resolve_roles(roles)
if type(roles) ~= "table" or roles.name then
roles = { roles }
end
local rtn = {}
for _, role in pairs(roles) do
local resolved = ExpRoles.get_role_from_any(role)
if resolved then rtn[#rtn + 1] = resolved end
end
return rtn
end
--- Apply a role change locally and tell the controller about it
--- @param player_name string
--- @param roles ExpRoles.Role[]
--- @param change_type "assign" | "unassign"
--- @param sync boolean
--- @return ExpRoles.Role[] # The roles which actually changed
local function apply_local_change(player_name, roles, change_type, sync)
local local_roles = script_data.local_players[player_name] or {}
local pending = script_data.pending[player_name] or {}
local changed = {}
for _, role in pairs(roles) do
if change_type == "assign" then
local synced = script_data.synced_players[player_name] or {}
local already_synced = false
for _, role_id in pairs(synced) do
if role_id == role.id then already_synced = true break end
end
if not already_synced and add_role_id(local_roles, role.id) then
changed[#changed + 1] = role
if sync then add_role_id(pending, role.id) end
end
else
local removed = remove_role_id(local_roles, role.id)
remove_role_id(pending, role.id)
-- A synced role is only taken away here when the controller is
-- being told as well, otherwise the next update would restore it
if sync then
removed = remove_role_id(script_data.synced_players[player_name], role.id) or removed
end
if removed then
changed[#changed + 1] = role
end
end
end
script_data.local_players[player_name] = next(local_roles) and local_roles or nil
script_data.pending[player_name] = next(pending) and pending or nil
rebuild_player_view(player_name)
return changed
end
--- Send a role change to the controller
--- @param player_name string
--- @param roles ExpRoles.Role[]
--- @param change_type "assign" | "unassign"
local function emit_assignment_update(player_name, roles, change_type)
if not script_data.emit_updates then return end
local role_ids = {}
for index, role in ipairs(roles) do
role_ids[index] = role.id
end
clusterio_api.send_json("exp_roles:assignment_update", {
name = player_name,
assign = change_type == "assign" and role_ids or nil,
unassign = change_type == "unassign" and role_ids or nil,
})
end
--- Change the roles a player holds
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param change_type "assign" | "unassign"
--- @param by_player_name string?
--- @param silent boolean?
--- @param sync boolean
local function change_player_roles(player, roles, change_type, by_player_name, silent, sync)
local player_name = type(player) == "table" and player.name or player --[[ @as string? ]]
if not player_name then return end
local role_objects = resolve_roles(roles)
if #role_objects == 0 then return end
local changed = apply_local_change(player_name, role_objects, change_type, sync)
if #changed == 0 then return end
if sync then
emit_assignment_update(player_name, changed, change_type)
end
local valid_player = game.get_player(player_name)
if valid_player then
emit_player_roles_updated(valid_player, change_type, changed, by_player_name, silent)
end
end
--- Give a player one or more roles, the change is sent to the controller
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param skip_checks boolean? Unused, kept for compatibility
--- @param silent boolean?
function ExpRoles.assign_player(player, roles, by_player_name, skip_checks, silent)
change_player_roles(player, roles, "assign", by_player_name, silent, true)
end
--- Take one or more roles from a player, the change is sent to the controller
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param skip_checks boolean? Unused, kept for compatibility
--- @param silent boolean?
function ExpRoles.unassign_player(player, roles, by_player_name, skip_checks, silent)
change_player_roles(player, roles, "unassign", by_player_name, silent, true)
end
--- Give a player one or more roles on this map only, the controller is not told
--- Use this for roles earned from progress which does not leave this map
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param silent boolean?
function ExpRoles.assign_player_local(player, roles, by_player_name, silent)
change_player_roles(player, roles, "assign", by_player_name, silent, false)
end
--- Take one or more local roles from a player, the controller is not told
--- @param player LuaPlayer | string
--- @param roles any A role, role name, or array of either
--- @param by_player_name string?
--- @param silent boolean?
function ExpRoles.unassign_player_local(player, roles, by_player_name, silent)
change_player_roles(player, roles, "unassign", by_player_name, silent, false)
end
--[[
Sync entry points
]]
--- Restore local references to persistent script data after load
function ExpRoles.on_load()
script_data = compat.script_data["exp_roles"]
if script_data then
rebuild_role_views()
rebuild_all_player_views()
end
end
--- Enable or disable sending role changes back to the controller
--- @param enabled boolean?
function ExpRoles.set_emit_events(enabled)
script_data.emit_updates = enabled ~= false
end
--- Replace all local state with the state held by the controller
--- @param payload { roles: table[], assignments: table[] }
function ExpRoles.initialise(payload)
local emit_updates = script_data.emit_updates
script_data.emit_updates = false
script_data.roles = {}
script_data.default_role_id = nil
for _, record in pairs(payload.roles) do
if not record.is_deleted then
script_data.roles[record.id] = decode_role(record)
if record.is_default then
script_data.default_role_id = record.id
end
end
end
script_data.synced_players = {}
for _, record in pairs(payload.assignments) do
if not record.is_deleted and record.role_ids then
script_data.synced_players[record.name] = record.role_ids
end
end
-- Anything still pending was sent before the connection was lost, the
-- controller state received here is authoritative
script_data.pending = {}
rebuild_role_views()
rebuild_all_player_views()
for _, player in pairs(game.connected_players) do
apply_flag_triggers(player)
end
script_data.emit_updates = emit_updates
end
--- Receive changes to roles from the controller
--- @param records table[]
function ExpRoles.receive_role_updates(records)
for _, record in pairs(records) do
if record.is_deleted then
script_data.roles[record.id] = nil
if script_data.default_role_id == record.id then
script_data.default_role_id = nil
end
else
script_data.roles[record.id] = decode_role(record)
if record.is_default then
script_data.default_role_id = record.id
elseif script_data.default_role_id == record.id then
script_data.default_role_id = nil
end
end
end
rebuild_role_views()
rebuild_all_player_views()
for _, player in pairs(game.connected_players) do
apply_flag_triggers(player)
end
end
--- Receive changes to the roles held by players from the controller
--- @param records table[]
function ExpRoles.receive_assignment_updates(records)
for _, record in pairs(records) do
local player_name = record.name
if record.is_deleted then
script_data.synced_players[player_name] = nil
else
script_data.synced_players[player_name] = record.role_ids or {}
end
-- Anything confirmed by the controller no longer needs to be held locally
local pending = script_data.pending[player_name]
if pending then
for _, role_id in pairs(script_data.synced_players[player_name] or {}) do
if remove_role_id(pending, role_id) then
remove_role_id(script_data.local_players[player_name], role_id)
end
end
if not next(pending) then script_data.pending[player_name] = nil end
end
local local_roles = script_data.local_players[player_name]
if local_roles and not next(local_roles) then
script_data.local_players[player_name] = nil
end
rebuild_player_view(player_name)
local player = game.get_player(player_name)
if player then apply_flag_triggers(player) end
end
end
--- Roll back a local assignment which the controller rejected
--- @param payload { name: string, role_ids: number[] }
function ExpRoles.reject_assignment(payload)
local player_name = payload.name
local roles = {}
for _, role_id in pairs(payload.role_ids) do
local role = script_data.roles[role_id]
if role then roles[#roles + 1] = role end
end
if #roles == 0 then return end
local emit_updates = script_data.emit_updates
script_data.emit_updates = false
change_player_roles(player_name, roles, "unassign", "<server>", true, false)
script_data.emit_updates = emit_updates
end
--- Get the current script data for debugging purposes
--- @package
function ExpRoles._script_data()
return script_data
end
--[[
Event handlers, these are wired up by events.lua
]]
--- Create persistent script data if this is the first startup
function ExpRoles.on_server_startup()
if compat.script_data["exp_roles"] == nil then
--- @type ExpRoles.ScriptData
compat.script_data["exp_roles"] = {
roles = {},
synced_players = {},
local_players = {},
pending = {},
default_role_id = nil,
emit_updates = false,
}
end
ExpRoles.on_load()
end
--- Apply the flag triggers for a player who just joined
--- @param event EventData.on_player_joined_game
function ExpRoles.on_player_joined_game(event)
local player = game.get_player(event.player_index)
if player then apply_flag_triggers(player) end
end
return ExpRoles