local Session = require 'utils.datastore.session_data' local Antigrief = require 'utils.antigrief' -- local Balance = require 'maps.pirates.balance' local _inspect = require 'utils.inspect'.inspect local Memory = require 'maps.pirates.memory' local Math = require 'maps.pirates.math' local Common = require 'maps.pirates.common' local Utils = require 'maps.pirates.utils_local' local CoreData = require 'maps.pirates.coredata' local Server = require 'utils.server' local Classes = require 'maps.pirates.roles.classes' local Public = {} local privilege_levels = { NORMAL = 1, OFFICER = 2, CAPTAIN = 3 } Public.privilege_levels = privilege_levels --== Roles — General ==-- function Public.reset_officers() local memory = Memory.get_crew_memory() memory.officers_table = {} end function Public.make_officer(captain, player) local memory = Memory.get_crew_memory() local force = memory.force if Utils.contains(Common.crew_get_crew_members(), player) then if (not (captain.index == player.index)) then if Common.validate_player(player) then memory.officers_table[player.index] = true local message = (captain.name .. ' made ' .. player.name .. ' an officer.') Common.notify_force_light(force, message) Public.update_privileges(player) else Common.notify_player_error(captain, 'Command error: Player is invalid.') return false end else Common.notify_player_error(captain, 'Command error: Can\'t promote yourself to officer.') return false end else Common.notify_player_error(captain, 'Command error: Player is not a crewmember.') return false end end function Public.unmake_officer(captain, player) local memory = Memory.get_crew_memory() local force = memory.force if Utils.contains(Common.crew_get_crew_members(), player) then if memory.officers_table[player.index] then memory.officers_table[player.index] = nil local message = (captain.name .. ' unmade ' .. player.name .. ' an officer.') Common.notify_force_light(force, message) Public.update_privileges(player) return true else Common.notify_player_error(captain, 'Command error: Player isn\'t an officer.') return false end else Common.notify_player_error(captain, 'Command error: Player is not a crewmember.') return false end end function Public.revoke_class(captain, player) local memory = Memory.get_crew_memory() local force = memory.force if force and force.valid and player.index and memory.classes_table[player.index] then memory.spare_classes[#memory.spare_classes + 1] = memory.classes_table[player.index] memory.classes_table[player.index] = nil Common.notify_force_light(force, string.format('%s revoked %s from %s.', captain.name, Classes.display_form[memory.classes_table[player.index]], player.name)) end end function Public.tag_text(player) local memory = Memory.get_crew_memory() local str = '' local tags = {} if memory.id ~= 0 and Common.is_captain(player) then tags[#tags + 1] = 'Cap\'n' elseif player.controller_type == defines.controllers.spectator then tags[#tags + 1] = 'Spectating' elseif memory.officers_table and memory.officers_table[player.index] then tags[#tags + 1] = 'Officer' end local classes_table = memory.classes_table if classes_table and classes_table[player.index] then tags[#tags + 1] = Classes.display_form[classes_table[player.index]] end for i, t in ipairs(tags) do if i>1 then str = str .. ', ' end str = str .. t end if (not (str == '')) then str = '[' .. str .. ']' end return str end function Public.update_tags(player) local str = Public.tag_text(player) player.tag = str end -- function Public.get_classes_print_string() -- local str = 'Current class Descriptions:' -- for i, class in ipairs(Classes.Class_List) do -- str = str .. '\n' .. Classes.display_form[class] .. ': ' .. Classes.explanation[class] .. '' -- end -- return str -- end function Public.get_class_print_string(class) for _, class2 in ipairs(Classes.Class_List) do if Classes.display_form[class2]:lower() == class:lower() then local str = '' str = str .. Classes.display_form[class2] .. ': ' if Classes.class_purchase_requirement[class2] then str = str .. 'An upgrade of ' .. Classes.display_form[Classes.class_purchase_requirement[class2]] .. '. ' end str = str .. Classes.explanation[class2] return str end end if class:lower() == 'officer' then return 'Officer: Assigned by the captain, officers can use the Captain\'s shop and access privileged chests.' end if class:lower() == 'captain' then return 'Captain: Has executive power to undock the ship, purchase items, and various other special actions. When the game assigns a captain, it gives priority to those who have been playing the longest as a non-captain.' end return nil end function Public.player_privilege_level(player) local memory = Memory.get_crew_memory() if memory.id ~= 0 and Common.is_captain(player) then return Public.privilege_levels.CAPTAIN elseif memory.officers_table and memory.officers_table[player.index] then return Public.privilege_levels.OFFICER else return Public.privilege_levels.NORMAL end end function Public.make_captain(player) local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() if memory.playerindex_captain then Public.update_privileges(game.players[memory.playerindex_captain]) end memory.playerindex_captain = player.index global_memory.playerindex_to_captainhood_priority[player.index] = nil memory.captain_acceptance_timer = nil Public.reset_officers() Public.update_privileges(player) end function Public.player_confirm_captainhood(player) local memory = Memory.get_crew_memory() local captain_index = memory.playerindex_captain if not (player.index == captain_index) then Common.notify_player_error(player, 'Command error: You\'re not the captain.') else if memory.captain_acceptance_timer then memory.captain_acceptance_timer = nil local force = player.force if force and force.valid then local message = (player.name .. ' accepted the role of captain.') Common.notify_force(force, message) Server.to_discord_embed_raw(CoreData.comfy_emojis.derp .. '[' .. memory.name .. '] ' .. message) end else Common.notify_player_expected(player, 'Command error: You\'re not temporary, so you don\'t need to accept.') end end end function Public.player_left_so_redestribute_roles(player) -- local memory = Memory.get_crew_memory() if player and player.index then if Common.is_captain(player) then Public.assign_captain_based_on_priorities() end -- no need to do this, as long as officers get reset when the captainhood changes hands -- if memory.officers_table and memory.officers_table[player.index] then -- memory.officers_table[player.index] = nil -- end end Classes.try_renounce_class(player, false, "A %s class is now spare.") end function Public.renounce_captainhood(player) local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() if #Common.crew_get_crew_members() == 1 then Common.notify_player_error(player, 'Command error: But you\'re the only crew member...') else local force = memory.force global_memory.playerindex_to_captainhood_priority[player.index] = nil if force and force.valid then local message = (player.name .. ' renounces their title of captain.') Common.notify_force(force, message) Server.to_discord_embed_raw(CoreData.comfy_emojis.ree1 .. '[' .. memory.name .. '] ' .. message) end Public.assign_captain_based_on_priorities(player.index) end end function Public.resign_as_officer(player) local memory = Memory.get_crew_memory() local force = memory.force if memory.officers_table and memory.officers_table[player.index] then memory.officers_table[player.index] = nil local message = (player.name .. ' resigns as an officer.') Common.notify_force(force, message) Server.to_discord_embed_raw(CoreData.comfy_emojis.ree1 .. '[' .. memory.name .. '] ' .. message) else log('Error: player tried to resign as officer despite not being one.') end end function Public.confirm_captain_exists(player_to_make_captain_otherwise) local memory = Memory.get_crew_memory() -- Currently this catches an issue where a crew drops to zero players, and then someone else joins. if (memory.id and memory.id > 0 and memory.crewstatus and memory.crewstatus == 'adventuring') and (not (memory.playerindex_captain and game.players[memory.playerindex_captain] and Common.validate_player(game.players[memory.playerindex_captain]))) then --fixme: enum hacked if player_to_make_captain_otherwise then Public.make_captain(player_to_make_captain_otherwise) -- game.print('Auto-reassigning captain.') else log('Error: Couldn\'t make a captain.') end end end function Public.pass_captainhood(player, player_to_pass_to) -- local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() local force = memory.force if not (force and force.valid) then return end local message = string.format("%s has passed their captainhood to %s.", player.name, player_to_pass_to.name) Common.notify_force(force, message) Server.to_discord_embed_raw(CoreData.comfy_emojis.spurdo .. '[' .. memory.name .. '] ' .. message) Public.make_captain(player_to_pass_to) end function Public.afk_player_tick(player) -- local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() if Common.is_captain(player) and #Common.crew_get_nonafk_crew_members() > 0 then local force = memory.force if force and force.valid then local message = string.format(player.name .. ' was afk.') Common.notify_force(force, message) Server.to_discord_embed_raw(CoreData.comfy_emojis.loops .. '[' .. memory.name .. '] ' .. message) end if #Common.crew_get_nonafk_crew_members() == 1 then --don't need to bounce it around Public.make_captain(Common.crew_get_nonafk_crew_members()[1]) else Public.assign_captain_based_on_priorities() end end end function Public.assign_captain_based_on_priorities(excluded_player_index) excluded_player_index = excluded_player_index or nil local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() local crew_members = memory.crewplayerindices if not (crew_members and #crew_members > 0) then return end local only_found_afk_players = true local best_priority_so_far = -1 local captain_index = nil local captain_name = nil for _, player_index in pairs(crew_members) do local player = game.players[player_index] if Common.validate_player(player) and not (player.index == excluded_player_index) then local player_active = Utils.contains(Common.crew_get_nonafk_crew_members(), player) -- prefer non-afk players: if only_found_afk_players or player_active then only_found_afk_players = player_active local player_priority = global_memory.playerindex_to_captainhood_priority[player_index] if player_priority and player_priority > best_priority_so_far then best_priority_so_far = player_priority captain_index = player_index captain_name = player.name end end end end local force = memory.force if not (force and force.valid) then return end if not captain_index then captain_index = crew_members[1] captain_name = game.players[captain_index].name Common.notify_force(force,'Looking for a suitable captain...') end if captain_index then local player = game.players[captain_index] if player and Common.validate_player(player) then Public.make_captain(player) -- this sets memory.captain_acceptance_timer = nil so now we must reset that after this function end end if #Common.crew_get_crew_members() > 1 then local messages = { "would you like to be captain?", "would you like to be captain?", "captain?", "is it your turn to be captain?", } local message = captain_name .. ', ' .. messages[Math.random(#messages)] Common.notify_force_light(force, message .. ' If yes say /ok') -- Server.to_discord_embed_raw('[' .. memory.name .. ']' .. CoreData.comfy_emojis.spurdo .. ' ' .. message) memory.captain_acceptance_timer = 72 --tuned else memory.captain_acceptance_timer = nil end end function Public.captain_requisition(captain_index) local memory = Memory.get_crew_memory() local any_taken = false local items_to_req = {'coin', 'rail-signal', 'uranium-235'} local item_count_table = {} for _, i in pairs(items_to_req) do item_count_table[i] = 0 end local crew_members = memory.crewplayerindices local captain = game.players[captain_index] if not (captain and crew_members) then return end local captain_inv = captain.get_inventory(defines.inventory.character_main) if captain_inv and captain_inv.valid then for _, player_index in pairs(crew_members) do if player_index ~= captain_index then local player = game.players[player_index] if player and player.valid and not (memory.officers_table and memory.officers_table[player.index]) then local inv = player.get_inventory(defines.inventory.character_main) if inv and inv.valid then for _, i in pairs(items_to_req) do local amount = inv.get_item_count(i) if amount and amount > 0 then inv.remove{name=i, count=amount} captain_inv.insert{name=i, count=amount} item_count_table[i] = item_count_table[i] + amount any_taken = true end end end local cursor_stack = player.cursor_stack if cursor_stack and cursor_stack.valid_for_read then for _, i in pairs(items_to_req) do if cursor_stack.name == i then local cursor_stack_count = cursor_stack.count if cursor_stack_count > 0 then cursor_stack.count = 0 captain_inv.insert{name=i, count = cursor_stack_count} item_count_table[i] = item_count_table[i] + cursor_stack_count any_taken = true end break end end end end end end if any_taken then local str = 'The captain requisitioned ' local j = 1 for i = 1, #items_to_req do local item = items_to_req[i] local count = item_count_table[item] if count > 0 then if j > 1 then if i == #items_to_req then str = str .. ' and ' else str = str .. ', ' end end local display_name = item if display_name == 'coin' then display_name = 'doubloons' end if count >= 1000 then str = str .. Utils.bignumber_abbrevform2(count) .. ' ' .. display_name else str = str .. count .. ' ' .. display_name end j = j + 1 end end str = str .. '.' Common.notify_force(memory.force, str) else Common.notify_player_error(captain, 'No important items found in crewmates\' inventories or cursor stacks.') end end end function Public.add_player_to_permission_group(player, group_override) -- local jailed = Jailed.get_jailed_table() -- local enable_permission_group_disconnect = WPT.get('disconnect_wagon') local session = Session.get_session_table() local AG = Antigrief.get() local gulag = game.permissions.get_group('gulag') local tbl = gulag and gulag.players for i = 1, #tbl do if tbl[i].index == player.index then return end end -- if player.admin then -- return -- end local playtime = player.online_time if session and session[player.name] then playtime = player.online_time + session[player.name] end -- if jailed[player.name] then -- return -- end if not game.permissions.get_group('restricted_area') then local group = game.permissions.create_group('restricted_area') group.set_allows_action(defines.input_action.edit_permission_group, false) group.set_allows_action(defines.input_action.import_permissions_string, false) group.set_allows_action(defines.input_action.delete_permission_group, false) group.set_allows_action(defines.input_action.add_permission_group, false) group.set_allows_action(defines.input_action.admin_action, false) group.set_allows_action(defines.input_action.cancel_craft, false) group.set_allows_action(defines.input_action.drop_item, false) group.set_allows_action(defines.input_action.drop_blueprint_record, false) group.set_allows_action(defines.input_action.build, false) group.set_allows_action(defines.input_action.build_rail, false) group.set_allows_action(defines.input_action.build_terrain, false) group.set_allows_action(defines.input_action.begin_mining, false) group.set_allows_action(defines.input_action.begin_mining_terrain, false) -- group.set_allows_action(defines.input_action.deconstruct, false) --pick up dead players group.set_allows_action(defines.input_action.activate_copy, false) group.set_allows_action(defines.input_action.activate_cut, false) group.set_allows_action(defines.input_action.activate_paste, false) group.set_allows_action(defines.input_action.upgrade, false) group.set_allows_action(defines.input_action.grab_blueprint_record, false) if not CoreData.blueprint_library_allowed then group.set_allows_action(defines.input_action.open_blueprint_library_gui, false) end if not CoreData.blueprint_importing_allowed then group.set_allows_action(defines.input_action.import_blueprint_string, false) group.set_allows_action(defines.input_action.import_blueprint, false) end group.set_allows_action(defines.input_action.open_gui, false) group.set_allows_action(defines.input_action.fast_entity_transfer, false) group.set_allows_action(defines.input_action.fast_entity_split, false) end if not game.permissions.get_group('restricted_area_privileged') then local group = game.permissions.create_group('restricted_area_privileged') group.set_allows_action(defines.input_action.edit_permission_group, false) group.set_allows_action(defines.input_action.import_permissions_string, false) group.set_allows_action(defines.input_action.delete_permission_group, false) group.set_allows_action(defines.input_action.add_permission_group, false) group.set_allows_action(defines.input_action.admin_action, false) group.set_allows_action(defines.input_action.cancel_craft, false) group.set_allows_action(defines.input_action.drop_item, false) group.set_allows_action(defines.input_action.drop_blueprint_record, false) group.set_allows_action(defines.input_action.build, false) group.set_allows_action(defines.input_action.build_rail, false) group.set_allows_action(defines.input_action.build_terrain, false) group.set_allows_action(defines.input_action.begin_mining, false) group.set_allows_action(defines.input_action.begin_mining_terrain, false) -- group.set_allows_action(defines.input_action.deconstruct, false) --pick up dead players group.set_allows_action(defines.input_action.activate_copy, false) group.set_allows_action(defines.input_action.activate_cut, false) group.set_allows_action(defines.input_action.activate_paste, false) group.set_allows_action(defines.input_action.upgrade, false) if not CoreData.blueprint_library_allowed then group.set_allows_action(defines.input_action.open_blueprint_library_gui, false) group.set_allows_action(defines.input_action.grab_blueprint_record, false) end if not CoreData.blueprint_importing_allowed then group.set_allows_action(defines.input_action.import_blueprint_string, false) group.set_allows_action(defines.input_action.import_blueprint, false) end end if not game.permissions.get_group('plebs') then local plebs_group = game.permissions.create_group('plebs') if not _DEBUG then plebs_group.set_allows_action(defines.input_action.edit_permission_group, false) plebs_group.set_allows_action(defines.input_action.import_permissions_string, false) plebs_group.set_allows_action(defines.input_action.delete_permission_group, false) plebs_group.set_allows_action(defines.input_action.add_permission_group, false) plebs_group.set_allows_action(defines.input_action.admin_action, false) if not CoreData.blueprint_library_allowed then plebs_group.set_allows_action(defines.input_action.open_blueprint_library_gui, false) plebs_group.set_allows_action(defines.input_action.grab_blueprint_record, false) end if not CoreData.blueprint_importing_allowed then plebs_group.set_allows_action(defines.input_action.import_blueprint_string, false) plebs_group.set_allows_action(defines.input_action.import_blueprint, false) end end end if not game.permissions.get_group('not_trusted') then local not_trusted = game.permissions.create_group('not_trusted') -- not_trusted.set_allows_action(defines.input_action.cancel_craft, false) not_trusted.set_allows_action(defines.input_action.edit_permission_group, false) not_trusted.set_allows_action(defines.input_action.import_permissions_string, false) not_trusted.set_allows_action(defines.input_action.delete_permission_group, false) not_trusted.set_allows_action(defines.input_action.add_permission_group, false) not_trusted.set_allows_action(defines.input_action.admin_action, false) -- not_trusted.set_allows_action(defines.input_action.drop_item, false) not_trusted.set_allows_action(defines.input_action.disconnect_rolling_stock, false) not_trusted.set_allows_action(defines.input_action.connect_rolling_stock, false) not_trusted.set_allows_action(defines.input_action.open_train_gui, false) not_trusted.set_allows_action(defines.input_action.open_train_station_gui, false) not_trusted.set_allows_action(defines.input_action.open_trains_gui, false) not_trusted.set_allows_action(defines.input_action.change_train_stop_station, false) not_trusted.set_allows_action(defines.input_action.change_train_wait_condition, false) not_trusted.set_allows_action(defines.input_action.change_train_wait_condition_data, false) not_trusted.set_allows_action(defines.input_action.drag_train_schedule, false) not_trusted.set_allows_action(defines.input_action.drag_train_wait_condition, false) not_trusted.set_allows_action(defines.input_action.go_to_train_station, false) not_trusted.set_allows_action(defines.input_action.remove_train_station, false) not_trusted.set_allows_action(defines.input_action.set_trains_limit, false) not_trusted.set_allows_action(defines.input_action.set_train_stopped, false) not_trusted.set_allows_action(defines.input_action.grab_blueprint_record, false) if not CoreData.blueprint_library_allowed then not_trusted.set_allows_action(defines.input_action.open_blueprint_library_gui, false) end if not CoreData.blueprint_importing_allowed then not_trusted.set_allows_action(defines.input_action.import_blueprint_string, false) not_trusted.set_allows_action(defines.input_action.import_blueprint, false) end end local group if group_override then group = game.permissions.get_group(group_override) else if AG.enabled and not player.admin and playtime < 5184000 then -- 24 hours group = game.permissions.get_group('not_trusted') else group = game.permissions.get_group('plebs') end end group.add_player(player) end function Public.update_privileges(player) if not Common.validate_player_and_character(player) then return end if string.sub(player.surface.name, 9, 17) == 'Crowsnest' or string.sub(player.surface.name, 9, 13) == 'Cabin' then if Public.player_privilege_level(player) >= Public.privilege_levels.OFFICER then return Public.add_player_to_permission_group(player, 'restricted_area_privileged') else return Public.add_player_to_permission_group(player, 'restricted_area') end else return Public.add_player_to_permission_group(player) end end return Public