local Global = require 'utils.global' local Alert = require 'utils.alert' local Event = require 'utils.event' local this = { settings = { offline_players_enabled = false, offline_players_surface_removal = false, active_surface_index = nil, -- needs to be set else this will fail required_online_time = 18000, -- nearest prime to 5 minutes in ticks clear_player_after_tick = 108000 -- nearest prime to 30 minutes in ticks }, offline_players = {} } Global.register( this, function(tbl) this = tbl end ) local Public = {events = {remove_surface = Event.generate_event_name('remove_surface')}} local remove = table.remove function Public.remove_offline_players() if not this.settings.offline_players_enabled then return end local tick = game.tick if tick < 50 then return end if not this.settings.active_surface_index then return error('An active surface index must be set', 2) end local surface = game.get_surface(this.settings.active_surface_index) if not surface or not surface.valid then return end local player_inv = {} local items = {} if #this.offline_players > 0 then for i = 1, #this.offline_players, 1 do if this.offline_players[i] and this.offline_players[i].index then local target = game.get_player(this.offline_players[i].index) if target and target.valid then if target.connected then remove(this.offline_players, i) else if this.offline_players[i].tick < tick then local name = this.offline_players[i].name player_inv[1] = target.get_inventory(defines.inventory.character_main) player_inv[2] = target.get_inventory(defines.inventory.character_armor) player_inv[3] = target.get_inventory(defines.inventory.character_guns) player_inv[4] = target.get_inventory(defines.inventory.character_ammo) player_inv[5] = target.get_inventory(defines.inventory.character_trash) if this.offline_players_surface_removal then Event.raise(this.events.remove_surface, {target = target}) end if target.get_item_count() == 0 then -- if the player has zero items, don't do anything remove(this.offline_players, i) goto final end local pos = game.forces.player.get_spawn_position(surface) local e = surface.create_entity( { name = 'character', position = pos, force = 'neutral' } ) if not e or not e.valid then break end local inv = e.get_inventory(defines.inventory.character_main) if not inv then break end ---@diagnostic disable-next-line: assign-type-mismatch e.character_inventory_slots_bonus = #player_inv[1] for ii = 1, 5, 1 do if player_inv[ii].valid then for iii = 1, #player_inv[ii], 1 do if player_inv[ii][iii].valid then items[#items + 1] = player_inv[ii][iii] end end end end if #items > 0 then for item = 1, #items, 1 do if items[item].valid then inv.insert(items[item]) end end local message = ({'main.cleaner', name}) local data = { position = pos } Alert.alert_all_players_location(data, message) e.die('neutral') else e.destroy() end for ii = 1, 5, 1 do if player_inv[ii].valid then player_inv[ii].clear() end end remove(this.offline_players, i) break end ::final:: end end end end end end --- Activates the offline player module ---@param value boolean function Public.set_offline_players_enabled(value) this.settings.offline_players_enabled = value or false end --- Activates the surface removal for the module IC ---@param value boolean function Public.set_offline_players_surface_removal(value) this.settings.offline_players_surface_removal = value or false end --- Sets the active surface for this module, needs to be set else it will fail ---@param value string function Public.set_active_surface_index(value) this.settings.active_surface_index = value or nil end local remove_offline_players = Public.remove_offline_players Event.on_nth_tick(200, remove_offline_players) Event.add( defines.events.on_pre_player_left_game, function(event) if not this.settings.offline_players_enabled then return end local player = game.get_player(event.player_index) local ticker = game.tick if player and player.online_time >= this.settings.required_online_time then if player.character then this.offline_players[#this.offline_players + 1] = { index = event.player_index, name = player.name, tick = ticker + this.settings.clear_player_after_tick } end end end ) return Public