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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/pirates/roles/roles.lua
Piratux 8d00fb5464 Role adjustments
Changes:
- When crew is protected: officer becomes captain, if it joins a crew with no captain.
- If officer becomes captain, old captain gets demoted to officer, instead of member.
- When captain changes, officers don't reset anymore.
2023-02-24 14:02:55 +02:00

802 lines
29 KiB
Lua

-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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 captain.index ~= player.index then
if Common.validate_player(player) then
memory.officers_table[player.index] = true
Common.notify_force_light(force,{'pirates.roles_make_officer', captain.name, player.name})
Public.update_privileges(player)
else
Common.notify_player_error(captain,{'pirates.roles_make_officer_error_1'})
return false
end
else
Common.notify_player_error(captain,{'pirates.roles_make_officer_error_2'})
return false
end
else
Common.notify_player_error(captain,{'pirates.roles_make_officer_error_3'})
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 Common.is_officer(player.index) then
memory.officers_table[player.index] = nil
Common.notify_force_light(force,{'pirates.roles_unmake_officer', captain.name, player.name})
Public.update_privileges(player)
return true
else
Common.notify_player_error(captain,{'pirates.roles_unmake_officer_error_1'})
return false
end
else
Common.notify_player_error(captain,{'pirates.roles_unmake_officer_error_2'})
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(captain,{'pirates.class_revoke', 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 Common.is_id_valid(memory.id) and Common.is_captain(player) then
tags[#tags + 1] = 'Cap\'n'
elseif player.controller_type == defines.controllers.spectator then
tags[#tags + 1] = 'Spectating'
elseif Common.is_officer(player.index) then
tags[#tags + 1] = 'Officer'
end
local class = Classes.get_class(player.index)
if class then
tags[#tags + 1] = Classes.eng_form[class]
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 pairs(Classes.enum) do
-- str = str .. '\n' .. Classes.display_form[class] .. ': ' .. Classes.explanation[class] .. ''
-- end
-- return str
-- end
function Public.get_class_print_string(class, add_is_class_obstainable)
for _, class2 in pairs(Classes.enum) do
if Classes.eng_form[class2]:lower() == class:lower() or class2 == class:lower() then
local explanation = Classes.explanation(class2, add_is_class_obstainable)
if Classes.class_purchase_requirement[class2] then
return {'pirates.class_explanation_upgraded_class', Classes.display_form(class2), Classes.display_form(Classes.class_purchase_requirement[class2]), explanation}
else
return {'pirates.class_explanation', Classes.display_form(class2), explanation}
end
end
end
if class:lower() == 'officer' then
return {'pirates.class_explanation', {'pirates.role_officer'}, {'pirates.role_officer_description'}}
end
if class:lower() == 'captain' then
return {'pirates.class_explanation', {'pirates.role_captain'}, {'pirates.role_captain_description'}}
end
return nil
end
function Public.player_privilege_level(player)
local memory = Memory.get_crew_memory()
if Common.is_id_valid(memory.id) and Common.is_captain(player) then
return Public.privilege_levels.CAPTAIN
elseif Common.is_officer(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()
local make_previous_captain_officer = false
local previous_captain_index = memory.playerindex_captain
if Common.is_officer(player.index) then
make_previous_captain_officer = true
end
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
if make_previous_captain_officer then
-- WARNING: don't use "make_officer()" as it checks if player is connected
memory.officers_table[previous_captain_index] = true
end
-- don't use "unmake_officer" as it prints additional messages
memory.officers_table[player.index] = nil
Public.update_privileges(player)
local force = player.force
if force and force.valid then
local message = {'pirates.roles_new_captain', player.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.derp .. '[' .. memory.name .. '] ', message}, true)
end
log('INFO: ' .. (player.name or 'noname') .. ' is now new captain.')
end
function Public.player_confirm_captainhood(player)
local memory = Memory.get_crew_memory()
local captain_index = memory.playerindex_captain
if player.index ~= captain_index then
Common.notify_player_error(player, {'pirates.roles_confirm_captain_error_1'})
else
if memory.captain_acceptance_timer then
local force = player.force
if force and force.valid then
local message = {'pirates.roles_confirm_captain', player.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.derp .. '[' .. memory.name .. '] ', message}, true)
end
Public.make_captain(player)
else
Common.notify_player_error(player, {'pirates.roles_confirm_captain_error_2'})
end
end
end
function Public.player_left_so_redestribute_roles(player)
if not (player and player.index) then return end
local memory = Memory.get_crew_memory()
if Common.is_captain(player) then
local officers = Common.crew_get_non_afk_officers()
if memory.run_is_protected and #officers == 0 then
if memory.crewplayerindices and #memory.crewplayerindices > 0 then
Common.parrot_speak(memory.force, {'pirates.parrot_captain_left_protected_run'})
Common.parrot_speak(memory.force, {'pirates.parrot_create_new_crew_tip'})
end
elseif memory.run_is_protected then
Public.make_captain(officers[1])
else
Public.assign_captain_based_on_priorities()
end
end
-- no need to do this, as long as officers get reset when the captainhood changes hands
-- if Common.is_officer(player.index) then
-- memory.officers_table[player.index] = nil
-- end
local class = Classes.get_class(player.index)
-- free up the class
if class then
memory.spare_classes[#memory.spare_classes + 1] = class
memory.classes_table[player.index] = nil
for _, class_entry in ipairs(memory.unlocked_classes) do
if class_entry.taken_by == player.index then
class_entry.taken_by = nil
break
end
end
end
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, {'pirates.roles_renounce_captain_error_1'})
else
local force = memory.force
global_memory.playerindex_to_captainhood_priority[player.index] = nil
if force and force.valid then
local message = {'pirates.roles_renounce_captain', player.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.ree1 .. '[' .. memory.name .. '] ', message}, true)
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 Common.is_officer(player.index) then
memory.officers_table[player.index] = nil
local message = {'pirates.roles_resign_officer', player.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.ree1 .. '[' .. memory.name .. '] ', message}, true)
else
log('Error: player tried to resign as officer despite not being one.')
end
end
function Public.captain_exists()
local memory = Memory.get_crew_memory()
if Common.is_id_valid(memory.id) and
memory.crewstatus == 'adventuring' and --@fixme: enum hacked
memory.playerindex_captain and
game.players[memory.playerindex_captain] and
Common.validate_player(game.players[memory.playerindex_captain])
then
local crew_members = Common.crew_get_crew_members()
for _, player in pairs(crew_members) do
if player.index == memory.playerindex_captain then
return true
end
end
end
return false
end
function Public.confirm_captain_exists(player_to_make_captain_otherwise)
-- Currently this catches an issue where a crew drops to zero players, and then someone else joins.
if not Public.captain_exists() then
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 = {'pirates.roles_pass_captainhood', player.name, player_to_pass_to.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.spurdo .. '[' .. memory.name .. '] ', message}, true)
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()
local non_afk_members = Common.crew_get_nonafk_crew_members()
local officers = Common.crew_get_non_afk_officers()
if Common.is_captain(player) and #non_afk_members >= 1 and ((not memory.run_is_protected) or #officers > 0) then
if #non_afk_members == 1 then --don't need to bounce it around
Public.make_captain(non_afk_members[1])
else
local force = memory.force
if force and force.valid then
local message = {'pirates.roles_lose_captainhood_by_afk', player.name}
Common.notify_force(force, message)
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.loops .. '[' .. memory.name .. '] ', message}, true)
end
if memory.run_is_protected then
Public.make_captain(officers[1])
else
Public.assign_captain_based_on_priorities()
end
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
-- Prefer officers for a captain (if there are any)
-- NOTE: this will try offering captain role to officer just once. It won't necessarily offer captain role to 2nd officer in the list if 1st officer rejects it.
for player_index, _ in pairs(memory.officers_table) do
local player = game.players[player_index]
local player_active = Utils.contains(Common.crew_get_nonafk_crew_members(), player)
if player_active then
captain_index = player_index
captain_name = player.name
break
end
end
-- No officers (or all officers afk), try pass captain to oldest crew member
if not captain_index then
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
end
local force = memory.force
if not (force and force.valid) then return end
-- if all crew members afk (or if by some chance failed to pass captain), just give captain to first crew member
if not captain_index then
captain_index = crew_members[1]
captain_name = game.players[captain_index].name
Common.notify_force(force,{'pirates.roles_notify_looking_for_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 rng = Math.random(4)
local message
if rng <= 2 then
message = {'pirates.roles_ask_player_about_captainhood_variant_1', captain_name}
elseif rng <= 3 then
message = {'pirates.roles_ask_player_about_captainhood_variant_2', captain_name}
else
message = {'pirates.roles_ask_player_about_captainhood_variant_3', captain_name}
end
Common.notify_force_light(force, message)
-- 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_tax(captain_index)
if not captain_index then return end
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 (Common.is_officer(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 i == 'coin' then amount = Math.floor(amount/100*Common.coin_tax_percentage) end
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 = {''}
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+1] = {'pirates.separator_2'}
else
str[#str+1] = {'pirates.separator_1'}
end
end
local display_name = item
if display_name == 'coin' then display_name = 'doubloons' end
if count >= 1000 then
str[#str+1] = Utils.bignumber_abbrevform2(count)
str[#str+1] = ' '
str[#str+1] = display_name
else
str[#str+1] = count
str[#str+1] = ' '
str[#str+1] = display_name
end
j = j + 1
end
end
Common.notify_force(memory.force, {'pirates.tax', str})
else
Common.notify_player_error(captain, {'pirates.tax_error_nothing'})
end
end
end
function Public.try_create_permissions_groups()
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.fast_entity_transfer, false)
group.set_allows_action(defines.input_action.fast_entity_split, false)
end
if not game.permissions.get_group('super_restricted_area') then
local group = game.permissions.create_group('super_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.fast_entity_transfer, false)
group.set_allows_action(defines.input_action.fast_entity_split, false)
group.set_allows_action(defines.input_action.open_gui, 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
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
Public.try_create_permissions_groups()
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)
Public.try_create_permissions_groups()
if not Common.validate_player_and_character(player) then
return
end
if string.sub(player.surface.name, 9, 17) == 'Crowsnest' 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, 'super_restricted_area')
end
elseif 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