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ComfyFactorio/maps/pirates/roles/roles.lua
danielmartin0 7a91abdb4c v1.0.4.0.1
2022-03-04 17:57:58 +00:00

582 lines
22 KiB
Lua

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 Common.validate_player(player) and (not (captain.index == player.index)) then
memory.officers_table[player.index] = true
end
local message = (captain.name .. ' made ' .. player.name .. ' an officer.')
Common.notify_force(force, message)
Public.update_privileges(player)
end
function Public.unmake_officer(captain, player)
local memory = Memory.get_crew_memory()
local force = memory.force
if Common.validate_player(player) and (not (captain.index == player.index)) then
memory.officers_table[player.index] = nil
end
local message = (captain.name .. ' unmade ' .. player.name .. ' an officer.')
Common.notify_force(force, message)
Public.update_privileges(player)
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
if memory.classes_table and memory.classes_table[player.index] then
tags[#tags + 1] = Classes.display_form[memory.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.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
return Classes.display_form[class2] .. ': ' .. Classes.explanation[class2] .. ''
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.update_tags(player)
local str = Public.tag_text(player)
player.tag = str
if game.tick % 300 == 0 and Common.validate_player_and_character(player) then
local memory = Memory.get_crew_memory()
if memory.classes_table and memory.classes_table[player.index] and memory.classes_table[player.index] == Classes.enum.IRON_LEG then
local inv = player.get_inventory(defines.inventory.character_main)
if not (inv and inv.valid) then return end
local count = inv.get_item_count('iron-ore')
if count and count < 2500 then
local rgb = CoreData.colors.notify_player_error
Common.flying_text_small(player.surface, player.position, '[color=' .. rgb.r .. ',' .. rgb.g .. ',' .. rgb.b .. ']missing iron ore[/color]')
end
end
end
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, '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, '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, "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, '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 someone starts a crew and leaves it, and more players join later.
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('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_coins(captain_index)
local memory = Memory.get_crew_memory()
local total = 0
local crew_members = memory.crewplayerindices
local captain = game.players[captain_index]
if not (captain and crew_members and #crew_members > 1) 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 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
local coin_amount = inv.get_item_count('coin')
if coin_amount and coin_amount > 0 then
inv.remove{name='coin', count=coin_amount}
captain_inv.insert{name='coin', count=coin_amount}
total = total + coin_amount
end
end
local cursor_stack = player.cursor_stack
if cursor_stack and cursor_stack.valid_for_read and cursor_stack.name == 'coin' then
local cursor_stack_count = cursor_stack.count
if cursor_stack_count > 0 then
cursor_stack.count = 0
captain_inv.insert{name='coin', count = cursor_stack_count}
total = total + cursor_stack_count
end
end
end
end
end
if total > 0 then
Common.notify_force(memory.force, 'The captain requisitioned ' .. Utils.bignumber_abbrevform2(total) .. ' coins.')
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)
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
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)
plebs_group.set_allows_action(defines.input_action.grab_blueprint_record, false)
if not CoreData.blueprint_library_allowed then
plebs_group.set_allows_action(defines.input_action.open_blueprint_library_gui, 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