mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-08 00:39:30 +02:00
176 lines
6.6 KiB
Lua
176 lines
6.6 KiB
Lua
local Global = require 'utils.global'
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local Alert = require 'utils.alert'
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local Event = require 'utils.event'
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local this = {
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settings = {
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offline_players_enabled = false,
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offline_players_surface_removal = false,
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active_surface_index = nil, -- needs to be set else this will fail
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required_online_time = 18000, -- nearest prime to 5 minutes in ticks
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clear_player_after_tick = 108000 -- nearest prime to 30 minutes in ticks
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},
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offline_players = {}
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}
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Global.register(
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this,
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function(tbl)
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this = tbl
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end
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)
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local Public = {events = {remove_surface = Event.generate_event_name('remove_surface')}}
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local remove = table.remove
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function Public.remove_offline_players()
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if not this.settings.offline_players_enabled then
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return
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end
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local tick = game.tick
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if tick < 50 then
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return
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end
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if not this.settings.active_surface_index then
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return error('An active surface index must be set', 2)
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end
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local surface = game.get_surface(this.settings.active_surface_index)
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if not surface or not surface.valid then
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return
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end
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local player_inv = {}
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local items = {}
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if #this.offline_players > 0 then
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for i = 1, #this.offline_players, 1 do
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if this.offline_players[i] and this.offline_players[i].index then
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local target = game.get_player(this.offline_players[i].index)
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if target and target.valid then
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if target.connected then
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remove(this.offline_players, i)
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else
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if this.offline_players[i].tick < tick then
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local name = this.offline_players[i].name
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player_inv[1] = target.get_inventory(defines.inventory.character_main)
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player_inv[2] = target.get_inventory(defines.inventory.character_armor)
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player_inv[3] = target.get_inventory(defines.inventory.character_guns)
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player_inv[4] = target.get_inventory(defines.inventory.character_ammo)
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player_inv[5] = target.get_inventory(defines.inventory.character_trash)
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if this.offline_players_surface_removal then
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Event.raise(this.events.remove_surface, {target = target})
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end
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if target.get_item_count() == 0 then -- if the player has zero items, don't do anything
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remove(this.offline_players, i)
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goto final
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end
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local pos = game.forces.player.get_spawn_position(surface)
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local e =
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surface.create_entity(
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{
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name = 'character',
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position = pos,
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force = 'neutral'
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}
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)
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if not e or not e.valid then
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break
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end
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local inv = e.get_inventory(defines.inventory.character_main)
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if not inv then
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break
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end
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---@diagnostic disable-next-line: assign-type-mismatch
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e.character_inventory_slots_bonus = #player_inv[1]
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii][iii].valid then
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items[#items + 1] = player_inv[ii][iii]
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end
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end
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end
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end
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if #items > 0 then
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for item = 1, #items, 1 do
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if items[item].valid then
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inv.insert(items[item])
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end
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end
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local message = ({'main.cleaner', name})
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local data = {
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position = pos
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}
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Alert.alert_all_players_location(data, message)
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e.die('neutral')
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else
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e.destroy()
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end
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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player_inv[ii].clear()
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end
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end
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remove(this.offline_players, i)
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break
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end
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::final::
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end
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end
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end
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end
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end
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end
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--- Activates the offline player module
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---@param value boolean
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function Public.set_offline_players_enabled(value)
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this.settings.offline_players_enabled = value or false
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end
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--- Activates the surface removal for the module IC
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---@param value boolean
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function Public.set_offline_players_surface_removal(value)
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this.settings.offline_players_surface_removal = value or false
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end
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--- Sets the active surface for this module, needs to be set else it will fail
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---@param value string
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function Public.set_active_surface_index(value)
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this.settings.active_surface_index = value or nil
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end
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local remove_offline_players = Public.remove_offline_players
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Event.on_nth_tick(200, remove_offline_players)
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Event.add(
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defines.events.on_pre_player_left_game,
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function(event)
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if not this.settings.offline_players_enabled then
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return
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end
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local player = game.get_player(event.player_index)
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local ticker = game.tick
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if player and player.online_time >= this.settings.required_online_time then
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if player.character then
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this.offline_players[#this.offline_players + 1] = {
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index = event.player_index,
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name = player.name,
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tick = ticker + this.settings.clear_player_after_tick
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}
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end
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end
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end
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)
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return Public
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