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RedMew/features/rank_system.lua

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--[[
This rank system is meant to allow for easy addition or removal of ranks from the heirarchy.
Ranks can be freely modified in resources.ranks as all the relation of the ranks to one another is all that matters.
While all the public functions want rank as a number, modules should use references to resources.ranks and not have actual numbers.
To dissuade the use of numeric ranks, there is explicitly no get_rank function.
Ex: right way: Rank.equal(player_name, Rank.regular) wrong way: Rank.equal(player_name, 2)
]]
-- Dependencies
local Event = require 'utils.event'
local Game = require 'utils.game'
local Global = require 'utils.global'
local table = require 'utils.table'
local Token = require 'utils.token'
local Utils = require 'utils.core'
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local math = require 'utils.math'
local Server = require 'features.server'
local Ranks = require 'resources.ranks'
local Colors = require 'resources.color_presets'
local Config = global.config.rank_system
-- Localized functions
local format = string.format
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local clamp = math.clamp
-- Constants
local ranking_data_set = 'rankings'
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local nth_tick = 54001 -- nearest prime to 15 minutes in ticks
local rank_name_lookup = {}
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local sorted_ranks = {}
local rank_to_index = {}
for k, v in pairs(Ranks) do
rank_name_lookup[v] = k
end
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for k, v in pairs(Ranks) do
sorted_ranks[#sorted_ranks + 1] = v
end
table.sort(sorted_ranks)
for k, v in pairs(sorted_ranks) do
rank_to_index[v] = k
end
-- Local vars
local Public = {}
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-- Global register vars
local player_ranks = {}
local guests = {}
Global.register(
{
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player_ranks = player_ranks,
guests = guests
},
function(tbl)
player_ranks = tbl.player_ranks
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guests = tbl.guests
end
)
-- Local functions
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--- Changes a rank
local function change_rank(current_rank, change)
local index = rank_to_index[current_rank]
local new_index = clamp(index + change, 1, #sorted_ranks)
return sorted_ranks[new_index]
end
--- Gets a player's rank. Intentionally not exposed.
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-- Is the only place player.admin should be checked.
local function get_player_rank(player_name)
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local player = game.players[player_name]
if player and player.valid and player.admin then
return Ranks.admin
end
return player_ranks[player_name] or Ranks.guest
end
--- Check each online player and if their playtime is above the required cutoff, promote them to auto-trusted.
-- Only applies to players at the guest rank or higher
local function check_promote_to_auto_trusted()
local auto_trusted = Ranks.auto_trusted
local guest = Ranks.guest
local time_for_trust = Config.time_for_trust
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local equal_or_greater_than = Public.equal_or_greater_than
local equal = Public.equal
local set_data = Server.set_data
for index, p in pairs(guests) do
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if not p or not p.valid then
guests[index] = nil
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return
end
local p_name = p.name
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if equal_or_greater_than(p_name, auto_trusted) then
guests[index] = nil
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elseif (p.online_time > time_for_trust) and equal(p_name, guest) then
player_ranks[p_name] = auto_trusted
set_data(ranking_data_set, p_name, auto_trusted)
guests[index] = nil
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elseif not p.connected then
guests[index] = nil
end
end
end
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--- On callback, overwrites player rank entries with data entries
local sync_ranks_callback =
Token.register(
function(data)
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for k, v in pairs(data.entries) do
player_ranks[k] = v
end
end
)
local function on_player_joined(event)
local index = event.player_index
local player = Game.get_player_by_index(index)
if not player then
return
end
local player_name = player.name
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if Public.equal(player_name, Ranks.guest) then
guests[index] = player
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end
--- Fix for legacy name storage
local lowerCaseName = player_name:lower()
if player_name ~= lowerCaseName and player_ranks[lowerCaseName] then
local player_rank = player_ranks[lowerCaseName]
player_ranks[lowerCaseName] = nil
player_ranks[player_name] = player_rank
Server.set_data(ranking_data_set, lowerCaseName, nil)
Server.set_data(ranking_data_set, player_name, player_rank)
end
end
-- Exposed functions
--- Returns the player's rank as a name.
-- @param player_name <string>
-- @return <string>
function Public.get_player_rank_name(player_name)
return rank_name_lookup[get_player_rank(player_name)]
end
--- Returns the player's rank as a name.
-- @param player_name <string>
-- @return <table>
function Public.get_player_rank_color(player_name)
local rank_name = Public.get_player_rank_name(player_name)
return Colors[rank_name]
end
--- Returns the rank's name.
-- @param rank <number>
-- @return <string>
function Public.get_rank_name(rank)
return rank_name_lookup[rank]
end
--- Returns the rank's color.
-- @param rank <table>
function Public.get_rank_color(rank)
local rank_name = Public.get_rank_name(rank)
return Colors[rank_name]
end
--- Evaluates if a player's rank is equal to the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank == rank
end
--- Evaluates if a player's rank is not equal to the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.not_equal(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank ~= rank
end
--- Evaluates if a player's rank is greater than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.greater_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank > rank
end
--- Evaluates if a player's rank is less than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.less_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank < rank
end
--- Evaluates if a player's rank is equal to or greater than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal_or_greater_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank >= rank
end
--- Evaluates if a player's rank is equal to or less than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal_or_less_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank <= rank
end
--- Take a player and attempts to increase their rank by 1
-- @param player_name <string>
-- @return <string|nil> new rank name or nil if already at highest rank
function Public.increase_player_rank(player_name)
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local current_rank = (get_player_rank(player_name))
local new_rank = change_rank(current_rank, 1)
if current_rank == new_rank then
return nil
end
local new_rank_name = rank_name_lookup[new_rank]
if new_rank_name then
player_ranks[player_name] = (new_rank)
return new_rank_name
else
return nil
end
end
--- Take a player and attempts to decrease their rank by 1
-- @param player_name <string>
-- @return <string|nil> new rank name or nil if already at lowest rank
function Public.decrease_player_rank(player_name)
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local current_rank = (get_player_rank(player_name))
local new_rank = change_rank(current_rank, -1)
if current_rank == new_rank then
return nil
end
local new_rank_name = rank_name_lookup[new_rank]
if new_rank_name then
player_ranks[player_name] = (new_rank)
return new_rank_name
else
return nil
end
end
--- Sets a player's rank
-- @param player_name <string>
-- @param rank <number>
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function Public.set_player_rank(player_name, rank)
local actor = Utils.get_actor()
if Public.equal(player_name, rank) then
Game.player_print(format('%s is %s rank already.', player_name, Public.get_rank_name(rank)))
else
player_ranks[player_name] = rank
Server.set_data(ranking_data_set, player_name, rank)
game.print(format("%s set %s's rank to %s.", actor, player_name, Public.get_rank_name(rank)))
end
end
--- Resets a player's rank to the lowest rank based on playtime (guest or auto_trust)
-- @param player_name <string>
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function Public.reset_player_rank(player_name)
local actor = Utils.get_actor()
local guest_rank = Ranks.guest
local auto_trusted = Ranks.auto_trusted
if Public.equal(player_name, guest_rank) then
Game.player_print(format('%s is %s rank already.', player_name, Public.get_rank_name(guest_rank)))
else
local player = game.players[player_name]
local rank
if player and player.valid and (player.online_time > Config.time_for_trust) then
player_ranks[player_name] = auto_trusted
Server.set_data(ranking_data_set, player_name, auto_trusted)
rank = auto_trusted
else
player_ranks[player_name] = nil
Server.set_data(ranking_data_set, player_name, nil)
rank = guest_rank
end
game.print(format("%s set %s's rank to %s.", actor, player_name, Public.get_rank_name(rank)))
end
end
function Public.sync_ranks()
Server.try_get_all_data(ranking_data_set, sync_ranks_callback)
end
-- Events
Event.add(defines.events.on_player_joined_game, on_player_joined)
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Event.add(Server.events.on_server_started, Public.sync_ranks)
Event.on_nth_tick(nth_tick, check_promote_to_auto_trusted)
Server.on_data_set_changed(
ranking_data_set,
function(data)
player_ranks[data.key] = data.value
end
)
return Public