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RedMew/features/donator.lua

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Lua
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local Event = require 'utils.event'
local Server = require 'features.server'
local Game = require 'utils.game'
local Token = require 'utils.token'
local table = require 'utils.table'
local Global = require 'utils.global'
local Task = require 'utils.task'
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local concat = table.concat
local insert = table.insert
local donator_data_set = 'donators'
local donators = {} -- global register
Global.register(
{
donators = donators
},
function(tbl)
donators = tbl.donators
end
)
local Public = {}
--- Prints the donator message with the color returned from the server
local print_after_timeout =
Token.register(
function(data)
local player = data.player
if not player.valid then
return
end
game.print(data.message, player.chat_color)
end
)
--- When a player joins, set a 1s timer to retrieve their color before printing their welcome message
local function player_joined(event)
local player = Game.get_player_by_index(event.player_index)
if not player or not player.valid then
return
end
local d = donators[player.name]
if not d then
return nil
end
local message = d.welcome_messages
if not message then
return
end
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message = concat({'*** ', message, ' ***'})
Task.set_timeout_in_ticks(60, print_after_timeout, {player = player, message = message})
end
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--- Returns the table of donators
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-- @return <table>
function Public.get_donators_table()
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return donators
end
--- Checks if a player is a donator
-- @param player_name <string>
-- @return <boolean>
function Public.is_donator(player_name)
return donators[player_name] ~= nil
end
--- Checks if a player has a specific donator perk
-- @param player_name <string>
-- @param perf_flag <number>
-- @return <boolean>
function Public.player_has_donator_perk(player_name, perk_flag)
local d = donators[player_name]
if not d then
return false
end
local flags = d.perk_flags
if not flags then
return false
end
return bit32.band(flags, perk_flag) == perk_flag
end
--- Sets the data for a donator
-- @param player_name <string>
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-- @param data <table>
-- @return <string|nil>
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function Public.set_donator_data(player_name, data)
donators[player_name] = data
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Server.set_data(donator_data_set, player_name, data)
end
--- Changes the data for a donator with any data that is sent, but does not change any other
-- @param player_name <string>
-- @param data <table>
-- @return <string|nil>
function Public.change_donator_data(player_name, data)
for k, v in pairs(data) do
donators[player_name][k] = v
end
Server.set_data(donator_data_set, player_name, donators[player_name])
end
--- Clears the player_ranks table and merges the entries into it
local sync_donators_callback =
Token.register(
function(data)
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for k, v in pairs(data.entries) do
donators[k] = v
end
end
)
--- Signals the server to retrieve the donators data set
function Public.sync_donators()
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Server.try_get_all_data(donator_data_set, sync_donators_callback)
end
--- Prints a list of donators
function Public.print_donators()
local result = {}
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for k, _ in pairs(donators) do
insert(result, k)
end
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result = concat(result, ', ')
Game.player_print(result)
end
Event.add(
Server.events.on_server_started,
function()
Public.sync_donators()
end
)
Server.on_data_set_changed(
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donator_data_set,
function(data)
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donators[data.key] = data.value
end
)
Event.add(defines.events.on_player_joined_game, player_joined)
return Public