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RedMew/features/player_colors.lua

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local Event = require 'utils.event'
local Server = require 'features.server'
local Token = require 'utils.token'
local Settings = require 'utils.redmew_settings'
local Color = require 'resources.color_presets'
local player_color_name = 'player-color'
local player_chat_color_name = 'player-chat-color'
Settings.register(player_color_name, Settings.types.color, nil, 'player_colors.player_color_setting_label')
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Settings.register(player_chat_color_name, Settings.types.chat_color, nil, 'player_colors.player_chat_color_setting_label')
local Public = {}
-- left in for migration purposes, remove at a later point
local color_callback = Token.register(function(data)
local key = data.key
local value = data.value
if not value then
return
end
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local player = game.get_player(key)
if not player then
return
end
Settings.set(player.index, player_color_name, value.color)
Settings.set(player.index, player_chat_color_name, value.chat_color)
end)
local function setting_set(event)
local value = event.new_value
if not value then
return
end
local setting_name = event.setting_name
if setting_name ~= player_color_name and setting_name ~= player_chat_color_name then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
if setting_name == player_color_name then
player.color = value
end
if setting_name == player_chat_color_name then
player.chat_color = value
end
end
local function player_joined_game(event)
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
-- already migrated
if Settings.get(player_index, player_color_name) then
return
end
Server.try_get_data('colors', player.name, color_callback)
end
local function on_command(event)
local player_index = event.player_index
if not player_index or event.command ~= 'color' then
return
end
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
player.print({'player_colors.gui_setting_reference_message'}, Color.success)
Settings.set(player_index, player_color_name, player.color)
local error = Settings.validate(player_chat_color_name, player.chat_color)
if not error then
Settings.set(player_index, player_chat_color_name, player.chat_color)
end
end
Event.add(defines.events.on_player_joined_game, player_joined_game)
Event.add(Settings.events.on_setting_set, setting_set)
Event.add(defines.events.on_console_command, on_command)
return Public