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RedMew/features/dump_offline_inventories.lua

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-- This feature allows you to turn on anti-hoarding so that X minutes after a player leaves the game
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-- the resources in their inventory are returned to the teams. A corpse will spawn on the player's last
-- position and remain until they log back in to claim it or someone else mines it.
local Event = require 'utils.event'
local Task = require 'utils.task'
local Token = require 'utils.token'
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local Global = require 'utils.global'
local corpse_util = require 'features.corpse_util'
local set_timeout_in_ticks = Task.set_timeout_in_ticks
local config = global.config.dump_offline_inventories
local offline_timout_mins = config.offline_timout_mins
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local offline_player_queue = {}
Global.register({offline_player_queue = offline_player_queue}, function(tbl)
offline_player_queue = tbl.offline_player_queue
end)
local spawn_player_corpse =
Token.register(
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function(data)
local player = data.player
if not player or not player.valid or player.connected or not offline_player_queue[player.index] or offline_player_queue[player.index].tick ~= data.tick then
return
end
game.print("Debug: callback reached")
local inv_main = player.get_inventory(defines.inventory.character_main)
local inv_trash = player.get_inventory(defines.inventory.character_trash)
local inv_main_contents = inv_main.get_contents()
local inv_trash_contents = inv_trash.get_contents()
local inv_corpse_size = (#inv_main - inv_main.count_empty_stacks()) + (#inv_trash - inv_trash.count_empty_stacks())
local position = player.position
local corpse = player.surface.create_entity{name="character-corpse", position=position, inventory_size = inv_corpse_size, player_index = player.index}
corpse.active = false
local inv_corpse = corpse.get_inventory(defines.inventory.character_corpse)
for item_name, count in pairs(inv_main_contents) do
inv_corpse.insert({name = item_name, count = count})
end
for item_name, count in pairs(inv_trash_contents) do
inv_corpse.insert({name = item_name, count = count})
end
inv_main.clear()
inv_trash.clear()
offline_player_queue[data.player.index] = nil
local text = player.name .. "'s inventory (offline)"
local tag = player.force.add_chart_tag(player.surface, {
icon = {type = 'item', name = 'modular-armor'},
position = position,
text = text
})
if tag then
corpse_util.player_corpses[player.index * 0x100000000 + game.tick] = tag
end
end
)
Event.add(
defines.events.on_player_joined_game,
function(event)
offline_player_queue[event.player_index] = nil -- ensures they're not in the offline_player_queue for wealth redistribution
end
)
Event.add(
defines.events.on_pre_player_left_game,
function(event)
local player_index = event.player_index
local player = game.get_player(player_index)
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if player and player.valid and player.character then -- if player leaves before respawning they wont have a character and we don't need to add them to the list
offline_player_queue[player_index] = game.tick -- tick is used to check that the callback happens after X minutes as multiple callbacks may be active if the player logs off and on multiple times
set_timeout_in_ticks(offline_timout_mins*60*60, spawn_player_corpse, {player = player, tick = game.tick})
end
end
)
Event.add(
defines.events.on_player_banned,
function(event)
local player_index = event.player_index
local player = game.get_player(player_index)
if player and player.valid and player.character then -- if player leaves before respawning they wont have a character and we don't need to add them to the list
offline_player_queue[player_index] = game.tick -- tick is used to check that the callback happens after X minutes as multiple callbacks may be active if the player logs off and on multiple times
set_timeout_in_ticks(60, spawn_player_corpse, {player = player, tick = game.tick})
end
end
)