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https://github.com/Refactorio/RedMew.git
synced 2025-04-13 11:40:45 +02:00
dump_offline_inventories fixes.
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@ -23,6 +23,10 @@ Global.register(player_corpses, function(tbl)
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player_corpses = tbl
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end)
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local function add_tag(tag, player_index, death_tick)
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player_corpses[player_index * 0x100000000 + death_tick] = tag
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end
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local function player_died(event)
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local player_index = event.player_index
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local player = game.get_player(player_index)
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@ -83,7 +87,7 @@ local function player_died(event)
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end
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end
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player_corpses[player_index * 0x100000000 + tick] = tag
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add_tag(tag, player_index, tick)
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end
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local function remove_tag(player_index, tick)
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@ -99,14 +103,16 @@ local function remove_tag(player_index, tick)
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tag.destroy()
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end
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local function corpse_expired(event)
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local entity = event.corpse
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if entity and entity.valid then
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remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
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local function remove_corpse_tag(corpse)
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if corpse and corpse.valid then
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remove_tag(corpse.character_corpse_player_index, corpse.character_corpse_tick_of_death)
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end
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end
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local function corpse_expired(event)
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remove_corpse_tag(event.corpse)
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end
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local corpse_util_mined_entity = Token.register(function(data)
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if not data.entity.valid then
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remove_tag(data.player_index, data.tick)
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@ -131,14 +137,14 @@ local function mined_entity(event)
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local player_index = event.player_index
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local corpse_owner_index = entity.character_corpse_player_index
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if player_index == corpse_owner_index then
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if player_index == corpse_owner_index or not entity.active then
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return
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end
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local player = game.get_player(player_index)
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local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner and entity.active then
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if player and corpse_owner then
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local message = table.concat {player.name, ' has looted ', corpse_owner.name, "'s corpse"}
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Utils.action_warning('[Corpse]', message)
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end
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@ -153,28 +159,53 @@ local function on_gui_opened(event)
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local player_index = event.player_index
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local corpse_owner_index = entity.character_corpse_player_index
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if player_index == corpse_owner_index then
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if player_index == corpse_owner_index or not entity.active then
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return
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end
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local player = game.get_player(player_index)
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local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner and entity.active then
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if player and corpse_owner then
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local message = table.concat {player.name, ' is looting ', corpse_owner.name, "'s corpse"}
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Utils.action_warning('[Corpse]', message)
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end
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end
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local function on_gui_closed(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'character-corpse' then
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return
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end
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local inv_corpse = entity.get_inventory(defines.inventory.character_corpse)
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if not inv_corpse or not inv_corpse.valid then
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return
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end
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if inv_corpse.is_empty() then
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remove_corpse_tag(entity)
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entity.destroy()
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end
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end
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Event.add(defines.events.on_player_died, player_died)
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Event.add(defines.events.on_character_corpse_expired, corpse_expired)
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Event.add(defines.events.on_pre_player_mined_item, mined_entity)
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Event.add(defines.events.on_gui_opened, on_gui_opened)
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Event.add(defines.events.on_gui_closed, on_gui_closed)
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function Public.clear()
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table.clear_table(player_corpses)
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end
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Public.add_tag = add_tag
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Public._player_died = player_died
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Public.player_corpses = player_corpses
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@ -6,26 +6,33 @@ local Event = require 'utils.event'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local Global = require 'utils.global'
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local corpse_util = require 'features.corpse_util'
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local CorpseUtil = require 'features.corpse_util'
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local set_timeout_in_ticks = Task.set_timeout_in_ticks
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local config = global.config.dump_offline_inventories
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local offline_timout_mins = config.offline_timout_mins
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local offline_player_queue = {}
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Global.register({offline_player_queue = offline_player_queue}, function(tbl)
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offline_player_queue = tbl.offline_player_queue
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Global.register(offline_player_queue, function(tbl)
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offline_player_queue = tbl
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end)
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local spawn_player_corpse =
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Token.register(
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function(data)
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local player = data.player
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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
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if not player or not player.valid then
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return
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end
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game.print("Debug: callback reached")
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local player_index = player.index
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local queue_data = offline_player_queue[player_index]
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if queue_data ~= data.tick then
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return
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end
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offline_player_queue[player_index] = nil
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local inv_main = player.get_inventory(defines.inventory.character_main)
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local inv_trash = player.get_inventory(defines.inventory.character_trash)
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@ -34,8 +41,12 @@ local spawn_player_corpse =
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local inv_corpse_size = (#inv_main - inv_main.count_empty_stacks()) + (#inv_trash - inv_trash.count_empty_stacks())
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if inv_corpse_size <= 0 then
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return
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end
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local position = player.position
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local corpse = player.surface.create_entity{name="character-corpse", position=position, inventory_size = inv_corpse_size, player_index = player.index}
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local corpse = player.surface.create_entity{name = "character-corpse", position = position, inventory_size = inv_corpse_size, player_index = player_index}
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corpse.active = false
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local inv_corpse = corpse.get_inventory(defines.inventory.character_corpse)
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@ -50,47 +61,35 @@ local spawn_player_corpse =
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inv_main.clear()
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inv_trash.clear()
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offline_player_queue[data.player.index] = nil
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local text = player.name .. "'s inventory (offline)"
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local tag = player.force.add_chart_tag(player.surface, {
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icon = {type = 'item', name = 'modular-armor'},
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position = position,
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text = text
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})
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if tag then
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corpse_util.player_corpses[player.index * 0x100000000 + game.tick] = tag
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CorpseUtil.add_tag(tag, player_index, game.tick)
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end
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end
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)
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Event.add(
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defines.events.on_player_joined_game,
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function(event)
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offline_player_queue[event.player_index] = nil -- ensures they're not in the offline_player_queue for wealth redistribution
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end
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)
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local function start_timer(event, timeout)
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local player_index = event.player_index
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local player = game.get_player(player_index)
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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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local player_index = event.player_index
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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
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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
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set_timeout_in_ticks(offline_timout_mins*60*60, spawn_player_corpse, {player = player, tick = game.tick})
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end
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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
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local tick = game.tick
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offline_player_queue[player_index] = 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
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set_timeout_in_ticks(timeout, spawn_player_corpse, {player = player, tick = tick})
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end
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)
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end
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Event.add(
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defines.events.on_player_banned,
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function(event)
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local player_index = event.player_index
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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
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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
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set_timeout_in_ticks(60, spawn_player_corpse, {player = player, tick = game.tick})
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end
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end
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)
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Event.add(defines.events.on_pre_player_left_game, function(event)
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local timeout = offline_timout_mins * 60 * 60
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start_timer(event, timeout)
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end)
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Event.add(defines.events.on_player_banned, function(event)
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start_timer(event, 60)
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end)
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@ -44,13 +44,13 @@ local function control(config)
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local map_gen_settings = config.map_gen_settings or default_map_gen_settings
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RS.set_map_gen_settings(map_gen_settings)
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end
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--[[]]
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RedmewConfig.market.enabled = false
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RedmewConfig.biter_attacks.enabled = false
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RedmewConfig.dump_offline_inventories = {
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enabled = true,
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offline_timout_mins = 1, -- time after which a player logs off that their inventory is provided to the team
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}]]
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offline_timout_mins = 0.5, -- time after which a player logs off that their inventory is provided to the team
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}
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-- leave seeds nil to have them filled in based on the map seed.
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