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mirror of https://github.com/Refactorio/RedMew.git synced 2025-02-19 19:10:33 +02:00

Merge branch 'develop' into 1000x

This commit is contained in:
Matthew 2019-02-09 13:16:54 -05:00 committed by plague006
commit 552f8aab2e
13 changed files with 115 additions and 50 deletions

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@ -56,7 +56,7 @@ local STD_BASE_CONTROL = 'lua52c+factorio+factorio_control+factorio_defines+fact
--[Assume Factorio Control stage as default]--
-------------------------------------------------------------------------------
std = STD_CONTROL
globals = {'print', '_DEBUG', '_CHEATS', '_DUMP_ENV', 'ServerCommands', 'Debug'} -- RedMew-specific globals
globals = {'print', '_DEBUG', '_CHEATS', '_DUMP_ENV', 'ServerCommands', 'Debug', '_LIFECYCLE'} -- RedMew-specific globals
max_line_length = LINE_LENGTH
not_globals = NOT_GLOBALS

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@ -1,3 +1,8 @@
-- If you're looking to configure anything, you want config.lua. Nearly everything in this file is dictated by the config.
-- Info on the data lifecycle and how we use it: https://github.com/Refactorio/RedMew/wiki/The-data-lifecycle
_LIFECYCLE = 4 -- Control stage
-- Omitting the math library is a very bad idea
require 'utils.math'

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@ -117,7 +117,7 @@ local function mined_entity(event)
local corpse_owner = Game.get_player_by_index(corpse_owner_index)
if player and corpse_owner then
local message = table.concat {'## - ', player.name, ' has looted ', corpse_owner.name, "'s corpse"}
local message = table.concat {player.name, ' has looted ', corpse_owner.name, "'s corpse"}
Utils.action_warning('[Corpse]', message)
end
end

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@ -816,7 +816,7 @@ function Public.add_map_extra_info(value)
create_map_extra_info(value, false)
end
--- Overrides all info added via add_map_extra_info. It is an error to call this more than once.
--- Overrides all info added via add_map_extra_info.
-- This should only be used in maps, never in features/modules.
-- Use case: for maps that know exactly what features they're using and
-- want full control over the info presented.

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@ -26,7 +26,7 @@ local chest_gui_frame_name = Gui.uid_name()
local chest_content_table_name = Gui.uid_name()
function Module.create_chest(surface, position, storage)
local entity = surface.create_entity{name = 'infinity-chest', position = position, force = 'player'}
local entity = surface.create_entity {name = 'infinity-chest', position = position, force = 'player'}
chests[entity.unit_number] = {entity = entity, storage = storage}
return entity
end
@ -37,6 +37,8 @@ local function built_entity(event)
return
end
entity.active = false
chests[entity.unit_number] = {entity = entity, storage = {}}
end
@ -262,5 +264,12 @@ Gui.on_custom_close(
)
local market_items = require 'resources.market_items'
table.insert(market_items, {price = config.cost, name = 'infinity-chest', description = 'Stores unlimited quantity of items for up to 48 different item types'})
table.insert(
market_items,
{
price = 100,
name = 'infinity-chest',
description = 'Stores unlimited quantity of items for up to 48 different item types'
}
)
return Module

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@ -62,7 +62,7 @@ local function player_created(event)
if _DEBUG and player.admin then
UserGroups.add_regular(player.name)
if game.is_multiplayer then
if game.is_multiplayer() then
game.print("THIS MULTIPLAYER MAP IS IN DEBUG!!!")
else
game.print("DON'T LAUNCH THIS MAP! DEBUG MODE IS ENABLED!!!")

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@ -1,6 +1,8 @@
local Gui = require('utils.gui')
local Utils = require('utils.core')
local Gui = require 'utils.gui'
local Utils = require 'utils.core'
local Game = require 'utils.game'
local Global = require 'utils.global'
local Popup = require 'features.gui.popup'
local Color = require 'resources.color_presets'
local format = string.format
@ -16,11 +18,24 @@ local prefix = '------------------NOTICE-------------------'
local prefix_e = '--------------------------------------------'
local Module = {}
global.reports = {}
global.player_report_data = {}
-- Global registered locals
local report_data = {}
local jail_data = {}
Global.register(
{
report_data = report_data,
jail_data = jail_data
},
function(tbl)
report_data = tbl.report_data
jail_data = tbl.jail_data
end
)
local function draw_report(parent, report_id)
local report = global.reports[report_id]
local report = report_data[report_id]
if report_id == 0 or not report then
parent.add {type = 'label', caption = 'No reports yet.'}
return
@ -59,7 +74,7 @@ end
Module.show_reports =
function(player)
local reports = global.reports or {}
local reports = report_data
local center = player.gui.center
@ -102,7 +117,7 @@ function Module.report(reporting_player, reported_player, message)
player_index = reporting_player.index
reporting_player.print('Your report has been sent.')
end
table.insert(global.reports, {reporting_player_index = player_index, reported_player_index = reported_player.index, message = message, tick = game.tick})
table.insert(report_data, {reporting_player_index = player_index, reported_player_index = reported_player.index, message = message, tick = game.tick})
local notified = false
for _, p in pairs(game.players) do
@ -141,13 +156,10 @@ end
-- @param player <LuaPlayer|nil> the admin as LuaPlayer or server as nil
function Module.jail(target_player, player)
local print
local jailed_by
if player then
jailed_by = 'a server admin'
print = player.print
else
player = {name = 'server'}
jailed_by = 'the server'
print = log
end
@ -156,6 +168,7 @@ function Module.jail(target_player, player)
return
end
local target_name = target_player.name
local permissions = game.permissions
-- Check if the permission group exists, if it doesn't, create it.
@ -169,20 +182,25 @@ function Module.jail(target_player, player)
end
end
if target_player.permission_group == permission_group then
print(format('Player %s is already in jail.', target_player.name))
local former_permission_group = target_player.permission_group
if former_permission_group == permission_group then
print(format('Player %s is already in jail.', target_name))
return
end
-- Enable writing to console to allow a person to speak
-- Enable writing to console to allow a person to speak, and allow them to edit permission group so that an admin can unjail themselves
permission_group.set_allows_action(defines.input_action.write_to_console, true)
permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
-- Add player to jail group
permission_group.add_player(target_player)
-- Kick player out of vehicle
target_player.driving = false
-- If in vehicle, kick them out and set the speed to 0.
local vehicle = target_player.vehicle
if vehicle then
vehicle.speed = 0
target_player.driving = false
end
-- If a player is shooting when they're jailed they can't stop shooting, so we change their shooting state
if target_player.shooting_state.state ~= 0 then
@ -194,18 +212,34 @@ function Module.jail(target_player, player)
target_player.walking_state = {walking = false, direction = defines.direction.north}
end
-- Check that it worked
-- Check they're in jail
if target_player.permission_group == permission_group then
-- Let admin know it worked, let target know what's going on.
target_player.print(prefix)
target_player.print('You have been placed in jail by ' .. jailed_by .. '. The only action avaliable to you is chatting.')
target_player.print('Please respond to inquiries from the admins.', Color.yellow)
target_player.print(prefix_e)
Utils.print_admins(format('%s has been jailed by %s', target_player.name, player.name))
Utils.log_command(Utils.get_actor(), 'jail', target_player.name)
target_player.clear_console()
Popup.player(target_player, 'You have been jailed.\nRespond to queries from the mod team.')
Utils.print_admins(format('%s has been jailed by %s', target_name, player.name))
Utils.log_command(Utils.get_actor(), 'jail', target_name)
local character = target_player.character
local former_char_dest
if character and character.valid then
former_char_dest = character.destructible
character.destructible = false
end
jail_data[target_player.index] = {
name = target_name,
perm_group = former_permission_group,
char_dest = former_char_dest,
color = target_player.color,
chat_color = target_player.chat_color
}
target_player.color = Color.white
target_player.chat_color = Color.white
else
-- Let admin know it didn't work.
print(format('Something went wrong in the jailing of %s. You can still change their group via /permissions.',target_player.name))
print(format('Something went wrong in the jailing of %s. You can still change their group via /permissions.', target_name))
end
end
@ -227,10 +261,12 @@ function Module.unjail(target_player, player)
end
local target_name = target_player.name
local target_index = target_player.index
local permissions = game.permissions
local target_jail_data = jail_data[target_index]
-- Check if the permission group exists, if it doesn't, create it.
local permission_group = permissions.get_group(default_group)
local permission_group = target_jail_data.perm_group or permissions.get_group(default_group)
if not permission_group then
permission_group = permissions.create_group(default_group)
end
@ -246,15 +282,24 @@ function Module.unjail(target_player, player)
-- Set player to a non-shooting state (solves a niche case where players jailed while shooting will be locked into a shooting state)
target_player.shooting_state.state = 0
-- Restore player's state from stored data
local character = target_player.character
if character and character.valid then
character.destructible = target_jail_data.char_dest
end
target_player.color = target_jail_data.color
target_player.chat_color = target_jail_data.chat_color
jail_data[target_index] = nil
-- Check that it worked
if target_player.permission_group == permission_group then
-- Let admin know it worked, let target know what's going on.
Game.player_print(target_name .. ' has been returned to the default group. They have been advised of this.')
target_player.print(prefix)
target_player.print('Your ability to perform actions has been restored', Color.green)
target_player.print('Your ability to perform actions has been restored', Color.light_green)
target_player.print(prefix_e)
Utils.print_admins(format('%s has been released from jail by %s', target_player.name, player.name))
Utils.log_command(Utils.get_actor(), 'unjail', target_player.name)
Utils.print_admins(format('%s has been released from jail by %s', target_name, player.name))
Utils.log_command(Utils.get_actor(), 'unjail', target_name)
else
-- Let admin know it didn't work.
Game.player_print(format('Something went wrong in the unjailing of %s. You can still change their group via /permissions and inform them.', target_name))

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@ -24,7 +24,7 @@ local Public = {
tick :: uint: Tick the event was generated.
area :: BoundingBox: Area of the chunk
surface :: LuaSurface: The surface the chunk is on
chunk_index :: the index of the chunk in the table
chunk_index :: the index of the chunk in Chunklist's table
]]
on_chunk_registered = script.generate_event_name()
}
@ -49,11 +49,17 @@ local function on_chunk_generated(event)
local chunk_list = Public.chunk_list
local new_entry_index = #chunk_list + 1
local area = event.area
chunk_list[new_entry_index] = event.area.left_top
event.chunk_index = new_entry_index
raise_event(Public.events.on_chunk_registered, event)
chunk_list[new_entry_index] = area.left_top
raise_event(
Public.events.on_chunk_registered,
{
area = area,
surface = surface,
chunk_index = new_entry_index
}
)
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)

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@ -152,7 +152,7 @@ end
-- @param event_name<number>
-- @param handler<function>
function Event.add(event_name, handler)
if EventCore.runtime then
if _LIFECYCLE == 8 then
error('Calling Event.add after on_init() or on_load() has run is a desync risk.', 2)
end
@ -164,7 +164,7 @@ end
-- See documentation at top of file for details on using events.
-- @param handler<function>
function Event.on_init(handler)
if EventCore.runtime then
if _LIFECYCLE == 8 then
error('Calling Event.on_init after on_init() or on_load() has run is a desync risk.', 2)
end
@ -176,7 +176,7 @@ end
-- See documentation at top of file for details on using events.
-- @param handler<function>
function Event.on_load(handler)
if EventCore.runtime then
if _LIFECYCLE == 8 then
error('Calling Event.on_load after on_init() or on_load() has run is a desync risk.', 2)
end
@ -189,7 +189,7 @@ end
-- @param tick<number> The handler will be called every nth tick
-- @param handler<function>
function Event.on_nth_tick(tick, handler)
if EventCore.runtime then
if _LIFECYCLE == 8 then
error('Calling Event.on_nth_tick after on_init() or on_load() has run is a desync risk.', 2)
end

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@ -6,8 +6,6 @@ local Public = {}
local init_event_name = -1
local load_event_name = -2
Public.runtime = false -- Set to true after on_init or on_load has finished.
-- map of event_name to handlers[]
local event_handlers = {}
-- map of nth_tick to handlers[]
@ -34,23 +32,25 @@ local function on_event(event)
end
local function on_init()
_LIFECYCLE = 5 -- on_init
local handlers = event_handlers[init_event_name]
call_handlers(handlers)
event_handlers[init_event_name] = nil
event_handlers[load_event_name] = nil
Public.runtime = true
_LIFECYCLE = 8 -- Runtime
end
local function on_load()
_LIFECYCLE = 6 -- on_load
local handlers = event_handlers[load_event_name]
call_handlers(handlers)
event_handlers[init_event_name] = nil
event_handlers[load_event_name] = nil
Public.runtime = true
_LIFECYCLE = 8 -- Runtime
end
local function on_nth_tick_event(event)

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@ -131,7 +131,7 @@ Command.add(
local quantity = tonumber(args.quantity)
if quantity > 0 then
Public.give_reward(target, quantity)
local string = format('%s has rewarded %s with %s %s', player_name, target_name, get_token_plural(quantity), reward_token[1])
local string = format('%s has rewarded %s with %s %s', player_name, target_name, quantity, get_token_plural(quantity))
if args.reason then
string = format('%s for %s', string, args.reason)
end

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@ -72,6 +72,7 @@ local function on_tick()
end
--- Allows you to set a timer (in ticks) after which the tokened function will be run with params given as an argument
-- Cannot be called before init
-- @param ticks <number>
-- @param func_token <number> a token for a function store via the token system
-- @param params <any> the argument to send to the tokened function
@ -82,6 +83,7 @@ function Task.set_timeout_in_ticks(ticks, func_token, params)
end
--- Allows you to set a timer (in seconds) after which the tokened function will be run with params given as an argument
-- Cannot be called before init
-- @param sec <number>
-- @param func_token <number> a token for a function store via the token system
-- @param params <any> the argument to send to the tokened function

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@ -1,5 +1,3 @@
local EventCore = require 'utils.event_core'
local Token = {}
local tokens = {}
@ -13,7 +11,7 @@ local counter = 0
-- @param var<any>
-- @return number the unique token for the variable.
function Token.register(var)
if EventCore.runtime then
if _LIFECYCLE == 8 then
error('Calling Token.register after on_init() or on_load() has run is a desync risk.', 2)
end