-- This module contains features for donators and the permissions system for donators: who is a donator, what flags they have, adding/modifying donator data, etc. 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' local concat = table.concat local insert = table.insert local random = math.random local set_data = Server.set_data 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 messages = d.welcome_messages if not messages then return end local message local messages_type = type(messages) if messages_type == 'string' then message = messages elseif messages_type == 'table' then message = messages[random(#messages)] end message = concat({'*** ', message, ' ***'}) Task.set_timeout_in_ticks(60, print_after_timeout, {player = player, message = message}) end --- Returns the table of donators -- @return function Public.get_donators_table() return donators end --- Checks if a player is a donator -- @param player_name -- @return function Public.is_donator(player_name) return donators[player_name] ~= nil end --- Checks if a player has a specific donator perk -- @param player_name -- @param perf_flag -- @return 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, all existing data for the entry is removed -- @param player_name -- @param data
function Public.set_donator_data(player_name, data) donators[player_name] = data set_data(donator_data_set, player_name, data) end --- Changes the data for a donator with any data that is sent, only overwritten data is affected -- @param player_name -- @param data
function Public.change_donator_data(player_name, data) for k, v in pairs(data) do donators[player_name][k] = v end set_data(donator_data_set, player_name, donators[player_name]) end --- Writes the data called back from the server into the donators table, overwriting any matching entries local sync_donators_callback = Token.register( function(data) 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() Server.try_get_all_data(donator_data_set, sync_donators_callback) end --- Prints a list of donators function Public.print_donators() local result = {} for k, _ in pairs(donators) do insert(result, k) end 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( donator_data_set, function(data) donators[data.key] = data.value end ) Event.add(defines.events.on_player_joined_game, player_joined) return Public