local Task = require 'utils.task' local Game = require 'utils.game' local Event = require 'utils.event' local Token = require 'utils.token' local Command = require 'utils.command' local Global = require 'utils.global' local Ranks = require 'resources.ranks' local Public = {} local return_player -- Register our globals local walkabouts = {} local primitives = { event_registered = nil } Global.register( { walkabouts = walkabouts, primitives = primitives }, function(tbl) walkabouts = tbl.walkabouts primitives = tbl.primitives end ) --- Cleans the walkabout status off players who disconnected during walkabout. local on_join_token = Token.register( function(event) local player = Game.get_player_by_index(event.player_index) local index = player.index -- If a player joins and they're marked as being on walkabout but their timer has expired, restore them. if player and walkabouts[index] and walkabouts[index].timer_expired then return_player(index) end end ) --- Returns a player from walkabout after the timeout. local redmew_commands_return_player = Token.register( function(player) if not player or not player.valid then log('Warning: redmew_commands_return_player received nil or invalid player') return end local index = player.index -- If the player is no longer connected, store that fact so we can clean them when/if they rejoin. if player.connected then return_player(index) else walkabouts[index].timer_expired = true end end ) return_player = function(index) local data = walkabouts[index] if not data then log('Warning: return_player received nil data') return end local player = Game.get_player_by_index(index) if not player or not player.valid then log('Warning: return_player received nil or invalid player') return end local walkabout_character = player.character if walkabout_character and walkabout_character.valid then walkabout_character.destroy() end local character = data.character if character and character.valid then player.character = character player.character.destructible = true else player.create_character() player.teleport(data.position) end player.force = data.force game.print(data.player.name .. ' came back from walkabout.') walkabouts[index] = nil if #walkabouts == 0 then --TODO unreg event Event.remove_removable(defines.events.on_player_joined_game, on_join_token) end end --- Sends a player on a walkabout: -- They are teleported far away, placed on a neutral force, and are given a new character. -- They are returned after the timeout by redmew_commands_return_player local function walkabout(args) if not global.config.walkabout.enabled then Game.player_print('Walkabout is disabled via the config') return end local player_name = args.player local duration = tonumber(args.duration) if not duration then Game.player_print('Duration should be a number, player will be sent on walkabout for the default 60 seconds.') duration = 60 end if duration < 15 then duration = 15 end local player = game.players[player_name] if not player or not player.character or walkabouts[player.index] then Game.player_print(player_name .. ' could not go on a walkabout.') return end local surface = player.surface local chunk = surface.get_random_chunk() local pos = {x = chunk.x * 32, y = chunk.y * 32} local non_colliding_pos = surface.find_non_colliding_position('player', pos, 100, 1) local character = player.character if character and character.valid then character.walking_state = {walking = false} end if non_colliding_pos then game.print(player_name .. ' went on a walkabout, to find himself.') -- Information about the player's former state so we can restore them later local data = { player = player, force = player.force, position = {x = player.position.x, y = player.position.y}, character = character } Task.set_timeout(duration, redmew_commands_return_player, player) walkabouts[player.index] = data if not primitives then Event.add_removable(defines.events.on_player_joined_game, on_join_token) end player.character.destructible = false player.character = nil player.create_character() player.teleport(non_colliding_pos) player.force = 'neutral' else Game.player_print('Walkabout failed: could not find non-colliding-position') end end --- Checks if a player is on walkabout -- @param player_index -- @return function Public.is_on_walkabout(player_index) if walkabouts[player_index] then return true end return false end Command.add( 'walkabout', { description = 'Send someone on a walk. Duration is in seconds.', arguments = {'player', 'duration'}, default_values = {duration = 60}, required_rank = Ranks.admin, allowed_by_server = true }, walkabout ) return Public