mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
151 lines
6.3 KiB
Lua
151 lines
6.3 KiB
Lua
-- This feature auto-responds to key words or phrases. We use the name/actor Hodor because it is Redmew's beloved discord bot.
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local Event = require 'utils.event'
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local Color = require 'resources.color_presets'
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local table = require 'utils.table'
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local Hodor = require 'resources.hodor_messages'
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local prefix = '## - '
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local auto_replies = {
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['discord'] = {{'chat_triggers.discord'}},
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['patreon'] = {{'chat_triggers.patreon'}},
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['donate'] = {{'chat_triggers.donate'}},
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['donator'] = {{'chat_triggers.donate'}},
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['grief'] = {{'chat_triggers.grief'}}
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}
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--- Check for player and get player
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local function get_player(event)
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-- player_index is nil if the message came from the server,
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-- and indexing Game.players with nil is apparently an error.
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local player_index = event.player_index
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if not player_index then
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return nil
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end
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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 nil
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end
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return player
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end
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--- Emulates the discord bot hodor's reaction to his name
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local function hodor(event)
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-- first check for a match, since 99% of messages aren't a match for 'hodor'
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local message = event.message:lower()
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if message:match('hodor') then
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game.print('Hodor: ' .. table.get_random_weighted(Hodor))
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end
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end
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--- Automatically responds to preset trigger words
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local function auto_respond(event)
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local message = event.message:lower()
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local player = get_player(event)
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if player and player.valid and not player.admin then
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for trigger, replies in pairs(auto_replies) do
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if message:match(trigger) then
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for _, reply in pairs(replies) do
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player.print(reply)
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end
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end
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end
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end
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end
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--- Create notifications when a player's name is mentioned
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local function mentions(event)
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-- Gives a sound notification to a mentioned player using #[player-name], [player-name]#, @[player-name], [player-name]@ or to admins with admin with prefix or postfix
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local missing_player_string
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local not_found = 0
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local cannot_mention = {}
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local player = get_player(event)
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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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for w in event.message:gmatch('%S+') do
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local word = w:lower()
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local trimmed_word = string.sub(word, 0, string.len(word) - 1)
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local first_char = string.sub(word, 0, 1)
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local last_char = string.sub(word, string.len(word))
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local success = false
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local admin_call = false
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if (first_char ~= '#' and last_char ~= '#') and (first_char ~= '@' and last_char ~= '@') then
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success = true
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end
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if not success then
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for _, p in ipairs(game.connected_players) do
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local word_front_trim = string.sub(word, 2, string.len(word))
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local word_back_trim = trimmed_word
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local word_front_back_trim = string.sub(word_front_trim, 0, string.len(word_front_trim) - 1)
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local word_back_double_trim = string.sub(word_back_trim, 0, string.len(word_back_trim) - 1)
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if word_front_trim == 'admin' or word_back_trim == 'admin' or word_back_double_trim == 'admin' or word_front_back_trim == 'admin' then
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admin_call = true
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word = 'admin'
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end
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if admin_call and p.admin then
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local message = {'chat_triggers.mention_success', prefix, game.get_player(event.player_index).name, word}
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p.print(message, {color = Color.yellow})
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p.play_sound {path = 'utility/new_objective', volume_modifier = 1}
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success = true
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end
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if not admin_call and (p.name:lower() == word_front_trim or p.name:lower() == word_back_trim or p.name:lower() == word_back_double_trim or p.name:lower() == word_front_back_trim) then
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if p.name == player.name then
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if _DEBUG then
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player.print({'chat_triggers.mention_fail_mention_self', prefix}, {color = Color.red})
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end
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success = true
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break
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end
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p.print({'chat_triggers.mention_success_target', prefix, player.name}, {color = Color.yellow})
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p.play_sound {path = 'utility/new_objective', volume_modifier = 1}
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if p.character and p.character.valid then -- If player is dead and they don't have a character then they won't get the hovering notification.
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local message = {'chat_triggers.mention_success_target_floating', player.name}
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rendering.draw_text({text = message, target_offset = {0,-3},surface = p.surface, target = p.character, time_to_live = 360, alignment="center", scale=3, players={p.name}, color= {1, 1, 1, 1}})
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end
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success = true
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if _DEBUG then
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player.print(prefix .. 'Successful mentioned ' .. p.name, {color = Color.red})
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end
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break
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end
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end
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end
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if not success then
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if admin_call then
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word = 'no ' .. word .. 's online!'
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end
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not_found = not_found + 1
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table.insert(cannot_mention, (word .. ', '))
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end
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end
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for _, pname in ipairs(cannot_mention) do
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missing_player_string = missing_player_string ~= nil and missing_player_string .. pname or pname
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end
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if missing_player_string ~= nil then
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missing_player_string = string.sub(missing_player_string, 1, (string.len(missing_player_string) - 2))
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if not_found > 1 then
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player.print({'chat_triggers.mention_not_found_plural', prefix, missing_player_string}, {color = Color.yellow})
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else
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player.print({'chat_triggers.mention_not_found_singular', prefix, missing_player_string}, {color = Color.yellow})
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end
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end
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end
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if storage.config.hodor.enabled then
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Event.add(defines.events.on_console_chat, hodor)
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end
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if storage.config.auto_respond.enabled then
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Event.add(defines.events.on_console_chat, auto_respond)
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end
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if storage.config.mentions.enabled then
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Event.add(defines.events.on_console_chat, mentions)
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end
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