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RedMew/features/chat_triggers.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

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.
local Event = require 'utils.event'
local Color = require 'resources.color_presets'
local table = require 'utils.table'
local Hodor = require 'resources.hodor_messages'
local prefix = '## - '
local auto_replies = {
['discord'] = {{'chat_triggers.discord'}},
['patreon'] = {{'chat_triggers.patreon'}},
['donate'] = {{'chat_triggers.donate'}},
['donator'] = {{'chat_triggers.donate'}},
['grief'] = {{'chat_triggers.grief'}}
}
--- Check for player and get player
local function get_player(event)
-- player_index is nil if the message came from the server,
-- and indexing Game.players with nil is apparently an error.
local player_index = event.player_index
if not player_index then
return nil
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return nil
end
return player
end
--- Emulates the discord bot hodor's reaction to his name
local function hodor(event)
-- first check for a match, since 99% of messages aren't a match for 'hodor'
local message = event.message:lower()
if message:match('hodor') then
game.print('Hodor: ' .. table.get_random_weighted(Hodor))
end
end
--- Automatically responds to preset trigger words
local function auto_respond(event)
local message = event.message:lower()
local player = get_player(event)
if player and player.valid and not player.admin then
for trigger, replies in pairs(auto_replies) do
if message:match(trigger) then
for _, reply in pairs(replies) do
player.print(reply)
end
end
end
end
end
--- Create notifications when a player's name is mentioned
local function mentions(event)
-- 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
local missing_player_string
local not_found = 0
local cannot_mention = {}
local player = get_player(event)
if not player or not player.valid then
return
end
for w in event.message:gmatch('%S+') do
local word = w:lower()
local trimmed_word = string.sub(word, 0, string.len(word) - 1)
local first_char = string.sub(word, 0, 1)
local last_char = string.sub(word, string.len(word))
local success = false
local admin_call = false
if (first_char ~= '#' and last_char ~= '#') and (first_char ~= '@' and last_char ~= '@') then
success = true
end
if not success then
for _, p in ipairs(game.connected_players) do
local word_front_trim = string.sub(word, 2, string.len(word))
local word_back_trim = trimmed_word
local word_front_back_trim = string.sub(word_front_trim, 0, string.len(word_front_trim) - 1)
local word_back_double_trim = string.sub(word_back_trim, 0, string.len(word_back_trim) - 1)
if word_front_trim == 'admin' or word_back_trim == 'admin' or word_back_double_trim == 'admin' or word_front_back_trim == 'admin' then
admin_call = true
word = 'admin'
end
if admin_call and p.admin then
local message = {'chat_triggers.mention_success', prefix, game.get_player(event.player_index).name, word}
p.print(message, {color = Color.yellow})
p.play_sound {path = 'utility/new_objective', volume_modifier = 1}
success = true
end
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
if p.name == player.name then
if _DEBUG then
player.print({'chat_triggers.mention_fail_mention_self', prefix}, {color = Color.red})
end
success = true
break
end
p.print({'chat_triggers.mention_success_target', prefix, player.name}, {color = Color.yellow})
p.play_sound {path = 'utility/new_objective', volume_modifier = 1}
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.
local message = {'chat_triggers.mention_success_target_floating', player.name}
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}})
end
success = true
if _DEBUG then
player.print(prefix .. 'Successful mentioned ' .. p.name, {color = Color.red})
end
break
end
end
end
if not success then
if admin_call then
word = 'no ' .. word .. 's online!'
end
not_found = not_found + 1
table.insert(cannot_mention, (word .. ', '))
end
end
for _, pname in ipairs(cannot_mention) do
missing_player_string = missing_player_string ~= nil and missing_player_string .. pname or pname
end
if missing_player_string ~= nil then
missing_player_string = string.sub(missing_player_string, 1, (string.len(missing_player_string) - 2))
if not_found > 1 then
player.print({'chat_triggers.mention_not_found_plural', prefix, missing_player_string}, {color = Color.yellow})
else
player.print({'chat_triggers.mention_not_found_singular', prefix, missing_player_string}, {color = Color.yellow})
end
end
end
if storage.config.hodor.enabled then
Event.add(defines.events.on_console_chat, hodor)
end
if storage.config.auto_respond.enabled then
Event.add(defines.events.on_console_chat, auto_respond)
end
if storage.config.mentions.enabled then
Event.add(defines.events.on_console_chat, mentions)
end