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RedMew/features/rank_system.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

383 lines
12 KiB
Lua

--[[
This rank system is meant to allow for easy addition or removal of ranks from the heirarchy.
Ranks can be freely modified in resources.ranks as all the relation of the ranks to one another is all that matters.
While all the public functions want rank as a number, modules should use references to resources.ranks and not have actual numbers.
To dissuade the use of numeric ranks, there is explicitly no get_rank function.
Ex: right way: Rank.equal(player_name, Rank.regular) wrong way: Rank.equal(player_name, 2)
]]
-- Dependencies
local Event = require 'utils.event'
local Global = require 'utils.global'
local table = require 'utils.table'
local Token = require 'utils.token'
local math = require 'utils.math'
local Server = require 'features.server'
local Ranks = require 'resources.ranks'
local Colors = require 'resources.color_presets'
local config = storage.config.rank_system
local trust_time = config.time_for_trust
local everyone_is_regular = config.everyone_is_regular
-- Localized functions
local clamp = math.clamp
local clear_table = table.clear_table
-- Constants
local ranking_data_set = 'rankings'
local nth_tick = 54001 -- nearest prime to 15 minutes in ticks
local rank_name_lookup = {}
local sorted_ranks = {}
local rank_to_index = {}
for k, v in pairs(Ranks) do
rank_name_lookup[v] = {'ranks.' .. k}
end
for k, v in pairs(Ranks) do
sorted_ranks[#sorted_ranks + 1] = v
end
table.sort(sorted_ranks)
for k, v in pairs(sorted_ranks) do
rank_to_index[v] = k
end
-- Local vars
local Public = {}
local set_player_rank
-- Global register vars
local player_ranks = {}
local guests = {}
Global.register(
{
player_ranks = player_ranks,
guests = guests
},
function(tbl)
player_ranks = tbl.player_ranks
guests = tbl.guests
end
)
-- Local functions
--- Changes a rank by a fixed number
-- @param current_rank <number>
-- @param change <number> the number by which to increase or decrease a rank
local function change_rank_by_number(current_rank, change)
local index = rank_to_index[current_rank]
local new_index = clamp(index + change, 1, #sorted_ranks)
return sorted_ranks[new_index]
end
--- Check each online player and if their playtime is above the required cutoff, promote them to auto-trusted.
-- Only applies to players at the guest rank or higher
local function check_promote_to_auto_trusted()
local auto_trusted = Ranks.auto_trusted
local guest = Ranks.guest
local time_for_trust = trust_time
local equal_or_greater_than = Public.equal_or_greater_than
local equal = Public.equal
local set_data = Server.set_data
for index, p in pairs(guests) do
if not p or not p.valid then
guests[index] = nil
return
end
local p_name = p.name
if equal_or_greater_than(p_name, auto_trusted) then
guests[index] = nil
elseif (p.online_time > time_for_trust) and equal(p_name, guest) then
player_ranks[p_name] = auto_trusted
set_data(ranking_data_set, p_name, auto_trusted)
guests[index] = nil
elseif not p.connected then
guests[index] = nil
end
end
end
--- On callback, overwrites player rank entries with data entries.
local sync_ranks_callback =
Token.register(
function(data)
if not data or not data.entries then
return
end
clear_table(player_ranks)
for k, v in pairs(data.entries) do
player_ranks[k] = v
end
end
)
local function on_player_joined(event)
local index = event.player_index
local player = game.get_player(index)
if not player then
return
end
local player_name = player.name
if Public.equal(player_name, Ranks.guest) then
guests[index] = player
end
--- Fix for legacy name storage
local lowerCaseName = player_name:lower()
if player_name ~= lowerCaseName and player_ranks[lowerCaseName] then
local player_rank = player_ranks[lowerCaseName]
player_ranks[lowerCaseName] = nil
player_ranks[player_name] = player_rank
Server.set_data(ranking_data_set, lowerCaseName, nil)
Server.set_data(ranking_data_set, player_name, player_rank)
end
end
-- Exposed functions
function Public.know_player(player_name)
return player_ranks[player_name] ~= nil
end
--- Gets a player's rank. In cases of comparison, the appropriate functions should be used.
-- This function is exposed for the purpose of returning a numerical value for players for the
-- purposes of sorting.
-- Is the only place player.admin should be checked.
function Public.get_player_rank(player_name)
local player = game.get_player(player_name)
if player and player.valid and player.admin then
return Ranks.admin
elseif everyone_is_regular then
return Ranks.regular
end
return player_ranks[player_name] or Ranks.guest
end
local get_player_rank = Public.get_player_rank
--- Returns the table of players in the ranking system
-- @return <table>
function Public.get_player_table()
return player_ranks
end
--- Returns the player's rank as a name.
-- @param player_name <string>
-- @return <LocalisedString>
function Public.get_player_rank_name(player_name)
return rank_name_lookup[get_player_rank(player_name)]
end
local get_player_rank_name = Public.get_player_rank_name
--- Returns the player's rank as a name.
-- @param player_name <string>
-- @return <table>
function Public.get_player_rank_color(player_name)
local rank = get_player_rank(player_name)
return Colors[rank]
end
--- Returns the rank's name.
-- @param rank <number>
-- @return <LocalisedString>
function Public.get_rank_name(rank)
return rank_name_lookup[rank]
end
local get_rank_name = Public.get_rank_name
--- Returns the rank's color.
-- @param rank <table>
function Public.get_rank_color(rank)
return Colors[rank]
end
--- Evaluates if a player's rank is equal to the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank == rank
end
--- Evaluates if a player's rank is not equal to the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.not_equal(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank ~= rank
end
--- Evaluates if a player's rank is greater than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.greater_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank > rank
end
--- Evaluates if a player's rank is less than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.less_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank < rank
end
--- Evaluates if a player's rank is equal to or greater than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal_or_greater_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank >= rank
end
--- Evaluates if a player's rank is equal to or less than the rank provided
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean>
function Public.equal_or_less_than(player_name, rank)
local p_rank = get_player_rank(player_name)
return p_rank <= rank
end
--- Take a player and attempts to increase their rank by 1
-- @param player_name <string>
-- @return <LocalisedString|nil> new rank name or nil if already at highest rank
function Public.increase_player_rank(player_name)
local current_rank = (get_player_rank(player_name))
local new_rank = change_rank_by_number(current_rank, 1)
if current_rank == new_rank then
return nil
end
local new_rank_name = rank_name_lookup[new_rank]
set_player_rank(player_name, new_rank)
return new_rank_name
end
--- Take a player and attempts to increase their rank to the rank provided
-- Fails if player is already higher rank
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean> <LocalisedString> success/failure, and LocalisedString of the player's rank
function Public.increase_player_rank_to(player_name, rank)
if Public.less_than(player_name, rank) then
set_player_rank(player_name, rank)
return true, get_rank_name(rank)
else
return false, get_player_rank_name(player_name)
end
end
--- Take a player and attempts to decrease their rank by 1
-- @param player_name <string>
-- @return <LocalisedString|nil> new rank name or nil if already at lowest rank
function Public.decrease_player_rank(player_name)
local current_rank = (get_player_rank(player_name))
local new_rank = change_rank_by_number(current_rank, -1)
if current_rank == new_rank then
return nil
end
local new_rank_name = rank_name_lookup[new_rank]
set_player_rank(player_name, new_rank)
return new_rank_name
end
--- Take a player and attempts to decrease their rank to the rank provided
-- Fails if player is already lower rank
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean> <LocalisedString> success/failure, and LocalisedString of the player's rank
function Public.decrease_player_rank_to(player_name, rank)
if Public.greater_than(player_name, rank) then
set_player_rank(player_name, rank)
return true, get_rank_name(rank)
else
return false, get_player_rank_name(player_name)
end
end
--- Sets a player's rank
-- @param player_name <string>
-- @param rank <number>
-- @return <boolean> success/failure
function Public.set_player_rank(player_name, rank)
if Public.equal(player_name, rank) then
return false
elseif rank == Ranks.guest then
player_ranks[player_name] = nil
Server.set_data(ranking_data_set, player_name, nil)
-- If we're dropping someone back down the guest, put them on the guests list
local player = game.get_player(player_name)
if player and player.valid then
guests[player.index] = player
end
return true
else
player_ranks[player_name] = rank
Server.set_data(ranking_data_set, player_name, rank)
return true
end
end
set_player_rank = Public.set_player_rank
--- Resets a player's rank to guest (or higher if a user meets the criteria for automatic rank)
-- @param player_name <string>
-- @return <boolean> <LocalisedString> boolean for success/failure, LocalisedString of rank name
function Public.reset_player_rank(player_name)
local guest_rank = Ranks.guest
local auto_trusted = Ranks.auto_trusted
if Public.equal(player_name, guest_rank) then
return false, get_rank_name(guest_rank)
else
local player = game.get_player(player_name)
local rank
if player and player.valid and (player.online_time > trust_time) then
rank = auto_trusted
set_player_rank(player_name, rank)
else
rank = guest_rank
set_player_rank(player_name, rank)
end
return true, get_rank_name(rank)
end
end
function Public.sync_ranks()
Server.try_get_all_data(ranking_data_set, sync_ranks_callback)
end
-- Events
Event.add(defines.events.on_player_joined_game, on_player_joined)
Event.add(Server.events.on_server_started, Public.sync_ranks)
Event.on_nth_tick(nth_tick, check_promote_to_auto_trusted)
Server.on_data_set_changed(
ranking_data_set,
function(data)
player_ranks[data.key] = data.value
end
)
return Public