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* Remove spaces in extant names and modify name function to remove spaces to prevent future mistakes * Remove regulars hack and map_layout entry
218 lines
7.8 KiB
Lua
218 lines
7.8 KiB
Lua
require 'utils.table'
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local Game = require 'utils.game'
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local Event = require 'utils.event'
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local naming_words = require 'resources.naming_words'
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local Utils = require 'utils.core'
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local Global = require 'utils.global'
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local UserGroups = require 'features.user_groups'
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local ScenarioInfo = require 'features.gui.info'
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local format = string.format
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ScenarioInfo.add_map_extra_info(
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'- On this map you will be assigned a silly name.\n' ..
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'- If you dislike your name you can /name-restore or /name-roll for a new one'
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)
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global.silly_regulars = {}
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local data_silly_names = {}
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data_silly_names.silly_names = {}
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data_silly_names.silly_name_store = {}
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data_silly_names.silly_names_count = {0}
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data_silly_names.silly_name_store = {}
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data_silly_names.actual_name = {}
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local name_combinations = #naming_words.adverbs * #naming_words.adjectives * 1
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local table_size_ceiling = math.min(name_combinations * 0.25, 10000)
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Global.register(
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{
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data_silly_names = data_silly_names
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},
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function(tbl)
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data_silly_names = tbl.data_silly_names
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end
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)
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--- Takes a player's real name, current silly name, and old silly name and adjusts
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-- the silly_regulars table accordingly
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local function check_regular(real_name, silly_name, old_silly_name)
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if UserGroups.is_regular(real_name) then
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global.silly_regulars[silly_name] = true
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if old_silly_name then
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global.silly_regulars[old_silly_name] = nil
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end
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end
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end
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--- Creates name by combining elements from the passed table
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-- @param words_table including adverbs, adjectives, and nouns
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-- @param player_name string with player's name
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-- @returns string with player's silly name
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-- TODO: Config option to set the name style
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local function create_name(words_table, player_name)
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local adverb, adjective--, noun
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adverb = table.get_random(words_table.adverbs, true)
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adjective = table.get_random(words_table.adjectives, true)
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--noun = table.get_random(words_table.nouns, true)
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local name = format('%s_%s_%s', adverb, adjective, player_name)
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return string.gsub(name, "%s+", "_")
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end
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--- Calls create_name until a unique name is returned
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-- @param words_table including adverbs, adjectives, and nouns
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-- @param player_name string with player's name
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-- @returns string with player's silly name
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local function create_unique_name(words_table, player_name)
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local silly_names = data_silly_names.silly_names
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local name = create_name(words_table, player_name)
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while table.contains(silly_names, name) do
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name = create_name(words_table, player_name)
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end
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return name
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end
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--- Assigns a player a name, stores their old and silly names
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-- @param player LuaPlayer, the player to change the name of
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local function name_player(player)
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local real_name = data_silly_names.actual_name[player.index] or player.name
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local old_silly_name
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-- If we don't have a player's actual name yet, store it
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if data_silly_names.actual_name[player.index] then
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old_silly_name = player.name
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else
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data_silly_names.actual_name[player.index] = real_name
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end
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-- Because create_unique_name enters a while loop looking for a _unique_ name,
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-- we ensure the table never contains all possible combinations by having a ceiling
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if data_silly_names.silly_names_count[1] > table_size_ceiling then
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table.clear_table(data_silly_names.silly_names, true)
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data_silly_names.silly_names_count[1] = 0
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end
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local name = create_unique_name(naming_words, real_name)
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data_silly_names.silly_names[#data_silly_names.silly_names + 1] = name
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data_silly_names.silly_names_count[1] = data_silly_names.silly_names_count[1] + 1
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local str = format('%s will now be known as: %s', player.name, name)
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game.print(str)
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local admin_str = format('%s (ID: %s)', str, player.index)
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Utils.print_admins(admin_str, false)
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player.name = name
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-- After they have their name, we need to ensure compatibility with the regulars system
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check_regular(real_name, name, old_silly_name)
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end
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--- Restores a player's actual name
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local function restore_name(data)
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local player
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if data.player_index then
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player = Game.get_player_by_index(data.player_index)
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else
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player = game.player
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end
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local silly_name = player.name
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data_silly_names.silly_name_store[player.index] = player.name
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player.name = data_silly_names.actual_name[player.index]
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if data.name == 'name-restore' then
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player.print('Your true name has been restored.')
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local str = silly_name .. ' will now be known as: ' .. player.name
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Utils.print_admins(str .. ' (ID: ' .. player.index .. ')', false)
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end
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end
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--- Passes _event_ on to name_players
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local function player_joined(event)
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local player = Game.get_player_by_index(event.player_index)
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if data_silly_names.silly_name_store[event.player_index] then
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player.name = data_silly_names.silly_name_store[event.player_index]
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else
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name_player(player)
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end
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end
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--- Passes target or player on to name_players
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local function name_player_command(cmd)
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local player = game.player
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local param = cmd.parameter
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local target
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if param then
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target = game.players[param]
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if player and not player.admin then
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-- Yes param, yes player, no admin/server = fail, non-admins, non-server cannot use command on others
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Game.player_print("Sorry you don't have permission to use the roll-name command on other players.")
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return
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else
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-- Yes param, yes admin/server = check target
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if target then
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-- Yes param, yes admin/server, yes target = change name
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name_player(target)
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return
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else
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-- Yes param, yes admin/server, no target = fail, wrong player name
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Game.player_print(table.concat {"Sorry, player '", param, "' was not found."})
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return
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end
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end
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else
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-- No param = check if server
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if not player then
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-- No param, no player = server trying to change its name
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Game.player_print('The server cannot change its name')
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return
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end
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-- No param, not server = change self name
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name_player(player)
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return
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end
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end
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--- Prints the original name of the target
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local function check_name(cmd)
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local current_name = cmd.parameter
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if not current_name then
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Game.player_print('Usage: /name-check <player>')
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return
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end
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local target = game.players[current_name]
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if not target then
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Game.player_print('player ' .. current_name .. ' not found')
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return
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end
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local actual_name = data_silly_names.actual_name[target.index]
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Game.player_print(target.name .. ' is actually: ' .. actual_name)
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end
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--- Prints the index of the target
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local function get_player_id(cmd)
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local player = game.player
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-- Check if the player can run the command
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if player and not player.admin then
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Utils.cant_run(cmd.name)
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return
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end
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-- Check if the target is valid
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local target_name = cmd['parameter']
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if not target_name then
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Game.player_print('Usage: /get-player-id <player>')
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return
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end
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local target_index = game.players[target_name].index
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Game.player_print(target_name .. ' -- ' .. target_index)
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end
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Event.add(defines.events.on_player_joined_game, player_joined)
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Event.add(defines.events.on_pre_player_left_game, restore_name)
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commands.add_command('name-roll', 'Assigns you a random, silly name', name_player_command)
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commands.add_command('name-restore', 'Removes your fun/silly name and gives you back your actual name', restore_name)
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commands.add_command('name-check', '<silly_player_name> Check the original name of a player with a silly name', check_name)
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commands.add_command('get-player-id', 'Gets the ID of a player (Admin only)', get_player_id)
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