Files
RedMew/features/player_logistic_requests.lua
T

250 lines
7.6 KiB
Lua

-- This module saves players' logistic requests slots between maps
-- Dependencies
local Color = require 'resources.color_presets'
local Command = require 'utils.command'
local Event = require 'utils.event'
local Game = require 'utils.game'
local Global = require 'utils.global'
local LogisticPoint = require 'utils.logistic_point'
local Ranks = require 'resources.ranks'
local Server = require 'features.server'
local Token = require 'utils.token'
-- Constants
local data_set_name = 'player_logistic_requests'
local logistic_slots_limit = 100
-- Localized globals
local primitives = {
server_available = nil
}
local initialized_players = {}
local initialized_forces = {}
Global.register(
{
primitives = primitives,
initialized_players = initialized_players,
initialized_forces = initialized_forces
},
function(tbl)
primitives = tbl.primitives
initialized_players = tbl.initialized_players
initialized_forces = tbl.initialized_forces
end
)
--- Scans all player's logistic request slots into a table, then saves that table server-side
local function save_bars(_, player)
if not primitives.server_available then
Game.player_print({'common.server_unavailable'}, Color.fail, player)
return
end
-- Player's force doesn't have logistics
local force = player.force
if not (force and force.character_logistic_requests) then
Game.player_print({'player_logistic_requests.logistics_not_available'}, Color.fail, player)
return
end
-- Validate player's LuaLogisticPoint
local requester_point = player.get_requester_point()
if not (requester_point and requester_point.valid) then
Game.player_print({'player_logistic_requests.invalid_logistic_point'}, Color.fail, player)
return
end
-- Trim saved slots to limit
local bars = LogisticPoint.get_filters(requester_point)
if #bars > logistic_slots_limit then
for i = #bars, (logistic_slots_limit + 1), -1 do
bars[i] = nil
end
end
-- Remove LuaPrototypes
for _, request in pairs(bars) do
if request.import_from and type(request.import_from) ~= 'string' then
request.import_from = request.import_from.name
end
end
-- Save data to db
Server.set_data(data_set_name, player.name, bars)
Game.player_print({'player_logistic_requests.save_bars'}, Color.success, player)
end
local function get_player_group(player)
if not (player and player.valid and player.name) then
return ''
end
return 'RedMew::'..player.name
end
--- Sets the logistic request slots of a player.
local set_bars_callback =
Token.register(
function(data)
local bars = data.value -- will be nil if no data
if not bars then
return
end
-- Invalid player
local p_name = data.key
local player = game.get_player(p_name)
if not (player and player.valid )then
return
end
-- Validate player's LuaLogisticPoint
local requester_point = player.get_requester_point()
if not (requester_point and requester_point.valid) then
Game.player_print({'player_logistic_requests.invalid_logistic_point'}, Color.fail, player)
return
end
-- Validate entries
for i = #bars, 1, -1 do
local name = (bars[i].value and bars[i].value.name)
if (name == nil) or (type(name) ~= 'string') then
bars[i] = nil
else
if not prototypes.item[name] then
Game.player_print({'player_logistic_requests.incompatible_item', name}, Color.warning, player)
bars[i] = nil
end
end
end
LogisticPoint.add_filters(requester_point, bars, get_player_group(player))
Game.player_print({'player_logistic_requests.load_bars_success'}, Color.success, player)
initialized_players[player.name] = true
end
)
--- Calls data from the server and sends it to the set_bars_callback
local function load_bars(_, player)
if not primitives.server_available then
Game.player_print({'common.server_unavailable'}, Color.fail, player)
return
end
-- Player's force doesn't have logistics
local force = player.force
if not (force and force.character_logistic_requests) then
Game.player_print({'player_logistic_requests.logistics_not_available'}, Color.fail, player)
return
end
Game.player_print({'player_logistic_requests.load_bars'}, Color.success, player)
Server.try_get_data(data_set_name, player.name, set_bars_callback)
end
-- Auto loads all logistic requests for players joining after logistics has been researched
local player_joined_game =
Token.register(
function(event)
-- Invalid player
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
-- Player already initialized
if initialized_players[player.name] then
return
end
-- Player's force doesn't have logistics
local force = player.force
if not (force and force.character_logistic_requests) then
return
end
Server.try_get_data(data_set_name, player.name, set_bars_callback)
end
)
--- Auto loads all logistic requests for connected players when logistics gets researched
local research_finished =
Token.register(
function(event)
-- Invalid tech
local tech = event.research
if not (tech and tech.valid) then
return
end
-- Already init. or logistics not available
local force = tech.force
if not force or initialized_forces[force.name] or not force.character_logistic_requests then
return
end
for _, player in pairs(force.connected_players) do
if player and player.valid and player.character and player.character.valid then
if not initialized_players[player.name] then
Server.try_get_data(data_set_name, player.name, set_bars_callback)
end
end
end
initialized_forces[force.name] = true
end
)
--- Registers the event only when the server is available.
local function register_server_start_events()
if not primitives.server_available then
Event.add_removable(defines.events.on_player_joined_game, player_joined_game)
Event.add_removable(defines.events.on_research_finished, research_finished)
primitives.server_available = true
end
end
--- Erases server-side data stored for this player's logistic requests slots
local function delete_bars(_, player)
if not primitives.server_available then
Game.player_print({'common.server_unavailable'}, Color.fail, player)
return
end
Server.set_data(data_set_name, player.name, nil)
Game.player_print({'player_logistic_requests.delete_bars'}, Color.success, player)
end
-- Events
Event.add(Server.events.on_server_started, register_server_start_events)
-- Commands
Command.add(
'logistic-requests-save',
{
description = {'command_description.logistic_requests_save'},
required_rank = Ranks.regular
},
save_bars
)
Command.add(
'logistic-requests-load',
{
description = {'command_description.logistic_requests_load'},
required_rank = Ranks.regular
},
load_bars
)
Command.add(
'logistic-requests-delete',
{
description = {'command_description.logistic_requests_delete'},
required_rank = Ranks.regular
},
delete_bars
)