mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
bbfcdd4629
* Added a basic RedMew configuration setup
761 lines
22 KiB
Lua
761 lines
22 KiB
Lua
local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Gui = require 'utils.gui'
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local Donators = require 'resources.donators'
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local UserGroups = require 'features.user_groups'
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local PlayerStats = require 'features.player_stats'
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local Utils = require 'utils.core'
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local Report = require 'features.report'
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local Game = require 'utils.game'
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local poke_messages = require 'resources.poke_messages'
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local player_sprites = require 'resources.player_sprites'
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local poke_cooldown_time = 240 -- in ticks.
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local sprite_time_step = 54000 -- in ticks
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local symbol_asc = ' ▲'
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local symbol_desc = ' ▼'
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local focus_color = {r = 1, g = 0.55, b = 0.1}
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local rank_colors = {
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{r = 1, g = 1, b = 1}, -- Guest
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{r = 0.155, g = 0.540, b = 0.898}, -- Regular
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{r = 172.6, g = 70.2, b = 215.8}, -- Donator {r = 152, g = 24, b = 206}
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{r = 0.093, g = 0.768, b = 0.172} -- Admin
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}
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local inv_sprite_time_step = 1 / sprite_time_step
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local rank_perk_flag = Donators.donator_perk_flags.rank
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local rank_names = {
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'Guest',
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'Regular',
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'Donator',
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'Admin'
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}
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local player_poke_cooldown = {}
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local player_pokes = {}
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local player_settings = {}
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local no_notify_players = {}
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Global.register(
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{
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player_poke_cooldown = player_poke_cooldown,
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player_pokes = player_pokes,
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player_settings = player_settings,
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no_notify_players = no_notify_players
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},
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function(tbl)
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player_poke_cooldown = tbl.player_poke_cooldown
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player_pokes = tbl.player_pokes
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player_settings = tbl.player_settings
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no_notify_players = tbl.no_notify_players
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end
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)
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local main_button_name = Gui.uid_name()
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local main_frame_name = Gui.uid_name()
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local notify_checkbox_name = Gui.uid_name()
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local sprite_heading_name = Gui.uid_name()
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local player_name_heading_name = Gui.uid_name()
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local time_heading_name = Gui.uid_name()
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local rank_heading_name = Gui.uid_name()
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local distance_heading_name = Gui.uid_name()
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local coin_heading_name = Gui.uid_name()
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local deaths_heading_name = Gui.uid_name()
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local poke_name_heading_name = Gui.uid_name()
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local report_heading_name = Gui.uid_name()
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local sprite_cell_name = Gui.uid_name()
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local player_name_cell_name = Gui.uid_name()
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local time_cell_name = Gui.uid_name()
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local rank_cell_name = Gui.uid_name()
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local distance_cell_name = Gui.uid_name()
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local coin_cell_name = Gui.uid_name()
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local deaths_cell_name = Gui.uid_name()
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local poke_cell_name = Gui.uid_name()
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local report_cell_name = Gui.uid_name()
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local function lighten_color(color)
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color.r = color.r * 0.6 + 0.4
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color.g = color.g * 0.6 + 0.4
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color.b = color.b * 0.6 + 0.4
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color.a = 1
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end
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local function format_distance(tiles)
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return math.round(tiles * 0.001, 1) .. ' km'
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end
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local function get_rank_level(player)
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if player.admin then
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return 4
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end
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local name = player.name
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if UserGroups.player_has_donator_perk(name, rank_perk_flag) then
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return 3
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elseif UserGroups.is_regular(name) then
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return 2
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end
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return 1
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end
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local function do_poke_spam_protection(player)
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if player.admin then
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return true
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end
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local tick = player_poke_cooldown[player.index] or 0
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if tick < game.tick then
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player_poke_cooldown[player.index] = game.tick + poke_cooldown_time
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return true
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else
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return false
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end
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end
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local function apply_heading_style(style)
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style.font_color = focus_color
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style.font = 'default-bold'
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style.align = 'center'
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end
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local column_builders = {
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[sprite_heading_name] = {
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create_data = function(player)
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local ticks = player.online_time
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local level = math.floor(ticks * inv_sprite_time_step) + 1
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level = math.min(level, #player_sprites)
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return level
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end,
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sort = function(a, b)
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = sprite_heading_name, caption = ' '}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 32
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return label
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end,
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draw_cell = function(parent, cell_data)
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local label =
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parent.add {
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type = 'sprite',
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name = sprite_cell_name,
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sprite = player_sprites[cell_data]
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}
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local label_style = label.style
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label_style.align = 'center'
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label_style.width = 32
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return label
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end
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},
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[player_name_heading_name] = {
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create_data = function(player)
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return player
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end,
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sort = function(a, b)
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return a.name:lower() < b.name:lower()
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = player_name_heading_name, caption = 'Name'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 150
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return label
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end,
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draw_cell = function(parent, cell_data)
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local color = cell_data.color
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lighten_color(color)
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local name = cell_data.name
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local label =
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parent.add {
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type = 'label',
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name = player_name_cell_name,
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caption = name,
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tooltip = name
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}
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local label_style = label.style
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label_style.font_color = color
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label_style.align = 'left'
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label_style.width = 150
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return label
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end
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},
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[time_heading_name] = {
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create_data = function(player)
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return player.online_time
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end,
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sort = function(a, b)
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = time_heading_name, caption = 'Time'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 125
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return label
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end,
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draw_cell = function(parent, cell_data)
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local text = Utils.format_time(cell_data)
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local label = parent.add {type = 'label', name = time_cell_name, caption = text}
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local label_style = label.style
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label_style.align = 'left'
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label_style.width = 125
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return label
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end
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},
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[rank_heading_name] = {
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create_data = get_rank_level,
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sort = function(a, b)
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = rank_heading_name, caption = 'Rank'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 50
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return label
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end,
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draw_cell = function(parent, cell_data)
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local label = parent.add {type = 'label', name = rank_cell_name, caption = rank_names[cell_data]}
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local label_style = label.style
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label_style.align = 'center'
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label_style.font_color = rank_colors[cell_data]
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label_style.width = 50
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return label
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end
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},
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[distance_heading_name] = {
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create_data = function(player)
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return PlayerStats.get_walk_distance(player.index)
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end,
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sort = function(a, b)
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return a < b
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = distance_heading_name, caption = 'Distance'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 70
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return label
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end,
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draw_cell = function(parent, cell_data)
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local text = format_distance(cell_data)
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local label = parent.add {type = 'label', name = distance_cell_name, caption = text}
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local label_style = label.style
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label_style.align = 'center'
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label_style.width = 70
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return label
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end
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},
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[coin_heading_name] = {
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create_data = function(player)
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local index = player.index
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return {
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coin_earned = PlayerStats.get_coin_earned(index),
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coin_spent = PlayerStats.get_coin_spent(index)
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}
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end,
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sort = function(a, b)
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local a_coin_earned, b_coin_earned = a.coin_earned, b.coin_earned
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if a_coin_earned == b_coin_earned then
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return a.coin_spent < b.coin_spent
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else
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return a_coin_earned < b_coin_earned
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end
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end,
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draw_heading = function(parent)
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local label =
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parent.add {
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type = 'label',
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name = coin_heading_name,
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caption = 'Coins',
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tooltip = 'Coins earned / spent.'
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}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 80
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return label
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end,
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draw_cell = function(parent, cell_data)
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local text = table.concat({cell_data.coin_earned, '/', cell_data.coin_spent})
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local label = parent.add {type = 'label', name = coin_cell_name, caption = text}
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local label_style = label.style
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label_style.align = 'center'
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label_style.width = 80
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return label
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end
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},
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[deaths_heading_name] = {
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create_data = function(player)
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local player_index = player.index
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return {
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count = PlayerStats.get_death_count(player_index),
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causes = PlayerStats.get_all_death_counts_by_cause(player_index)
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}
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end,
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sort = function(a, b)
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return a.count < b.count
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end,
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draw_heading = function(parent)
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local label = parent.add {type = 'label', name = deaths_heading_name, caption = 'Deaths'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 60
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return label
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end,
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draw_cell = function(parent, cell_data)
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local tooltip = {}
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for name, count in pairs(cell_data.causes) do
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table.insert(tooltip, name)
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table.insert(tooltip, ': ')
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table.insert(tooltip, count)
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table.insert(tooltip, '\n')
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end
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table.remove(tooltip)
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tooltip = table.concat(tooltip)
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local label =
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parent.add {type = 'label', name = deaths_cell_name, caption = cell_data.count, tooltip = tooltip}
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local label_style = label.style
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label_style.align = 'center'
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label_style.width = 60
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return label
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end
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},
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[poke_name_heading_name] = {
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create_data = function(player)
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return {poke_count = player_pokes[player.index] or 0, player = player}
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end,
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sort = function(a, b)
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return a.poke_count < b.poke_count
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end,
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draw_heading = function(parent, data)
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local label = parent.add {type = 'label', name = poke_name_heading_name, caption = 'Poke'}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 60
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data.poke_buttons = {}
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return label
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end,
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draw_cell = function(parent, cell_data, data)
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local player = cell_data.player
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local parent_style = parent.style
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parent_style.width = 64
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parent_style.align = 'center'
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local label = parent.add {type = 'button', name = poke_cell_name, caption = cell_data.poke_count}
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local label_style = label.style
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label_style.align = 'center'
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label_style.minimal_width = 32
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label_style.height = 24
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label_style.font = 'default-bold'
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label_style.top_padding = 0
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label_style.bottom_padding = 0
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label_style.left_padding = 0
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label_style.right_padding = 0
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data.poke_buttons[player.index] = label
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Gui.set_data(label, {data = data, player = player})
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return label
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end
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},
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[report_heading_name] = {
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create_data = function(player)
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return player
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end,
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sort = function(a, b)
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return a.name:lower() < b.name:lower()
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end,
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draw_heading = function(parent, data)
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local label =
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parent.add {
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type = 'label',
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name = report_heading_name,
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caption = 'Report',
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tooltip = 'Report player to the admin team for griefing or breaking the rules.'
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}
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local label_style = label.style
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apply_heading_style(label_style)
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label_style.width = 58
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return label
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end,
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draw_cell = function(parent, cell_data, data)
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local parent_style = parent.style
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parent_style.width = 58
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parent_style.align = 'center'
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local label =
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parent.add {
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type = 'sprite-button',
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name = report_cell_name,
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sprite = 'utility/force_editor_icon',
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tooltip = 'Report ' .. cell_data.name
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}
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local label_style = label.style
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label_style.align = 'center'
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label_style.minimal_width = 32
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label_style.height = 24
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label_style.font = 'default-bold'
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label_style.top_padding = 0
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label_style.bottom_padding = 0
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label_style.left_padding = 0
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label_style.right_padding = 0
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Gui.set_data(label, cell_data)
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return label
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end
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}
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}
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local function get_default_player_settings()
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columns = {
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sprite_heading_name,
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player_name_heading_name,
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time_heading_name,
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rank_heading_name,
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distance_heading_name
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}
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local offset = 6
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if global.config.player_list.show_coin_column then
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columns[6] = coin_heading_name
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offset = 7
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end
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columns[offset] = deaths_heading_name
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columns[offset + 1] = poke_name_heading_name
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columns[offset + 2] = report_heading_name
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return {
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columns = columns,
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sort = -3
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}
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end
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local function redraw_title(data)
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local frame = data.frame
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local online_count = #game.connected_players
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local total_count = PlayerStats.get_total_player_count()
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local title = table.concat {'Player list - Online: ', online_count, ' Total: ' .. total_count}
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frame.caption = title
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end
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local function redraw_headings(data)
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local settings = data.settings
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local columns = settings.columns
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local sort = settings.sort
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local sort_column = math.abs(sort)
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local sort_symbol
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if sort > 0 then
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sort_symbol = symbol_asc
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else
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sort_symbol = symbol_desc
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end
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local heading_table_flow = data.heading_table_flow
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Gui.clear(heading_table_flow)
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local heading_table = heading_table_flow.add {type = 'table', column_count = #columns}
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for i, c in ipairs(settings.columns) do
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local heading = column_builders[c].draw_heading(heading_table, data)
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if i == sort_column then
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heading.caption = heading.caption .. sort_symbol
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end
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Gui.set_data(heading, {data = data, index = i})
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end
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end
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local function redraw_cells(data)
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local settings = data.settings
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local columns = settings.columns
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local sort = settings.sort
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local sort_column = math.abs(sort)
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local column_name = columns[sort_column]
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local column_sort = column_builders[column_name].sort
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local comp
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if sort > 0 then
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comp = function(a, b)
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return column_sort(a[sort_column], b[sort_column])
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end
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else
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comp = function(a, b)
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return column_sort(b[sort_column], a[sort_column])
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end
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end
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local cell_table_scroll_pane = data.cell_table_scroll_pane
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Gui.clear(cell_table_scroll_pane)
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local grid = cell_table_scroll_pane.add {type = 'table', column_count = #columns}
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local list_data = {}
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for _, p in ipairs(game.connected_players) do
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local row = {}
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for _, c in ipairs(columns) do
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local cell_data = column_builders[c].create_data(p)
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table.insert(row, cell_data)
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end
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table.insert(list_data, row)
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end
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|
table.sort(list_data, comp)
|
|
|
|
for _, row in ipairs(list_data) do
|
|
for c_i, c in ipairs(columns) do
|
|
local flow = grid.add {type = 'flow'}
|
|
column_builders[c].draw_cell(flow, row[c_i], data)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function draw_main_frame(left, player)
|
|
local player_index = player.index
|
|
local frame = left.add {type = 'frame', name = main_frame_name, direction = 'vertical'}
|
|
|
|
local heading_table_flow = frame.add {type = 'flow'}
|
|
|
|
local cell_table_scroll_pane = frame.add {type = 'scroll-pane'}
|
|
cell_table_scroll_pane.style.maximal_height = 400
|
|
|
|
frame.add {
|
|
type = 'checkbox',
|
|
name = notify_checkbox_name,
|
|
state = not no_notify_players[player_index],
|
|
caption = 'Notify me when pokes happen.',
|
|
tooltip = 'Receive a message when a player pokes another player.'
|
|
}
|
|
|
|
frame.add {type = 'button', name = main_button_name, caption = 'Close'}
|
|
|
|
local settings = player_settings[player_index] or get_default_player_settings()
|
|
local data = {
|
|
frame = frame,
|
|
heading_table_flow = heading_table_flow,
|
|
cell_table_scroll_pane = cell_table_scroll_pane,
|
|
settings = settings
|
|
}
|
|
|
|
redraw_title(data)
|
|
redraw_headings(data)
|
|
redraw_cells(data)
|
|
|
|
Gui.set_data(frame, data)
|
|
end
|
|
|
|
local function remove_main_frame(frame, player)
|
|
local frame_data = Gui.get_data(frame)
|
|
player_settings[player.index] = frame_data.settings
|
|
|
|
Gui.destroy(frame)
|
|
end
|
|
|
|
local function toggle(event)
|
|
local player = event.player
|
|
local left = player.gui.left
|
|
local main_frame = left[main_frame_name]
|
|
|
|
if main_frame then
|
|
remove_main_frame(main_frame, player)
|
|
else
|
|
draw_main_frame(left, player)
|
|
end
|
|
end
|
|
|
|
local function tick()
|
|
for _, p in ipairs(game.connected_players) do
|
|
local frame = p.gui.left[main_frame_name]
|
|
|
|
if frame and frame.valid then
|
|
local data = Gui.get_data(frame)
|
|
redraw_cells(data)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function player_joined(event)
|
|
local player = Game.get_player_by_index(event.player_index)
|
|
if not player or not player.valid then
|
|
return
|
|
end
|
|
|
|
local gui = player.gui
|
|
local top = gui.top
|
|
|
|
if not top[main_button_name] then
|
|
top.add {type = 'sprite-button', name = main_button_name, sprite = 'entity/player'}
|
|
end
|
|
|
|
for _, p in ipairs(game.connected_players) do
|
|
local frame = p.gui.left[main_frame_name]
|
|
|
|
if frame and frame.valid then
|
|
local data = Gui.get_data(frame)
|
|
redraw_title(data)
|
|
redraw_cells(data)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function player_left()
|
|
for _, p in ipairs(game.connected_players) do
|
|
local frame = p.gui.left[main_frame_name]
|
|
|
|
if frame and frame.valid then
|
|
local data = Gui.get_data(frame)
|
|
redraw_title(data)
|
|
redraw_cells(data)
|
|
end
|
|
end
|
|
end
|
|
|
|
Event.on_nth_tick(1800, tick)
|
|
Event.add(defines.events.on_player_joined_game, player_joined)
|
|
Event.add(defines.events.on_player_left_game, player_left)
|
|
|
|
Gui.on_click(main_button_name, toggle)
|
|
|
|
Gui.on_click(
|
|
notify_checkbox_name,
|
|
function(event)
|
|
local player_index = event.player_index
|
|
local checkbox = event.element
|
|
|
|
local new_state
|
|
if checkbox.state then
|
|
new_state = nil
|
|
else
|
|
new_state = true
|
|
end
|
|
|
|
no_notify_players[player_index] = new_state
|
|
end
|
|
)
|
|
|
|
local function headings_click(event)
|
|
local heading_data = Gui.get_data(event.element)
|
|
local data = heading_data.data
|
|
local settings = data.settings
|
|
local index = heading_data.index
|
|
|
|
local sort = settings.sort
|
|
local sort_column = math.abs(sort)
|
|
|
|
if sort_column == index then
|
|
sort = -sort
|
|
else
|
|
sort = -index
|
|
end
|
|
|
|
settings.sort = sort
|
|
|
|
redraw_headings(data)
|
|
redraw_cells(data)
|
|
end
|
|
|
|
for name, _ in pairs(column_builders) do
|
|
Gui.on_click(name, headings_click)
|
|
end
|
|
|
|
Gui.on_click(
|
|
poke_cell_name,
|
|
function(event)
|
|
local element = event.element
|
|
local button_data = Gui.get_data(element)
|
|
local poke_player = button_data.player
|
|
local player = event.player
|
|
|
|
if poke_player == player then
|
|
return
|
|
end
|
|
|
|
local poke_player_index = poke_player.index
|
|
if not do_poke_spam_protection(player) then
|
|
return
|
|
end
|
|
|
|
local count = (player_pokes[poke_player_index] or 0) + 1
|
|
player_pokes[poke_player_index] = count
|
|
|
|
local poke_str = table.get_random(poke_messages, true)
|
|
local message = table.concat({'>> ', player.name, ' has poked ', poke_player.name, ' with ', poke_str, ' <<'})
|
|
|
|
for _, p in ipairs(game.connected_players) do
|
|
local frame = p.gui.left[main_frame_name]
|
|
if frame and frame.valid then
|
|
local frame_data = Gui.get_data(frame)
|
|
local poke_bottons = frame_data.poke_buttons
|
|
|
|
if poke_bottons then
|
|
local settings = frame_data.settings
|
|
|
|
local columns = settings.columns
|
|
local sort = settings.sort
|
|
|
|
local sorted_column = columns[math.abs(sort)]
|
|
if sorted_column == poke_name_heading_name then
|
|
redraw_cells(frame_data)
|
|
else
|
|
local poke_button = poke_bottons[poke_player_index]
|
|
poke_button.caption = count
|
|
end
|
|
end
|
|
end
|
|
|
|
if not no_notify_players[p.index] then
|
|
p.print(message)
|
|
end
|
|
end
|
|
end
|
|
)
|
|
|
|
Gui.on_click(
|
|
report_cell_name,
|
|
function(event)
|
|
local reporting_player = event.player
|
|
local reported_player = Gui.get_data(event.element)
|
|
if reporting_player.admin then
|
|
Report.jail(reported_player, reporting_player)
|
|
else
|
|
Report.spawn_reporting_popup(reporting_player, reported_player)
|
|
end
|
|
end
|
|
)
|