mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
98 lines
2.7 KiB
Lua
98 lines
2.7 KiB
Lua
local Event = require 'utils.event'
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local Server = require 'features.server'
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local Token = require 'utils.token'
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local Settings = require 'utils.redmew_settings'
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local Color = require 'resources.color_presets'
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local player_color_name = 'player-color'
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local player_chat_color_name = 'player-chat-color'
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Settings.register(player_color_name, Settings.types.color, nil, 'player_colors.player_color_setting_label')
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Settings.register(player_chat_color_name, Settings.types.chat_color, nil, 'player_colors.player_chat_color_setting_label')
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local Public = {}
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-- left in for migration purposes, remove at a later point
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local color_callback = Token.register(function(data)
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local key = data.key
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local value = data.value
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if not value then
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return
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end
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local player = game.get_player(key)
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if not player then
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return
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end
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Settings.set(player.index, player_color_name, value.color)
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Settings.set(player.index, player_chat_color_name, value.chat_color)
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end)
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local function setting_set(event)
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local value = event.new_value
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if not value then
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return
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end
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local setting_name = event.setting_name
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if setting_name ~= player_color_name and setting_name ~= player_chat_color_name then
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return
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end
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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if setting_name == player_color_name then
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player.color = value
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end
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if setting_name == player_chat_color_name then
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player.chat_color = value
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end
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end
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local function player_joined_game(event)
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local player_index = event.player_index
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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-- already migrated
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if Settings.get(player_index, player_color_name) then
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return
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end
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Server.try_get_data('colors', player.name, color_callback)
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end
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local function on_command(event)
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local player_index = event.player_index
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if not player_index or event.command ~= 'color' then
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return
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end
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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player.print({'player_colors.gui_setting_reference_message'}, {color = Color.success})
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Settings.set(player_index, player_color_name, player.color)
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local error = Settings.validate(player_chat_color_name, player.chat_color)
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if not error then
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Settings.set(player_index, player_chat_color_name, player.chat_color)
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end
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end
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Event.add(defines.events.on_player_joined_game, player_joined_game)
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Event.add(Settings.events.on_setting_set, setting_set)
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Event.add(defines.events.on_console_command, on_command)
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return Public
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