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https://github.com/Refactorio/RedMew.git
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162 lines
5.7 KiB
Lua
162 lines
5.7 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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global.actual_name = {}
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global.silly_names = {}
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global.silly_names.count = 0
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global.config.players_assigned_names = true -- assigns players random names when they first join
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global.config.players_roll_names = true -- allows players to roll random names
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local name_combinations = #naming_words.adverbs * #naming_words.adjectives * #naming_words.nouns
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--- Creates name by combining elements from the passed table
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-- @param1 table including adverbs, adjectives, and nouns
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-- @returns name as a string
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local function create_name(words_table)
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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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return adverb .. '_' .. adjective .. '_' .. noun
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end
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--- Calls create_name until a unique name is returned
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-- @param1 table including adverbs, adjectives, and nouns
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-- @returns name as a string
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local function create_unique_name(words_table)
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local silly_names = global.silly_names
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local name = create_name(words_table)
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while table.contains(silly_names, name) do
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name = create_name(words_table)
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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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-- @param1 Takes a LuaPlayer
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local function name_player(player)
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-- Store a player's original name in case they want it back.
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if not global.actual_name[player.index] then
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global.actual_name[player.index] = player.name
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end
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-- Because create_unique_name enters a while loop looking for a unique name, ensure we never get stuck.
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local ceiling = math.min(name_combinations * 0.25, 10000)
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if global.silly_names.count > ceiling then
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global.silly_names = {}
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global.silly_names.count = 0
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end
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local name = create_unique_name(naming_words)
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table.insert(global.silly_names, name)
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global.silly_names.count = global.silly_names.count + 1
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local str = player.name .. ' will now be known as: ' .. name
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game.print(str)
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Utils.print_admins(str .. ' (ID: ' .. player.index .. ')', false)
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player.name = name
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end
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--- Restores a player's actual name
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local function restore_name(cmd)
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local player = Game.get_player_by_index(cmd.player_index)
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player.name = global.actual_name[player.index]
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player.print('Your true name has been restored.')
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end
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--- Passes _event_ on to name_players
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local function name_player_event(event)
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local player = Game.get_player_by_index(event.player_index)
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name_player(player)
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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 = global.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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if global.config.players_assigned_names == true then
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Event.add(defines.events.on_player_created, name_player_event)
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end
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if global.config.players_roll_names == true then
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commands.add_command('name-roll', 'Assigns you a random, silly name', name_player_command)
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end
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if global.config.players_roll_names == true or global.config.players_assigned_names == true then
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commands.add_command('name-restore', 'Removes your fun name and gives you back your actual name', restore_name)
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commands.add_command('name-check', '<player> Check the original name of a player', 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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end
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