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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/features/report.lua
2018-11-17 15:15:49 +01:00

366 lines
14 KiB
Lua

local Module = {}
local Gui = require("utils.gui")
local Utils = require("utils.utils");
local Game = require 'utils.game'
local report_frame_name = Gui.uid_name()
local report_close_button_name = Gui.uid_name()
local report_tab_button_name = Gui.uid_name()
local jail_offender_button_name = Gui.uid_name()
local report_body_name = Gui.uid_name()
local prefix = '------------------NOTICE-------------------'
local prefix_e = '--------------------------------------------'
global.reports = {}
global.player_report_data = {}
local function draw_report(parent, report_id)
local report = global.reports[report_id]
if report_id == 0 or not report then
parent.add {type = "label", caption="No reports yet."}
return
end
local reported_player_name = Game.get_player_by_index(report.reported_player_index).name
local reporting_player_name = "<script>"
if report.reporting_player_index then
reporting_player_name = Game.get_player_by_index(report.reporting_player_index).name
end
local time = Utils.format_time(report.tick)
local time_ago = Utils.format_time(game.tick - report.tick)
local message = report.message
Gui.clear(parent)
parent.add {type="label", caption="Offender: " .. reported_player_name}
local msg_label_pane = parent.add {type="scroll-pane", vertical_scroll_policy = "auto-and-reserve-space", horizontal_scroll_policy="never"}
msg_label_pane.style.maximal_height = 400
local msg_label = msg_label_pane.add {type="label", caption="Message: " .. message}
local jail_offender_button = parent.add {type = 'button', name = jail_offender_button_name, caption = 'Jail ' .. reported_player_name}
jail_offender_button.style.height = 24
jail_offender_button.style.font = 'default-small'
jail_offender_button.style.top_padding = 0
jail_offender_button.style.bottom_padding = 0
jail_offender_button.style.left_padding = 0
jail_offender_button.style.right_padding = 0
msg_label.style.single_line = false
msg_label.style.maximal_width = 680
parent.add {type="label", caption=string.format("Time: %s (%s ago)", time, time_ago)}
parent.add {type="label", caption="Reported by: " .. reporting_player_name}
end
Module.show_reports = function(player)
local reports = global.reports or {}
local center = player.gui.center
local report_frame = center[report_frame_name]
if report_frame and report_frame.valid then
Gui.destroy(report_frame)
end
report_frame = center.add {
type = 'frame',
name = report_frame_name,
direction = 'vertical',
caption = 'User reports'
}
report_frame.style.maximal_width = 700
player.opened = report_frame
if #reports > 1 then
local scroll_pane = report_frame.add{type = "scroll-pane", horizontal_scroll_policy = "auto-and-reserve-space", vertical_scroll_policy="never"}
local tab_flow = scroll_pane.add{type="flow"}
for k,report in pairs(reports) do
local button_cell = tab_flow.add{type="flow", caption="reportuid" .. k}
button_cell.add {
type="button",
name=report_tab_button_name,
caption = Game.get_player_by_index(report.reported_player_index).name
}
end
end
local report_body = report_frame.add {type = "scroll-pane", name = report_body_name, horizontal_scroll_policy = "never", vertical_scroll_policy="never"}
report_frame.add {type = 'button', name = report_close_button_name, caption = 'Close'}
draw_report(report_body, #reports)
end
function Module.report(reporting_player, reported_player, message)
local player_index
if reporting_player then
player_index = reporting_player.index
end
table.insert(global.reports, {reporting_player_index = reporting_player, reported_player_index = reported_player.index, message = message, tick = game.tick})
local notified = false
for _,p in pairs(game.players) do
if p.admin and p.connected then
p.play_sound{path='utility/tutorial_notice', volume_modifier = 1}
--p.print("Did you hear that too? " .. tostring(game.is_valid_sound_path('utility/wire_connect_pole'))) --Debugging the sound_path
Module.show_reports(p)
if p.afk_time < 3600 then notified = true end
end
end
if not notified then
for _,p in pairs(game.players) do
if p.admin then
Module.show_reports(p)
end
end
end
end
function Module.cmd_report(cmd)
local reporting_player = game.player
if reporting_player then
local params = {}
for param in string.gmatch(cmd.parameter, '%S+') do
table.insert(params, param)
end
if #params < 2 then
reporting_player.print('Please enter then name of the offender and the reason for the report.')
return nil
end
local reported_player_name = params[1] or ''
local reported_player = game.players[reported_player_name]
if not reported_player then
reporting_player.print(reported_player_name .. ' does not exist.')
return nil
end
Module.report(reporting_player, reported_player, string.sub(cmd.parameter, string.len(params[1]) + 2))
end
end
function Module.jail(target_player, player)
-- Set the name of the jail permission group
local jail_name = 'Jail'
local print
local jailed_by
if player then
jailed_by = "a server admin"
print = player.print
else
jailed_by = "script for causing too many collapses"
print = log
end
if not target_player then
print('Unknown player.')
return
end
local permissions = game.permissions
-- Check if the permission group exists, if it doesn't, create it.
local permission_group = permissions.get_group(jail_name)
if not permission_group then
permission_group = permissions.create_group(jail_name)
end
if target_player.permission_group == permission_group then
print('The player ' .. target_player.name .. ' is already in jail.')
return
end
-- Set all permissions to disabled
for action_name, _ in pairs(defines.input_action) do
permission_group.set_allows_action(defines.input_action[action_name], false)
end
-- Enable writing to console to allow a person to speak
permission_group.set_allows_action(defines.input_action.write_to_console, true)
permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
-- Kick player out of vehicle
target_player.driving=false
-- Add player to jail group
permission_group.add_player(target_player)
-- Check if a player is shooting while jailed, if they are, remove the weapon in their active gun slot.
if target_player.shooting_state.state ~= 0 then
-- Use a while loop because if a player has guns in inventory they will auto-refill the slot.
while target_player.get_inventory(defines.inventory.player_guns)[target_player.character.selected_gun_index].valid_for_read do
target_player.remove_item(target_player.get_inventory(defines.inventory.player_guns)[target_player.character.selected_gun_index])
end
target_player.print(prefix)
target_player.print('Your active weapon has been removed because you were shooting while jailed.')
target_player.print('Your gun will *not* be returned to you.')
target_player.print(prefix_e)
end
-- Check that it worked
if target_player.permission_group == permission_group then
-- Let admin know it worked, let target know what's going on.
print(target .. ' has been jailed. They have been advised of this.')
target_player.print(prefix)
target_player.print('You have been placed in jail by ' .. jailed_by .. '. The only action avaliable to you is chatting.')
target_player.print('Please respond to inquiries from the admins.', {r = 1, g = 1, b = 0, a = 1})
else
-- Let admin know it didn't work.
print('Something went wrong in the jailing of ' .. target_player.name .. '. You can still change their group via /permissions.')
end
end
function Module.unjail_player(cmd)
local default_group = 'Default'
local player = game.player
-- Check if the player can run the command
if player and not player.admin then
Utils.cant_run(cmd.name)
return
end
-- Check if the target is valid (copied from the invoke command)
local target = cmd['parameter']
if target == nil then
Game.player_print('Usage: /unjail <player>')
return
end
local target_player = game.players[target]
if not target_player then
Game.player_print('Unknown player.')
return
end
local permissions = game.permissions
-- Check if the permission group exists, if it doesn't, create it.
local permission_group = permissions.get_group(default_group)
if not permission_group then
permission_group = permissions.create_group(default_group)
end
local jail_permission_group = permissions.get_group('Jail')
if (not jail_permission_group) or target_player.permission_group ~= jail_permission_group then
Game.player_print('The player ' .. target .. ' is already not in Jail.')
return
end
-- Move player
permission_group.add_player(target)
-- Set player to a non-shooting state (solves a niche case where players jailed while shooting will be locked into a shooting state)
target_player.shooting_state.state = 0
-- Check that it worked
if target_player.permission_group == permission_group then
-- Let admin know it worked, let target know what's going on.
Game.player_print(target .. ' has been returned to the default group. They have been advised of this.')
target_player.print(prefix)
target_player.print('Your ability to perform actions has been restored', {r = 0, g = 1, b = 0, a = 1})
target_player.print(prefix_e)
else
-- Let admin know it didn't work.
Game.player_print(
'Something went wrong in the unjailing of ' ..
target .. '. You can still change their group via /permissions and inform them.'
)
end
end
Gui.on_custom_close(
report_frame_name,
function(event)
Gui.destroy(event.element)
end
)
Gui.on_click(
report_close_button_name,
function(event)
Gui.destroy(event.element.parent)
end
)
Gui.on_click(
jail_offender_button_name,
function(event)
local target_name = string.sub(event.element.caption, 6)
local target = game.players[target_name]
Module.jail(target, event.player)
end
)
Gui.on_click(
report_tab_button_name,
function(event)
local center = event.player.gui.center
local report_frame = center[report_frame_name]
local report_uid_str = string.sub(event.element.parent.caption, 10)
local report_uid = tonumber(report_uid_str)
draw_report(report_frame[report_body_name], report_uid)
end
)
local reporting_popup_name = Gui.uid_name()
local reporting_cancel_button_name = Gui.uid_name()
local reporting_submit_button_name = Gui.uid_name()
local reporting_input_name = Gui.uid_name()
Module.spawn_reporting_popup = function(player, reported_player)
local center = player.gui.center
local reporting_popup = center[reporting_popup_name]
if reporting_popup and reporting_popup.valid then
Gui.destroy(reporting_popup)
end
reporting_popup = center.add {
type = 'frame',
name = reporting_popup_name,
direction = 'vertical',
caption = 'Report player ' .. reported_player.name
}
Gui.set_data(reporting_popup, {reported_player_index = reported_player.index})
reporting_popup.style.maximal_width = 500
player.opened = reporting_popup
reporting_popup.add {
type = 'label',
caption = 'Report message:'
}
local input = reporting_popup.add {type = 'text-box', name=reporting_input_name}
input.style.width = 400
input.style.height = 85
local button_flow = reporting_popup.add {type = "flow"}
button_flow.add {type = "button", name = reporting_submit_button_name, caption="Submit"}
button_flow.add {type = "button", name = reporting_cancel_button_name, caption="Cancel"}
end
Gui.on_custom_close(
reporting_popup_name,
function(event)
Gui.destroy(event.element)
end
)
Gui.on_click(
reporting_cancel_button_name,
function(event)
local frame = event.element.parent.parent
Gui.destroy(frame)
end
)
Gui.on_click(
reporting_submit_button_name,
function(event)
local frame = event.element.parent.parent
local msg = frame[reporting_input_name].text
local data = Gui.get_data(frame)
local reported_player_index = data["reported_player_index"]
local print = event.player.print
Gui.destroy(frame)
Module.report(event.player, Game.get_player_by_index(reported_player_index), msg)
print(prefix)
print("You have successfully reported the player: " .. Game.get_player_by_index(reported_player_index).name)
print(prefix_e)
end
)
return Module