mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
366 lines
14 KiB
Lua
366 lines
14 KiB
Lua
local Module = {}
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local Gui = require("utils.gui")
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local Utils = require("utils.utils");
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local Game = require 'utils.game'
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local report_frame_name = Gui.uid_name()
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local report_close_button_name = Gui.uid_name()
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local report_tab_button_name = Gui.uid_name()
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local jail_offender_button_name = Gui.uid_name()
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local report_body_name = Gui.uid_name()
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local prefix = '------------------NOTICE-------------------'
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local prefix_e = '--------------------------------------------'
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global.reports = {}
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global.player_report_data = {}
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local function draw_report(parent, report_id)
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local report = global.reports[report_id]
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if report_id == 0 or not report then
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parent.add {type = "label", caption="No reports yet."}
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return
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end
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local reported_player_name = Game.get_player_by_index(report.reported_player_index).name
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local reporting_player_name = "<script>"
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if report.reporting_player_index then
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reporting_player_name = Game.get_player_by_index(report.reporting_player_index).name
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end
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local time = Utils.format_time(report.tick)
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local time_ago = Utils.format_time(game.tick - report.tick)
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local message = report.message
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Gui.clear(parent)
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parent.add {type="label", caption="Offender: " .. reported_player_name}
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local msg_label_pane = parent.add {type="scroll-pane", vertical_scroll_policy = "auto-and-reserve-space", horizontal_scroll_policy="never"}
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msg_label_pane.style.maximal_height = 400
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local msg_label = msg_label_pane.add {type="label", caption="Message: " .. message}
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local jail_offender_button = parent.add {type = 'button', name = jail_offender_button_name, caption = 'Jail ' .. reported_player_name}
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jail_offender_button.style.height = 24
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jail_offender_button.style.font = 'default-small'
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jail_offender_button.style.top_padding = 0
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jail_offender_button.style.bottom_padding = 0
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jail_offender_button.style.left_padding = 0
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jail_offender_button.style.right_padding = 0
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msg_label.style.single_line = false
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msg_label.style.maximal_width = 680
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parent.add {type="label", caption=string.format("Time: %s (%s ago)", time, time_ago)}
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parent.add {type="label", caption="Reported by: " .. reporting_player_name}
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end
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Module.show_reports = function(player)
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local reports = global.reports or {}
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local center = player.gui.center
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local report_frame = center[report_frame_name]
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if report_frame and report_frame.valid then
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Gui.destroy(report_frame)
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end
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report_frame = center.add {
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type = 'frame',
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name = report_frame_name,
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direction = 'vertical',
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caption = 'User reports'
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}
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report_frame.style.maximal_width = 700
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player.opened = report_frame
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if #reports > 1 then
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local scroll_pane = report_frame.add{type = "scroll-pane", horizontal_scroll_policy = "auto-and-reserve-space", vertical_scroll_policy="never"}
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local tab_flow = scroll_pane.add{type="flow"}
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for k,report in pairs(reports) do
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local button_cell = tab_flow.add{type="flow", caption="reportuid" .. k}
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button_cell.add {
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type="button",
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name=report_tab_button_name,
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caption = Game.get_player_by_index(report.reported_player_index).name
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}
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end
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end
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local report_body = report_frame.add {type = "scroll-pane", name = report_body_name, horizontal_scroll_policy = "never", vertical_scroll_policy="never"}
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report_frame.add {type = 'button', name = report_close_button_name, caption = 'Close'}
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draw_report(report_body, #reports)
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end
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function Module.report(reporting_player, reported_player, message)
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local player_index
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if reporting_player then
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player_index = reporting_player.index
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end
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table.insert(global.reports, {reporting_player_index = reporting_player, reported_player_index = reported_player.index, message = message, tick = game.tick})
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local notified = false
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for _,p in pairs(game.players) do
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if p.admin and p.connected then
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p.play_sound{path='utility/tutorial_notice', volume_modifier = 1}
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--p.print("Did you hear that too? " .. tostring(game.is_valid_sound_path('utility/wire_connect_pole'))) --Debugging the sound_path
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Module.show_reports(p)
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if p.afk_time < 3600 then notified = true end
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end
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end
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if not notified then
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for _,p in pairs(game.players) do
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if p.admin then
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Module.show_reports(p)
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end
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end
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end
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end
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function Module.cmd_report(cmd)
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local reporting_player = game.player
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if reporting_player then
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local params = {}
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for param in string.gmatch(cmd.parameter, '%S+') do
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table.insert(params, param)
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end
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if #params < 2 then
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reporting_player.print('Please enter then name of the offender and the reason for the report.')
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return nil
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end
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local reported_player_name = params[1] or ''
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local reported_player = game.players[reported_player_name]
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if not reported_player then
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reporting_player.print(reported_player_name .. ' does not exist.')
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return nil
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end
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Module.report(reporting_player, reported_player, string.sub(cmd.parameter, string.len(params[1]) + 2))
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end
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end
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function Module.jail(target_player, player)
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-- Set the name of the jail permission group
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local jail_name = 'Jail'
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local print
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local jailed_by
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if player then
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jailed_by = "a server admin"
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print = player.print
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else
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jailed_by = "script for causing too many collapses"
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print = log
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end
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if not target_player then
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print('Unknown player.')
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return
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end
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local permissions = game.permissions
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-- Check if the permission group exists, if it doesn't, create it.
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local permission_group = permissions.get_group(jail_name)
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if not permission_group then
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permission_group = permissions.create_group(jail_name)
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end
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if target_player.permission_group == permission_group then
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print('The player ' .. target_player.name .. ' is already in jail.')
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return
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end
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-- Set all permissions to disabled
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for action_name, _ in pairs(defines.input_action) do
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permission_group.set_allows_action(defines.input_action[action_name], false)
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end
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-- Enable writing to console to allow a person to speak
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permission_group.set_allows_action(defines.input_action.write_to_console, true)
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permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
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-- Kick player out of vehicle
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target_player.driving=false
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-- Add player to jail group
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permission_group.add_player(target_player)
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-- Check if a player is shooting while jailed, if they are, remove the weapon in their active gun slot.
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if target_player.shooting_state.state ~= 0 then
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-- Use a while loop because if a player has guns in inventory they will auto-refill the slot.
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while target_player.get_inventory(defines.inventory.player_guns)[target_player.character.selected_gun_index].valid_for_read do
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target_player.remove_item(target_player.get_inventory(defines.inventory.player_guns)[target_player.character.selected_gun_index])
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end
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target_player.print(prefix)
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target_player.print('Your active weapon has been removed because you were shooting while jailed.')
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target_player.print('Your gun will *not* be returned to you.')
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target_player.print(prefix_e)
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end
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-- Check that it worked
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if target_player.permission_group == permission_group then
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-- Let admin know it worked, let target know what's going on.
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print(target .. ' has been jailed. They have been advised of this.')
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target_player.print(prefix)
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target_player.print('You have been placed in jail by ' .. jailed_by .. '. The only action avaliable to you is chatting.')
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target_player.print('Please respond to inquiries from the admins.', {r = 1, g = 1, b = 0, a = 1})
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else
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-- Let admin know it didn't work.
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print('Something went wrong in the jailing of ' .. target_player.name .. '. You can still change their group via /permissions.')
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end
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end
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function Module.unjail_player(cmd)
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local default_group = 'Default'
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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 (copied from the invoke command)
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local target = cmd['parameter']
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if target == nil then
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Game.player_print('Usage: /unjail <player>')
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return
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end
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local target_player = game.players[target]
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if not target_player then
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Game.player_print('Unknown player.')
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return
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end
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local permissions = game.permissions
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-- Check if the permission group exists, if it doesn't, create it.
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local permission_group = permissions.get_group(default_group)
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if not permission_group then
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permission_group = permissions.create_group(default_group)
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end
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local jail_permission_group = permissions.get_group('Jail')
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if (not jail_permission_group) or target_player.permission_group ~= jail_permission_group then
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Game.player_print('The player ' .. target .. ' is already not in Jail.')
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return
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end
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-- Move player
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permission_group.add_player(target)
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-- Set player to a non-shooting state (solves a niche case where players jailed while shooting will be locked into a shooting state)
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target_player.shooting_state.state = 0
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-- Check that it worked
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if target_player.permission_group == permission_group then
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-- Let admin know it worked, let target know what's going on.
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Game.player_print(target .. ' has been returned to the default group. They have been advised of this.')
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target_player.print(prefix)
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target_player.print('Your ability to perform actions has been restored', {r = 0, g = 1, b = 0, a = 1})
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target_player.print(prefix_e)
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else
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-- Let admin know it didn't work.
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Game.player_print(
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'Something went wrong in the unjailing of ' ..
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target .. '. You can still change their group via /permissions and inform them.'
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)
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end
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end
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Gui.on_custom_close(
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report_frame_name,
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function(event)
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Gui.destroy(event.element)
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end
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)
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Gui.on_click(
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report_close_button_name,
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function(event)
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Gui.destroy(event.element.parent)
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end
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)
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Gui.on_click(
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jail_offender_button_name,
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function(event)
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local target_name = string.sub(event.element.caption, 6)
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local target = game.players[target_name]
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Module.jail(target, event.player)
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end
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)
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Gui.on_click(
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report_tab_button_name,
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function(event)
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local center = event.player.gui.center
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local report_frame = center[report_frame_name]
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local report_uid_str = string.sub(event.element.parent.caption, 10)
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local report_uid = tonumber(report_uid_str)
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draw_report(report_frame[report_body_name], report_uid)
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end
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)
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local reporting_popup_name = Gui.uid_name()
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local reporting_cancel_button_name = Gui.uid_name()
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local reporting_submit_button_name = Gui.uid_name()
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local reporting_input_name = Gui.uid_name()
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Module.spawn_reporting_popup = function(player, reported_player)
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local center = player.gui.center
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local reporting_popup = center[reporting_popup_name]
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if reporting_popup and reporting_popup.valid then
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Gui.destroy(reporting_popup)
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end
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reporting_popup = center.add {
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type = 'frame',
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name = reporting_popup_name,
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direction = 'vertical',
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caption = 'Report player ' .. reported_player.name
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}
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Gui.set_data(reporting_popup, {reported_player_index = reported_player.index})
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reporting_popup.style.maximal_width = 500
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player.opened = reporting_popup
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reporting_popup.add {
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type = 'label',
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caption = 'Report message:'
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}
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local input = reporting_popup.add {type = 'text-box', name=reporting_input_name}
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input.style.width = 400
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input.style.height = 85
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local button_flow = reporting_popup.add {type = "flow"}
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button_flow.add {type = "button", name = reporting_submit_button_name, caption="Submit"}
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button_flow.add {type = "button", name = reporting_cancel_button_name, caption="Cancel"}
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end
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Gui.on_custom_close(
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reporting_popup_name,
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function(event)
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Gui.destroy(event.element)
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end
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)
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Gui.on_click(
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reporting_cancel_button_name,
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function(event)
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local frame = event.element.parent.parent
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Gui.destroy(frame)
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end
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)
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Gui.on_click(
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reporting_submit_button_name,
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function(event)
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local frame = event.element.parent.parent
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local msg = frame[reporting_input_name].text
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local data = Gui.get_data(frame)
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local reported_player_index = data["reported_player_index"]
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local print = event.player.print
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Gui.destroy(frame)
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Module.report(event.player, Game.get_player_by_index(reported_player_index), msg)
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print(prefix)
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print("You have successfully reported the player: " .. Game.get_player_by_index(reported_player_index).name)
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print(prefix_e)
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end
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)
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return Module
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