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RedMew/features/player_stats.lua
SimonFlapse 4258568c90
Catching up (#2) (#3)
* Add creep spread mechanic

* Added bot ore islands, use bool flag to turn on.

* Added a noise based chest spawning system for artefacts

* Added coin loot from biters and mining

* Track artefacts launched into space

* Add Creepy map preset

* Update donators.lua

* Add scenario info for crashsite (#291)

* Split colors resources from colors code & catchup on donators (#288)

* Split colors resources from colors code

* Switch back to colors

* Added jail button

Moved parts of the jail command to report.lua

Made jailing possible from a users report.

closes #215

* Added sound for new reports

Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window.

Currently set the sound_path as utility/tutorial_notice

* Split chat triggers from control

* Move cheat tracking outside of control.lua

* Remove player-specific code

* Split donator/on_join messages out of control

* Move features into features folder

* Indentation fix

I aimed to fix the troublesome indentation.

* Added a single indent

* Make sure biter modifiers are accessible for mods

* Consistency change regarding table access

* Added NightTime.lua

Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle)

Also added a popup when a player places a solar panel informing that they are purely cosmetic

Removed the recipe for portable solar panels because they are useless, but the technology is needed.

* Fixed debug print grid value to show non-rounded value

* added support for hidden tiles

* Add newline to eof

* Fixed no newline, indentation and scope of research

* crash_site outposts set hidden tile to 'grass-1'

* Log items spawned by crafting in cheat mode

* Newline to eof

* Put responses into table

* Use trigger as table key

* Change name of lattice to diagonal lattice (#297)

* Add Diagonal Ribbon to map presets (#294)

* Reorganize control (#312)

* Check for config before disabling fish market (#311)

* Force diggy biters to spawn, even if there's no space (#308)

* Fixed some small things from feedback and issues (#313)

* Update fractal_balls.lua

* Add ALo's message and color (#314)

* Add join message for ALo

* Add ALo's color

* Typo in donators.lua

* fixed tile corruption issus closes #310 (#317)

* Update player_list.lua

* Update diagonal_ribbon.lua (#322)

* Regulars: remove duplicates and sort alphabetically (#320)
2018-11-12 20:23:25 +01:00

144 lines
4.0 KiB
Lua

local Event = require 'utils.event'
local Global = require 'utils.global'
local Game = require 'utils.game'
local player_last_position = {}
local player_walk_distances = {}
local player_coin_earned = {}
local player_coin_spent = {}
local player_deaths = {}
local total_players = {0}
Global.register(
{
player_last_position = player_last_position,
player_walk_distances = player_walk_distances,
player_coin_earned = player_coin_earned,
player_coin_spent = player_coin_spent,
player_deaths = player_deaths,
total_players = total_players
},
function(tbl)
player_last_position = tbl.player_last_position
player_walk_distances = tbl.player_walk_distances
player_coin_earned = tbl.player_coin_earned
player_coin_spent = tbl.player_coin_spent
player_deaths = tbl.player_deaths
total_players = tbl.total_players
end
)
local function player_created(event)
local index = event.player_index
player_last_position[index] = Game.get_player_by_index(index).position
player_walk_distances[index] = 0
player_coin_earned[index] = 0
player_coin_spent[index] = 0
player_deaths[index] = {causes = {}, count = 0}
total_players[1] = total_players[1] + 1
end
local function get_cause_name(cause)
if cause then
local name = cause.name
if name == 'player' then
local player = cause.player
if player and player.valid then
return player.name
end
else
return name
end
end
return 'No cause'
end
local function player_died(event)
local player_index = event.player_index
local cause = get_cause_name(event.cause)
local data = player_deaths[player_index]
data.count = data.count + 1
local causes = data.causes
local cause_count = causes[cause] or 0
causes[cause] = cause_count + 1
end
local function picked_up_item(event)
local stack = event.item_stack
if stack.name == 'coin' then
local player_index = event.player_index
player_coin_earned[player_index] = player_coin_earned[player_index] + stack.count
end
end
local function tick()
for _, p in ipairs(game.connected_players) do
if (p.afk_time < 30 or p.walking_state.walking) and p.vehicle == nil then
local index = p.index
local last_pos = player_last_position[index]
local pos = p.position
local d_x = last_pos.x - pos.x
local d_y = last_pos.y - pos.y
player_walk_distances[index] = player_walk_distances[index] + math.sqrt(d_x * d_x + d_y * d_y)
player_last_position[index] = pos
end
end
end
Event.add(defines.events.on_player_created, player_created)
Event.add(defines.events.on_player_died, player_died)
Event.add(defines.events.on_picked_up_item, picked_up_item)
Event.on_nth_tick(62, tick)
local Public = {}
function Public.get_walk_distance(player_index)
return player_walk_distances[player_index]
end
function Public.get_coin_earned(player_index)
return player_coin_earned[player_index]
end
function Public.set_coin_earned(player_index, value)
player_coin_earned[player_index] = value
end
function Public.change_coin_earned(player_index, amount)
player_coin_earned[player_index] = player_coin_earned[player_index] + amount
end
function Public.get_coin_spent(player_index)
return player_coin_spent[player_index]
end
function Public.set_coin_spent(player_index, value)
player_coin_spent[player_index] = value
end
function Public.change_coin_spent(player_index, amount)
player_coin_spent[player_index] = player_coin_spent[player_index] + amount
end
function Public.get_death_count(player_index)
return player_deaths[player_index].count
end
-- Returns a dictionary of casue_name -> count
function Public.get_all_death_counts_by_casue(player_index)
return player_deaths[player_index].causes or {}
end
function Public.get_total_player_count()
return total_players[1]
end
return Public