mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-12 10:04:40 +02:00
26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
420 lines
15 KiB
Lua
420 lines
15 KiB
Lua
-- This module contains features for donators and the permissions system for donators: who is a donator, what flags they have, adding/modifying donator data, etc.
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local Event = require 'utils.event'
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local Server = require 'features.server'
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local Game = require 'utils.game'
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local Token = require 'utils.token'
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local table = require 'utils.table'
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local Global = require 'utils.global'
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local Task = require 'utils.task'
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local DonatorPerks = require 'resources.donator_perks'
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local concat = table.concat
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local remove = table.remove
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local set_data = Server.set_data
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local random = math.random
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local config = storage.config.donator
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local donator_data_set = 'donators'
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local donators = {} -- global register
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local donator_perks_perm = {} -- buffs to the force that will remain even when the donator is offline (T5)
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local donator_perks_temp = {} -- buffs to the force that are only applied while the donator is online (T2, T3, T4)
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local donator_tiers = {
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[1] = {name = "[img=item.wood]", count = 0, max = 10}, -- keeps track of how many have been applied so we can limit the amount of donators contributing to buffs
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[2] = {name = "[img=item.coal]", count = 0, max = 10},
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[3] = {name = "[img=item.solid-fuel]", count = 0, max = 10},
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[4] = {name = "[img=item.rocket-fuel]", count = 0, max = 10},
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[5] = {name = "[img=item.nuclear-fuel]", count = 0, max = 6}
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}
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Global.register(
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{
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donators = donators,
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donator_perks_perm = donator_perks_perm,
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donator_perks_temp = donator_perks_temp,
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donator_tiers = donator_tiers
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},
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function(tbl)
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donators = tbl.donators
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donator_perks_perm = tbl.donator_perks_perm
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donator_perks_temp = tbl.donator_perks_temp
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donator_tiers = tbl.donator_tiers
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config = storage.config.donator
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end
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)
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local Public = {}
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--- Checks if a player has a specific donator perk
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-- @param player_name <string>
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-- @param perf_flag <number>
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-- @return <boolean>
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function Public.player_has_donator_perk(player_name, perk_flag)
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local d = donators[player_name]
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if not d then
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return false
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end
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local flags = d.perk_flags
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if not flags then
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return false
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end
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return bit32.band(flags, perk_flag) == perk_flag
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end
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--- Prints the donator message with the color returned from the server
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local print_after_timeout =
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Token.register(
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function(data)
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local player = data.player
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if not player.valid then
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return
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end
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game.print(data.message, {color = player.chat_color})
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end
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)
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-- Just in case we want to turn it off mid-game, we can use /sc package.loaded['features.donator'].toggle_perks()
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function Public.toggle_perks()
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config.donator_perks.enabled = not config.donator_perks.enabled
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if config.donator_perks.enabled == true then
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game.print("Donator perks now enabled")
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print("Donator perks now enabled") -- prints to server console
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else
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game.print("Donator perks now disabled")
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print("Donator perks now disabled")
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end
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end
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--- When a player joins, set a 1s timer to retrieve their color before printing their welcome message
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local function player_joined(event)
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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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local d = donators[player.name]
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if not d then
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return nil
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end
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local perk_flag = d.perk_flags
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if perk_flag < 2 then
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return
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end
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if Public.player_has_donator_perk(player.name, DonatorPerks.welcome_msg) then
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local messages = d.welcome_messages
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if messages then
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local count = #messages
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if count ~= 0 and count then
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local message = messages[random(count)]
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message = concat({'*** ', message, ' ***'})
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Task.set_timeout_in_ticks(60, print_after_timeout, {player = player, message = message})
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end
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end
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end
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if not config.donator_perks.enabled then
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return
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end
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local mining_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_mining)
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local crafting_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_crafting)
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local running_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_run)
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local inventory_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_inventory)
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if not mining_flag and not crafting_flag and not running_flag and not inventory_flag then
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return
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end
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-- Update team perks
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if not donator_perks_temp[player.name] then -- check they're not already in donator_perks_temp table, this keeps track of bonuses that are added and removed as players join and leave
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local donator_perk_msg = concat({"Donator Tier: ",donator_tiers[d.patreon_tier].name, ". Team bonuses applied for ", player.name,": "})
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if mining_flag and donator_tiers[2].count < donator_tiers[2].max then -- Apply tier 2 (Coal) reward: +10 % team manual mining bonus per online tier 2+ donator
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player.force.manual_mining_speed_modifier = player.force.manual_mining_speed_modifier + 0.1
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donator_tiers[2].count = donator_tiers[2].count + 1
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donator_perk_msg = concat({donator_perk_msg, "+10% hand mining. "})
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end
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if crafting_flag and donator_tiers[3].count < donator_tiers[3].max then -- Apply tier 3 (Solid Fuel) reward: + 10 % team manual crafting bonus per online tier 3+ donator
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player.force.manual_crafting_speed_modifier = player.force.manual_crafting_speed_modifier + 0.1
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donator_tiers[3].count = donator_tiers[3].count + 1
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donator_perk_msg = concat({donator_perk_msg, "+10% hand crafting. "})
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end
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if running_flag and donator_tiers[4].count < donator_tiers[4].max then -- Apply Tier 4 (Rocket Fuel) reward: + 10 % team running speed bonus per online tier 4+ donator
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player.force.character_running_speed_modifier = player.force.character_running_speed_modifier + 0.1
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donator_tiers[4].count = donator_tiers[4].count + 1
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donator_perk_msg = concat({donator_perk_msg, "+10% run speed. "})
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end
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donator_perks_temp[player.name] = perk_flag
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if inventory_flag and not donator_perks_perm[player.name] and donator_tiers[5].count < donator_tiers[5].max then
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player.force.character_inventory_slots_bonus = player.force.character_inventory_slots_bonus + 5
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donator_tiers[5].count = donator_tiers[5].count + 1
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donator_perk_msg = concat({donator_perk_msg, "+5 inventory slots. "})
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donator_perks_perm[player.name] = true
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elseif donator_perks_perm[player.name] then -- for if they're already in the table. We don't want to apply the perk again but we do want to append the perk to the message.
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donator_perk_msg = concat({donator_perk_msg, "+5 inventory slots. "})
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end
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donator_perk_msg = donator_perk_msg .. " Use /perks to see bonuses."
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Task.set_timeout_in_ticks(80, print_after_timeout, {player = player, message = donator_perk_msg})
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end
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end
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local function player_left(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid or not config.donator_perks.enabled then
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return
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end
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local d = donators[player.name]
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if not donator_perks_temp[player.name] and not d then
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return
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end
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local mining_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_mining)
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local crafting_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_crafting)
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local running_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_run)
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-- To do: What happens if an admin changes the players donator status or flags while they're online?
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if not mining_flag and not crafting_flag and not running_flag then
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return
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end
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if donator_perks_temp[player.name] then
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if mining_flag then
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if player.force.manual_mining_speed_modifier >= 0.1 then
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player.force.manual_mining_speed_modifier = player.force.manual_mining_speed_modifier - 0.1
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else
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player.force.manual_mining_speed_modifier = 0
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end
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donator_tiers[2].count = donator_tiers[2].count - 1
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end
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if crafting_flag then
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if player.force.manual_crafting_speed_modifier >= 0.1 then
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player.force.manual_crafting_speed_modifier = player.force.manual_crafting_speed_modifier - 0.1
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else
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player.force.manual_crafting_speed_modifier = 0
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end
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donator_tiers[3].count = donator_tiers[4].count - 1
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end
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if running_flag and player.force.character_running_speed_modifier >= 0.1 then
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if player.force.character_running_speed_modifier >= 0.1 then
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player.force.character_running_speed_modifier = player.force.character_running_speed_modifier - 0.1
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else
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player.force.character_running_speed_modifier = 0
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end
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donator_tiers[4].count = donator_tiers[4].count - 1
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end
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donator_perks_temp[player.name] = nil -- remove them from the table
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end
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end
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--- Prints a message on donator death
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local function player_died(event)
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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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local d = donators[player.name]
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if not d then
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return nil
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end
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if not Public.player_has_donator_perk(player.name, DonatorPerks.death_msg) then
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return
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end
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local messages = d.death_messages
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if not messages then
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return
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end
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local count = #messages
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if count == 0 then
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return
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end
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-- Generic: this person has died message
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game.print({'donator.death_message', player.name}, {color = player.chat_color})
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-- Player's selected message
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local message = messages[random(count)]
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message = concat({'*** ', message, ' ***'})
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game.print(message, {color = player.chat_color})
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end
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local reset_run_speed =
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Token.register(
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function(player)
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if not player.valid then
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return
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end
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player.character_running_speed_modifier = player.character_running_speed_modifier - 1
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end
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)
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local function player_respawned(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid or not config.donator_perks.enabled then
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return
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end
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local d = donators[player.name]
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if not d then
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return nil
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end
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local respawn_flag = Public.player_has_donator_perk(player.name, DonatorPerks.respawn_boost)
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if not respawn_flag then
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return
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end
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player.character_running_speed_modifier = player.character_running_speed_modifier + 1
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Task.set_timeout_in_ticks(30*60, reset_run_speed, player)
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end
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--- Returns the table of donators
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-- @return <table>
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function Public.get_donators_table()
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return donators
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end
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--- Returns the table of active perks
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-- @return <table>
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function Public.get_donator_perks_table()
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return donator_tiers
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end
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--- Checks if a player is a donator
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-- @param player_name <string>
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-- @return <boolean>
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function Public.is_donator(player_name)
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return donators[player_name] ~= nil
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end
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--- Sets the data for a donator, all existing data for the entry is removed
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-- @param player_name <string>
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-- @param data <table>
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function Public.set_donator_data(player_name, data)
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donators[player_name] = data
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set_data(donator_data_set, player_name, data)
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end
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--- Changes the data for a donator with any data that is sent, only overwritten data is affected
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-- @param player_name <string>
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-- @param data <table>
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function Public.change_donator_data(player_name, data)
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local d_table = donators[player_name]
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if not d_table then
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return
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end
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for k, v in pairs(data) do
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d_table[k] = v
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end
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set_data(donator_data_set, player_name, donators[player_name])
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end
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--- Adds a donator message to the appropriate table
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-- @param player_name <string>
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-- @param table_name <string> the name table to change the message in
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-- @param str <string>
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function Public.add_donator_message(player_name, table_name, str)
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local d_table = donators[player_name]
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local message_table = d_table[table_name]
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if not message_table then
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message_table = {}
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d_table[table_name] = message_table
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end
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message_table[#message_table + 1] = str
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set_data(donator_data_set, player_name, d_table)
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end
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--- Deletes the indicated donator message from the appropriate table
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-- @param player_name <string>
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-- @param table_name <string> the name table to change the message in
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-- @param num <number>
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-- @return <string|nil> the value that was deleted, nil if nothing to delete
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function Public.delete_donator_message(player_name, table_name, num)
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local d_table = donators[player_name]
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local message_table = d_table[table_name]
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if not message_table or not message_table[num] then
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return
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end
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local del_msg = remove(message_table, num)
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set_data(donator_data_set, player_name, d_table)
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return del_msg
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end
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--- Returns the list of messages from the appropriate table
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-- @param player_name <string>
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-- @param table_name <string> the name table to change the message in
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-- @return <table|nil> an array of strings or nil if no messages
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function Public.get_donator_messages(player_name, table_name)
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local d_table = donators[player_name]
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if not d_table then
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return nil
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end
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return d_table[table_name]
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end
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--- Writes the data called back from the server into the donators table, clearing any previous entries
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local sync_donators_callback =
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Token.register(
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function(data)
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table.clear_table(donators)
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for k, v in pairs(data.entries) do
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donators[k] = v
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end
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end
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)
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--- Signals the server to retrieve the donators data set
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function Public.sync_donators()
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Server.try_get_all_data(donator_data_set, sync_donators_callback)
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end
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--- Prints a list of donators
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function Public.print_donators()
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local result = {}
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for k, _ in pairs(donators) do
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result[#result + 1] = k
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end
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result = concat(result, ', ')
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Game.player_print(result)
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end
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Event.add(
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Server.events.on_server_started,
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function()
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Public.sync_donators()
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end
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)
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Server.on_data_set_changed(
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donator_data_set,
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function(data)
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donators[data.key] = data.value
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end
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)
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Event.add(defines.events.on_player_joined_game, player_joined)
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Event.add(defines.events.on_player_left_game, player_left)
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Event.add(defines.events.on_player_died, player_died)
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Event.add(defines.events.on_player_respawned, player_respawned)
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return Public
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