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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/donator.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* 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
2024-10-22 20:22:35 +01:00

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.
local Event = require 'utils.event'
local Server = require 'features.server'
local Game = require 'utils.game'
local Token = require 'utils.token'
local table = require 'utils.table'
local Global = require 'utils.global'
local Task = require 'utils.task'
local DonatorPerks = require 'resources.donator_perks'
local concat = table.concat
local remove = table.remove
local set_data = Server.set_data
local random = math.random
local config = storage.config.donator
local donator_data_set = 'donators'
local donators = {} -- global register
local donator_perks_perm = {} -- buffs to the force that will remain even when the donator is offline (T5)
local donator_perks_temp = {} -- buffs to the force that are only applied while the donator is online (T2, T3, T4)
local donator_tiers = {
[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
[2] = {name = "[img=item.coal]", count = 0, max = 10},
[3] = {name = "[img=item.solid-fuel]", count = 0, max = 10},
[4] = {name = "[img=item.rocket-fuel]", count = 0, max = 10},
[5] = {name = "[img=item.nuclear-fuel]", count = 0, max = 6}
}
Global.register(
{
donators = donators,
donator_perks_perm = donator_perks_perm,
donator_perks_temp = donator_perks_temp,
donator_tiers = donator_tiers
},
function(tbl)
donators = tbl.donators
donator_perks_perm = tbl.donator_perks_perm
donator_perks_temp = tbl.donator_perks_temp
donator_tiers = tbl.donator_tiers
config = storage.config.donator
end
)
local Public = {}
--- Checks if a player has a specific donator perk
-- @param player_name <string>
-- @param perf_flag <number>
-- @return <boolean>
function Public.player_has_donator_perk(player_name, perk_flag)
local d = donators[player_name]
if not d then
return false
end
local flags = d.perk_flags
if not flags then
return false
end
return bit32.band(flags, perk_flag) == perk_flag
end
--- Prints the donator message with the color returned from the server
local print_after_timeout =
Token.register(
function(data)
local player = data.player
if not player.valid then
return
end
game.print(data.message, {color = player.chat_color})
end
)
-- Just in case we want to turn it off mid-game, we can use /sc package.loaded['features.donator'].toggle_perks()
function Public.toggle_perks()
config.donator_perks.enabled = not config.donator_perks.enabled
if config.donator_perks.enabled == true then
game.print("Donator perks now enabled")
print("Donator perks now enabled") -- prints to server console
else
game.print("Donator perks now disabled")
print("Donator perks now disabled")
end
end
--- When a player joins, set a 1s timer to retrieve their color before printing their welcome message
local function player_joined(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local d = donators[player.name]
if not d then
return nil
end
local perk_flag = d.perk_flags
if perk_flag < 2 then
return
end
if Public.player_has_donator_perk(player.name, DonatorPerks.welcome_msg) then
local messages = d.welcome_messages
if messages then
local count = #messages
if count ~= 0 and count then
local message = messages[random(count)]
message = concat({'*** ', message, ' ***'})
Task.set_timeout_in_ticks(60, print_after_timeout, {player = player, message = message})
end
end
end
if not config.donator_perks.enabled then
return
end
local mining_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_mining)
local crafting_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_crafting)
local running_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_run)
local inventory_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_inventory)
if not mining_flag and not crafting_flag and not running_flag and not inventory_flag then
return
end
-- Update team perks
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
local donator_perk_msg = concat({"Donator Tier: ",donator_tiers[d.patreon_tier].name, ". Team bonuses applied for ", player.name,": "})
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
player.force.manual_mining_speed_modifier = player.force.manual_mining_speed_modifier + 0.1
donator_tiers[2].count = donator_tiers[2].count + 1
donator_perk_msg = concat({donator_perk_msg, "+10% hand mining. "})
end
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
player.force.manual_crafting_speed_modifier = player.force.manual_crafting_speed_modifier + 0.1
donator_tiers[3].count = donator_tiers[3].count + 1
donator_perk_msg = concat({donator_perk_msg, "+10% hand crafting. "})
end
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
player.force.character_running_speed_modifier = player.force.character_running_speed_modifier + 0.1
donator_tiers[4].count = donator_tiers[4].count + 1
donator_perk_msg = concat({donator_perk_msg, "+10% run speed. "})
end
donator_perks_temp[player.name] = perk_flag
if inventory_flag and not donator_perks_perm[player.name] and donator_tiers[5].count < donator_tiers[5].max then
player.force.character_inventory_slots_bonus = player.force.character_inventory_slots_bonus + 5
donator_tiers[5].count = donator_tiers[5].count + 1
donator_perk_msg = concat({donator_perk_msg, "+5 inventory slots. "})
donator_perks_perm[player.name] = true
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.
donator_perk_msg = concat({donator_perk_msg, "+5 inventory slots. "})
end
donator_perk_msg = donator_perk_msg .. " Use /perks to see bonuses."
Task.set_timeout_in_ticks(80, print_after_timeout, {player = player, message = donator_perk_msg})
end
end
local function player_left(event)
local player = game.get_player(event.player_index)
if not player or not player.valid or not config.donator_perks.enabled then
return
end
local d = donators[player.name]
if not donator_perks_temp[player.name] and not d then
return
end
local mining_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_mining)
local crafting_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_crafting)
local running_flag = Public.player_has_donator_perk(player.name, DonatorPerks.team_run)
-- To do: What happens if an admin changes the players donator status or flags while they're online?
if not mining_flag and not crafting_flag and not running_flag then
return
end
if donator_perks_temp[player.name] then
if mining_flag then
if player.force.manual_mining_speed_modifier >= 0.1 then
player.force.manual_mining_speed_modifier = player.force.manual_mining_speed_modifier - 0.1
else
player.force.manual_mining_speed_modifier = 0
end
donator_tiers[2].count = donator_tiers[2].count - 1
end
if crafting_flag then
if player.force.manual_crafting_speed_modifier >= 0.1 then
player.force.manual_crafting_speed_modifier = player.force.manual_crafting_speed_modifier - 0.1
else
player.force.manual_crafting_speed_modifier = 0
end
donator_tiers[3].count = donator_tiers[4].count - 1
end
if running_flag and player.force.character_running_speed_modifier >= 0.1 then
if player.force.character_running_speed_modifier >= 0.1 then
player.force.character_running_speed_modifier = player.force.character_running_speed_modifier - 0.1
else
player.force.character_running_speed_modifier = 0
end
donator_tiers[4].count = donator_tiers[4].count - 1
end
donator_perks_temp[player.name] = nil -- remove them from the table
end
end
--- Prints a message on donator death
local function player_died(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local d = donators[player.name]
if not d then
return nil
end
if not Public.player_has_donator_perk(player.name, DonatorPerks.death_msg) then
return
end
local messages = d.death_messages
if not messages then
return
end
local count = #messages
if count == 0 then
return
end
-- Generic: this person has died message
game.print({'donator.death_message', player.name}, {color = player.chat_color})
-- Player's selected message
local message = messages[random(count)]
message = concat({'*** ', message, ' ***'})
game.print(message, {color = player.chat_color})
end
local reset_run_speed =
Token.register(
function(player)
if not player.valid then
return
end
player.character_running_speed_modifier = player.character_running_speed_modifier - 1
end
)
local function player_respawned(event)
local player = game.get_player(event.player_index)
if not player or not player.valid or not config.donator_perks.enabled then
return
end
local d = donators[player.name]
if not d then
return nil
end
local respawn_flag = Public.player_has_donator_perk(player.name, DonatorPerks.respawn_boost)
if not respawn_flag then
return
end
player.character_running_speed_modifier = player.character_running_speed_modifier + 1
Task.set_timeout_in_ticks(30*60, reset_run_speed, player)
end
--- Returns the table of donators
-- @return <table>
function Public.get_donators_table()
return donators
end
--- Returns the table of active perks
-- @return <table>
function Public.get_donator_perks_table()
return donator_tiers
end
--- Checks if a player is a donator
-- @param player_name <string>
-- @return <boolean>
function Public.is_donator(player_name)
return donators[player_name] ~= nil
end
--- Sets the data for a donator, all existing data for the entry is removed
-- @param player_name <string>
-- @param data <table>
function Public.set_donator_data(player_name, data)
donators[player_name] = data
set_data(donator_data_set, player_name, data)
end
--- Changes the data for a donator with any data that is sent, only overwritten data is affected
-- @param player_name <string>
-- @param data <table>
function Public.change_donator_data(player_name, data)
local d_table = donators[player_name]
if not d_table then
return
end
for k, v in pairs(data) do
d_table[k] = v
end
set_data(donator_data_set, player_name, donators[player_name])
end
--- Adds a donator message to the appropriate table
-- @param player_name <string>
-- @param table_name <string> the name table to change the message in
-- @param str <string>
function Public.add_donator_message(player_name, table_name, str)
local d_table = donators[player_name]
local message_table = d_table[table_name]
if not message_table then
message_table = {}
d_table[table_name] = message_table
end
message_table[#message_table + 1] = str
set_data(donator_data_set, player_name, d_table)
end
--- Deletes the indicated donator message from the appropriate table
-- @param player_name <string>
-- @param table_name <string> the name table to change the message in
-- @param num <number>
-- @return <string|nil> the value that was deleted, nil if nothing to delete
function Public.delete_donator_message(player_name, table_name, num)
local d_table = donators[player_name]
local message_table = d_table[table_name]
if not message_table or not message_table[num] then
return
end
local del_msg = remove(message_table, num)
set_data(donator_data_set, player_name, d_table)
return del_msg
end
--- Returns the list of messages from the appropriate table
-- @param player_name <string>
-- @param table_name <string> the name table to change the message in
-- @return <table|nil> an array of strings or nil if no messages
function Public.get_donator_messages(player_name, table_name)
local d_table = donators[player_name]
if not d_table then
return nil
end
return d_table[table_name]
end
--- Writes the data called back from the server into the donators table, clearing any previous entries
local sync_donators_callback =
Token.register(
function(data)
table.clear_table(donators)
for k, v in pairs(data.entries) do
donators[k] = v
end
end
)
--- Signals the server to retrieve the donators data set
function Public.sync_donators()
Server.try_get_all_data(donator_data_set, sync_donators_callback)
end
--- Prints a list of donators
function Public.print_donators()
local result = {}
for k, _ in pairs(donators) do
result[#result + 1] = k
end
result = concat(result, ', ')
Game.player_print(result)
end
Event.add(
Server.events.on_server_started,
function()
Public.sync_donators()
end
)
Server.on_data_set_changed(
donator_data_set,
function(data)
donators[data.key] = data.value
end
)
Event.add(defines.events.on_player_joined_game, player_joined)
Event.add(defines.events.on_player_left_game, player_left)
Event.add(defines.events.on_player_died, player_died)
Event.add(defines.events.on_player_respawned, player_respawned)
return Public