mirror of
https://github.com/Refactorio/RedMew.git
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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
231 lines
6.6 KiB
Lua
231 lines
6.6 KiB
Lua
-- This module saves players' logistic requests slots between maps
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-- Dependencies
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--TODO: Rewrite, feature deprecated for 2.0
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--[[
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local Command = require 'utils.command'
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local Global = require 'utils.global'
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local Server = require 'features.server'
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local Token = require 'utils.token'
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local Color = require 'resources.color_presets'
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local Ranks = require 'resources.ranks'
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-- Constants
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local data_set_name = 'player_logistic_requests'
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local logistic_slots = 100
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-- Localized globals
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local primitives = {
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server_available = nil
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}
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local initialized_players = {}
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local initialized_forces = {}
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Global.register(
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{
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primitives = primitives,
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initialized_players = initialized_players,
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initialized_forces = initialized_forces
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},
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function(tbl)
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primitives = tbl.primitives
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initialized_players = tbl.initialized_players
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initialized_forces = tbl.initialized_forces
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end
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)
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--- Scans all player's logistic request slots into a table, then saves that table server-side
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local function save_bars(_, player)
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if not primitives.server_available then
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Game.player_print({'common.server_unavailable'}, Color.fail)
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return
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end
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-- Player's force doesn't have logistics
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local force = player.force
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if not (force and force.character_logistic_requests) then
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Game.player_print({'player_logistic_requests.logistics_not_available'}, Color.fail)
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return
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end
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local bars = {}
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for i = 1, logistic_slots do
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local item_prot = player.get_personal_logistic_slot(i)
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if item_prot and item_prot.name then
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bars[i] = item_prot
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end
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end
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Server.set_data(data_set_name, player.name, bars)
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Game.player_print({'player_logistic_requests.save_bars'}, Color.success)
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end
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--- Returns a valid entity prototype string name or nil.
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-- For invalid items, a message will be printed to the player.
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local function validate_entry(item, proto_table, player)
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if not (item and item.name) then
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return
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end
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if proto_table[item.name] then
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return item
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end
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player.print({'player_logistic_requests.incompatible_item', item.name}, {color = Color.warning})
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end
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--- Sets the logistic request slots of a player.
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local set_bars_callback =
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Token.register(
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function(data)
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local bars = data.value -- will be nil if no data
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if not bars then
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return
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end
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-- Invalid player
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local p_name = data.key
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local player = game.get_player(p_name)
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if not (player and player.valid )then
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return
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end
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local item_prototypes = prototypes.item
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local item
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for i = 1, logistic_slots do
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item = validate_entry(bars[i], item_prototypes, player)
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if item then
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player.set_personal_logistic_slot(i, item) -- false if personal logistics are not researched yet.
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end
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end
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initialized_players[player.name] = true
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end
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)
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--- Calls data from the server and sends it to the set_bars_callback
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local function load_bars(_, player)
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if not primitives.server_available then
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Game.player_print({'common.server_unavailable'}, Color.fail)
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return
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end
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-- Player's force doesn't have logistics
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local force = player.force
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if not (force and force.character_logistic_requests) then
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Game.player_print({'player_logistic_requests.logistics_not_available'}, Color.fail)
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return
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end
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Server.try_get_data(data_set_name, player.name, set_bars_callback)
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Game.player_print({'player_logistic_requests.load_bars'})
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end
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-- Auto loads all logistic requests for players joining after logistics has been researched
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local player_joined_game =
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Token.register(
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function(event)
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-- Invalid player
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local player = game.get_player(event.player_index)
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if not (player and player.valid) then
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return
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end
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-- Player already initialized
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if initialized_players[player.name] then
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return
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end
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-- Player's force doesn't have logistics
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local force = player.force
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if not (force and force.character_logistic_requests) then
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return
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end
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Server.try_get_data(data_set_name, player.name, set_bars_callback)
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end
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)
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--- Auto loads all logistic requests for connected players when logistics gets researched
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local research_finished =
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Token.register(
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function(event)
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-- Invalid tech
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local tech = event.research
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if not (tech and tech.valid) then
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return
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end
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-- Already init. or logistics not available
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local force = tech.force
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if not force or initialized_forces[force.name] or not force.character_logistic_requests then
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return
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end
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for _, player in pairs(force.connected_players) do
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if player and player.valid and player.character and player.character.valid then
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if not initialized_players[player.name] then
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Server.try_get_data(data_set_name, player.name, set_bars_callback)
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end
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end
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end
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initialized_forces[force.name] = true
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end
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)
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--- Registers the event only when the server is available.
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local function register_server_start_events()
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if not primitives.server_available then
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Event.add_removable(defines.events.on_player_joined_game, player_joined_game)
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Event.add_removable(defines.events.on_research_finished, research_finished)
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primitives.server_available = true
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end
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end
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--- Erases server-side data stored for this player's logistic requests slots
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local function delete_bars(_, player)
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if not primitives.server_available then
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Game.player_print({'common.server_unavailable'}, Color.fail)
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return
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end
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Server.set_data(data_set_name, player.name, nil)
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Game.player_print({'player_logistic_requests.delete_bars'}, Color.success)
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end
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-- Events
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Event.add(Server.events.on_server_started, register_server_start_events)
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-- Commands
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Command.add(
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'logistic-requests-save',
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{
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description = {'command_description.logistic_requests_save'},
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required_rank = Ranks.regular
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},
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save_bars
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)
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Command.add(
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'logistic-requests-load',
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{
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description = {'command_description.logistic_requests_load'},
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required_rank = Ranks.regular
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},
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load_bars
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)
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Command.add(
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'logistic-requests-delete',
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{
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description = {'command_description.logistic_requests_delete'},
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required_rank = Ranks.regular
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},
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delete_bars
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)
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]] |