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RedMew/features/player_logistic_requests.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

231 lines
6.6 KiB
Lua

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