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
383 lines
12 KiB
Lua
383 lines
12 KiB
Lua
--[[
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This rank system is meant to allow for easy addition or removal of ranks from the heirarchy.
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Ranks can be freely modified in resources.ranks as all the relation of the ranks to one another is all that matters.
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While all the public functions want rank as a number, modules should use references to resources.ranks and not have actual numbers.
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To dissuade the use of numeric ranks, there is explicitly no get_rank function.
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Ex: right way: Rank.equal(player_name, Rank.regular) wrong way: Rank.equal(player_name, 2)
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]]
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-- Dependencies
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local table = require 'utils.table'
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local Token = require 'utils.token'
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local math = require 'utils.math'
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local Server = require 'features.server'
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local Ranks = require 'resources.ranks'
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local Colors = require 'resources.color_presets'
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local config = storage.config.rank_system
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local trust_time = config.time_for_trust
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local everyone_is_regular = config.everyone_is_regular
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-- Localized functions
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local clamp = math.clamp
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local clear_table = table.clear_table
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-- Constants
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local ranking_data_set = 'rankings'
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local nth_tick = 54001 -- nearest prime to 15 minutes in ticks
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local rank_name_lookup = {}
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local sorted_ranks = {}
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local rank_to_index = {}
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for k, v in pairs(Ranks) do
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rank_name_lookup[v] = {'ranks.' .. k}
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end
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for k, v in pairs(Ranks) do
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sorted_ranks[#sorted_ranks + 1] = v
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end
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table.sort(sorted_ranks)
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for k, v in pairs(sorted_ranks) do
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rank_to_index[v] = k
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end
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-- Local vars
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local Public = {}
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local set_player_rank
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-- Global register vars
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local player_ranks = {}
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local guests = {}
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Global.register(
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{
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player_ranks = player_ranks,
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guests = guests
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},
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function(tbl)
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player_ranks = tbl.player_ranks
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guests = tbl.guests
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end
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)
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-- Local functions
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--- Changes a rank by a fixed number
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-- @param current_rank <number>
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-- @param change <number> the number by which to increase or decrease a rank
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local function change_rank_by_number(current_rank, change)
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local index = rank_to_index[current_rank]
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local new_index = clamp(index + change, 1, #sorted_ranks)
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return sorted_ranks[new_index]
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end
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--- Check each online player and if their playtime is above the required cutoff, promote them to auto-trusted.
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-- Only applies to players at the guest rank or higher
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local function check_promote_to_auto_trusted()
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local auto_trusted = Ranks.auto_trusted
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local guest = Ranks.guest
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local time_for_trust = trust_time
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local equal_or_greater_than = Public.equal_or_greater_than
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local equal = Public.equal
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local set_data = Server.set_data
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for index, p in pairs(guests) do
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if not p or not p.valid then
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guests[index] = nil
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return
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end
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local p_name = p.name
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if equal_or_greater_than(p_name, auto_trusted) then
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guests[index] = nil
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elseif (p.online_time > time_for_trust) and equal(p_name, guest) then
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player_ranks[p_name] = auto_trusted
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set_data(ranking_data_set, p_name, auto_trusted)
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guests[index] = nil
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elseif not p.connected then
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guests[index] = nil
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end
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end
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end
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--- On callback, overwrites player rank entries with data entries.
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local sync_ranks_callback =
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Token.register(
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function(data)
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if not data or not data.entries then
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return
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end
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clear_table(player_ranks)
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for k, v in pairs(data.entries) do
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player_ranks[k] = v
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end
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end
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)
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local function on_player_joined(event)
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local index = event.player_index
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local player = game.get_player(index)
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if not player then
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return
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end
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local player_name = player.name
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if Public.equal(player_name, Ranks.guest) then
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guests[index] = player
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end
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--- Fix for legacy name storage
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local lowerCaseName = player_name:lower()
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if player_name ~= lowerCaseName and player_ranks[lowerCaseName] then
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local player_rank = player_ranks[lowerCaseName]
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player_ranks[lowerCaseName] = nil
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player_ranks[player_name] = player_rank
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Server.set_data(ranking_data_set, lowerCaseName, nil)
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Server.set_data(ranking_data_set, player_name, player_rank)
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end
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end
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-- Exposed functions
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function Public.know_player(player_name)
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return player_ranks[player_name] ~= nil
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end
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--- Gets a player's rank. In cases of comparison, the appropriate functions should be used.
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-- This function is exposed for the purpose of returning a numerical value for players for the
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-- purposes of sorting.
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-- Is the only place player.admin should be checked.
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function Public.get_player_rank(player_name)
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local player = game.get_player(player_name)
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if player and player.valid and player.admin then
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return Ranks.admin
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elseif everyone_is_regular then
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return Ranks.regular
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end
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return player_ranks[player_name] or Ranks.guest
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end
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local get_player_rank = Public.get_player_rank
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--- Returns the table of players in the ranking system
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-- @return <table>
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function Public.get_player_table()
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return player_ranks
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end
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--- Returns the player's rank as a name.
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-- @param player_name <string>
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-- @return <LocalisedString>
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function Public.get_player_rank_name(player_name)
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return rank_name_lookup[get_player_rank(player_name)]
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end
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local get_player_rank_name = Public.get_player_rank_name
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--- Returns the player's rank as a name.
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-- @param player_name <string>
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-- @return <table>
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function Public.get_player_rank_color(player_name)
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local rank = get_player_rank(player_name)
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return Colors[rank]
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end
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--- Returns the rank's name.
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-- @param rank <number>
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-- @return <LocalisedString>
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function Public.get_rank_name(rank)
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return rank_name_lookup[rank]
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end
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local get_rank_name = Public.get_rank_name
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--- Returns the rank's color.
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-- @param rank <table>
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function Public.get_rank_color(rank)
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return Colors[rank]
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end
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--- Evaluates if a player's rank is equal to the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.equal(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank == rank
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end
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--- Evaluates if a player's rank is not equal to the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.not_equal(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank ~= rank
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end
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--- Evaluates if a player's rank is greater than the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.greater_than(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank > rank
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end
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--- Evaluates if a player's rank is less than the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.less_than(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank < rank
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end
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--- Evaluates if a player's rank is equal to or greater than the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.equal_or_greater_than(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank >= rank
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end
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--- Evaluates if a player's rank is equal to or less than the rank provided
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean>
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function Public.equal_or_less_than(player_name, rank)
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local p_rank = get_player_rank(player_name)
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return p_rank <= rank
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end
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--- Take a player and attempts to increase their rank by 1
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-- @param player_name <string>
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-- @return <LocalisedString|nil> new rank name or nil if already at highest rank
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function Public.increase_player_rank(player_name)
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local current_rank = (get_player_rank(player_name))
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local new_rank = change_rank_by_number(current_rank, 1)
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if current_rank == new_rank then
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return nil
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end
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local new_rank_name = rank_name_lookup[new_rank]
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set_player_rank(player_name, new_rank)
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return new_rank_name
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end
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--- Take a player and attempts to increase their rank to the rank provided
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-- Fails if player is already higher rank
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean> <LocalisedString> success/failure, and LocalisedString of the player's rank
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function Public.increase_player_rank_to(player_name, rank)
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if Public.less_than(player_name, rank) then
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set_player_rank(player_name, rank)
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return true, get_rank_name(rank)
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else
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return false, get_player_rank_name(player_name)
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end
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end
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--- Take a player and attempts to decrease their rank by 1
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-- @param player_name <string>
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-- @return <LocalisedString|nil> new rank name or nil if already at lowest rank
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function Public.decrease_player_rank(player_name)
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local current_rank = (get_player_rank(player_name))
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local new_rank = change_rank_by_number(current_rank, -1)
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if current_rank == new_rank then
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return nil
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end
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local new_rank_name = rank_name_lookup[new_rank]
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set_player_rank(player_name, new_rank)
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return new_rank_name
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end
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--- Take a player and attempts to decrease their rank to the rank provided
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-- Fails if player is already lower rank
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean> <LocalisedString> success/failure, and LocalisedString of the player's rank
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function Public.decrease_player_rank_to(player_name, rank)
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if Public.greater_than(player_name, rank) then
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set_player_rank(player_name, rank)
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return true, get_rank_name(rank)
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else
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return false, get_player_rank_name(player_name)
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end
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end
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--- Sets a player's rank
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-- @param player_name <string>
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-- @param rank <number>
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-- @return <boolean> success/failure
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function Public.set_player_rank(player_name, rank)
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if Public.equal(player_name, rank) then
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return false
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elseif rank == Ranks.guest then
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player_ranks[player_name] = nil
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Server.set_data(ranking_data_set, player_name, nil)
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-- If we're dropping someone back down the guest, put them on the guests list
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local player = game.get_player(player_name)
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if player and player.valid then
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guests[player.index] = player
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end
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return true
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else
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player_ranks[player_name] = rank
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Server.set_data(ranking_data_set, player_name, rank)
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return true
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end
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end
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set_player_rank = Public.set_player_rank
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--- Resets a player's rank to guest (or higher if a user meets the criteria for automatic rank)
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-- @param player_name <string>
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-- @return <boolean> <LocalisedString> boolean for success/failure, LocalisedString of rank name
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function Public.reset_player_rank(player_name)
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local guest_rank = Ranks.guest
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local auto_trusted = Ranks.auto_trusted
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if Public.equal(player_name, guest_rank) then
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return false, get_rank_name(guest_rank)
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else
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local player = game.get_player(player_name)
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local rank
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if player and player.valid and (player.online_time > trust_time) then
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rank = auto_trusted
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set_player_rank(player_name, rank)
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else
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rank = guest_rank
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set_player_rank(player_name, rank)
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end
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return true, get_rank_name(rank)
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end
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end
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function Public.sync_ranks()
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Server.try_get_all_data(ranking_data_set, sync_ranks_callback)
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end
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-- Events
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Event.add(defines.events.on_player_joined_game, on_player_joined)
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Event.add(Server.events.on_server_started, Public.sync_ranks)
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Event.on_nth_tick(nth_tick, check_promote_to_auto_trusted)
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Server.on_data_set_changed(
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ranking_data_set,
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function(data)
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player_ranks[data.key] = data.value
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end
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)
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return Public
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