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RedMew/features/dump_offline_inventories.lua
RedRafe d109a6606b
Drop players armor and weapons (#1430)
* Drop players armor and weapons

* Always drop banned players armors

---------

Co-authored-by: James Gillham <jrdgillham@gmail.com>
2024-08-28 21:37:04 +01:00

171 lines
5.5 KiB
Lua

-- This feature allows you to turn on anti-hoarding so that X minutes after a player leaves the game
-- the resources in their inventory are returned to the teams. A corpse will spawn on the player's last
-- position and remain until they log back in to claim it or someone else mines it.
-- All players will drop their armors and weapons during the first 24h of the game,
-- after this time, only regulars and above will keep their armor and just drop the inventory.
local Event = require 'utils.event'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Global = require 'utils.global'
local CorpseUtil = require 'features.corpse_util'
local Config = require 'config'
local Rank = require 'features.rank_system'
local Ranks = require 'resources.ranks'
local MINS_TO_TICKS = 60 * 60
local HOUR_TO_TICKS = MINS_TO_TICKS * 60
local DEFAULT_OFFLINE_TIMEOUT_MINS = 15
local DEFAULT_STARTUP_GEAR_DROP_HOURS = 24
local set_timeout_in_ticks = Task.set_timeout_in_ticks
local config = Config.dump_offline_inventories
local offline_player_queue = {}
Global.register({offline_player_queue = offline_player_queue}, function(tbl)
offline_player_queue = tbl.offline_player_queue
config = Config.dump_offline_inventories
end)
local function spawn_player_corpse(player, banned, timeout_minutes)
local player_index = player.index
offline_player_queue[player_index] = nil
if not banned and player.connected then
return
end
local inventory_types = {
defines.inventory.character_main,
defines.inventory.character_guns,
defines.inventory.character_ammo,
defines.inventory.character_vehicle,
defines.inventory.character_trash,
}
local startup_gear_drop_hours = config.startup_gear_drop_hours or DEFAULT_STARTUP_GEAR_DROP_HOURS
if banned or game.tick < (startup_gear_drop_hours * HOUR_TO_TICKS) or Rank.less_than(player.name, Ranks.regular) then
table.insert(inventory_types, defines.inventory.character_armor)
end
local inv_contents = {}
for _, id in pairs(inventory_types) do
local inv = player.get_inventory(id)
if inv and inv.valid then
for i = 1, #inv do
local item_stack = inv[i]
if item_stack.valid_for_read then
table.insert(inv_contents, item_stack)
end
end
end
end
if #inv_contents == 0 then
return
end
local position = player.position
local corpse = player.surface.create_entity {
name = 'character-corpse',
position = position,
inventory_size = #inv_contents,
player_index = player_index
}
corpse.active = false
local inv_corpse = corpse.get_inventory(defines.inventory.character_corpse)
for _, item_stack in pairs(inv_contents) do
inv_corpse.insert(item_stack)
end
for _, id in pairs(inventory_types) do
local inv = player.get_inventory(id)
if inv and inv.valid then
inv.clear()
end
end
local text = player.name .. "'s inventory (offline)"
local tag = player.force.add_chart_tag(player.surface, {
icon = {type = 'item', name = 'modular-armor'},
position = position,
text = text
})
local message
if banned then
message = {
'dump_offline_inventories.banned_inventory_location',
player.name,
string.format('%.1f', position.x),
string.format('%.1f', position.y),
player.surface.name
}
else
message = {
'dump_offline_inventories.inventory_location',
player.name,
timeout_minutes,
string.format('%.1f', position.x),
string.format('%.1f', position.y),
player.surface.name
}
end
game.print(message)
if tag then
CorpseUtil.add_tag(tag, player_index, game.tick, false)
end
end
local spawn_player_corpse_token = Token.register(function(data)
local player = data.player
if not player or not player.valid then
return
end
local queue_data = offline_player_queue[player.index]
if queue_data ~= data.tick then
return
end
spawn_player_corpse(player, false, data.timeout_minutes)
end)
local function start_timer(event, timeout_minutes)
local player_index = event.player_index
local player = game.get_player(player_index)
if player and player.valid and player.character then -- if player leaves before respawning they wont have a character and we don't need to add them to the list.
local tick = game.tick
local timeout = timeout_minutes * MINS_TO_TICKS
offline_player_queue[player_index] = tick -- tick is used to check that the callback happens after X minutes as multiple callbacks may be active if the player logs off and on multiple times
set_timeout_in_ticks(timeout, spawn_player_corpse_token,
{player = player, tick = tick, timeout_minutes = timeout_minutes})
end
end
Event.add(defines.events.on_pre_player_left_game, function(event)
if not config.enabled then
return
end
start_timer(event, config.offline_timeout_mins or DEFAULT_OFFLINE_TIMEOUT_MINS)
end)
Event.add(defines.events.on_player_banned, function(event)
local player_index = event.player_index
if not player_index then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
spawn_player_corpse(player, true, 0)
end)