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RedMew/features/walkabout.lua
Matthew 238f6b9d7b Rename task and queue (#535)
* Rename task and queue to q

* Threading to schedule

* processing_queue to q
2018-12-15 21:28:27 +01:00

157 lines
5.2 KiB
Lua

local Task = require 'utils.schedule'
local Game = require 'utils.game'
local Event = require 'utils.event'
local Token = require 'utils.token'
local Utils = require 'utils.core'
global.walking = {}
global.walking_storage = {}
--- Returns a player from walkabout after the timeout.
-- If the player is no longer logged in, store their info
-- in the global table walking_storage
local custom_commands_return_player =
Token.register(
function(args)
local player = args.player
if not player.valid then
return
end
local index = player.index
-- If walking is false it means they got cleaned by clean_on_join
if global.walking[index] == false then
return
end
-- If the player is no longer connected, store that information.
if player.connected then
global.walking[index] = false
local walkabout_character = player.character
if walkabout_character and walkabout_character.valid then
walkabout_character.destroy()
end
local character = args.character
if character ~= nil and character.valid then
player.character = character
else
player.create_character()
player.teleport(args.position)
end
player.force = args.force
game.print(args.player.name .. ' came back from his walkabout.')
else
local data = {index = index, character = args.character, force = args.force, position = args.position}
table.insert(global.walking_storage, data)
end
end
)
--- Sends a player on a walkabout:
-- They are teleported far away, placed on a neutral force, and are given a new character.
-- They are turned after the timeout by custom_commands_return_player
local function walkabout(cmd)
if game.player and not game.player.admin then
Utils.cant_run(cmd.name)
return
end
local params = {}
if cmd.parameter == nil then
Game.player_print('Walkabout failed, check /help walkabout.')
return
end
for param in string.gmatch(cmd.parameter, '%S+') do
table.insert(params, param)
end
local player_name = params[1]
local duration = 60
if #params > 2 then
Game.player_print('Walkabout failed, check /help walkabout.')
return
elseif #params == 2 and tonumber(params[2]) == nil then
Game.player_print(params[2] .. ' is not a number.')
return
elseif #params == 2 and tonumber(params[2]) then
duration = tonumber(params[2])
end
if duration < 15 then
duration = 15
end
local player = game.players[player_name]
if not player or not player.character or global.walking[player.index] then
Game.player_print(player_name .. ' could not go on a walkabout.')
return
end
local chunks = {}
for chunk in player.surface.get_chunks() do
table.insert(chunks, chunk)
end
local surface = player.surface
local chunk = surface.get_random_chunk()
local pos = {x = chunk.x * 32, y = chunk.y * 32}
local non_colliding_pos = surface.find_non_colliding_position('player', pos, 100, 1)
local character = player.character
if character and character.valid then
character.walking_state = {walking = false}
end
if non_colliding_pos then
game.print(player_name .. ' went on a walkabout, to find himself.')
Task.set_timeout(
duration,
custom_commands_return_player,
{
player = player,
force = player.force,
position = {x = player.position.x, y = player.position.y},
character = character
}
)
player.character = nil
player.create_character()
player.teleport(non_colliding_pos)
player.force = 'neutral'
global.walking[player.index] = true
else
Game.player_print('Walkabout failed: could not find non colliding position')
end
end
--- Cleans the walkabout status off players who disconnected during walkabout.
-- Restores their original force, character, and position.
local function clean_on_join(event)
local player = Game.get_player_by_index(event.player_index)
local index = player.index
if global.walking[index] then
global.walking[index] = false
local walking_storage = global.walking_storage
for _, s in pairs(walking_storage) do
if s.index == index then
local walkabout_character = player.character
if walkabout_character and walkabout_character.valid then
walkabout_character.destroy()
end
local character = s.character
if character ~= nil and character.valid then
player.character = character
else
player.create_character()
player.teleport(s.position)
end
player.force = s.force
end
end
end
end
Event.add(defines.events.on_player_joined_game, clean_on_join)
commands.add_command('walkabout', '<player> <duration> - Send someone on a walk. (Admins only)', walkabout)