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RedMew/features/walkabout.lua
2019-02-20 21:41:08 -05:00

187 lines
5.3 KiB
Lua

local Task = require 'utils.task'
local Game = require 'utils.game'
local Event = require 'utils.event'
local Token = require 'utils.token'
local Command = require 'utils.command'
local Global = require 'utils.global'
local Ranks = require 'resources.ranks'
local Public = {}
local return_player
-- Register our globals
local walkabouts = {}
local primitives = {
event_registered = nil
}
Global.register(
{
walkabouts = walkabouts,
primitives = primitives
},
function(tbl)
walkabouts = tbl.walkabouts
primitives = tbl.primitives
end
)
--- Cleans the walkabout status off players who disconnected during walkabout.
local on_join_token =
Token.register(
function(event)
local player = Game.get_player_by_index(event.player_index)
local index = player.index
-- If a player joins and they're marked as being on walkabout but their timer has expired, restore them.
if player and walkabouts[index] and walkabouts[index].timer_expired then
return_player(index)
end
end
)
--- Returns a player from walkabout after the timeout.
local redmew_commands_return_player =
Token.register(
function(player)
if not player or not player.valid then
log('Warning: redmew_commands_return_player received nil or invalid player')
return
end
local index = player.index
-- If the player is no longer connected, store that fact so we can clean them when/if they rejoin.
if player.connected then
return_player(index)
else
walkabouts[index].timer_expired = true
end
end
)
return_player = function(index)
local data = walkabouts[index]
if not data then
log('Warning: return_player received nil data')
return
end
local player = Game.get_player_by_index(index)
if not player or not player.valid then
log('Warning: return_player received nil or invalid player')
return
end
local walkabout_character = player.character
if walkabout_character and walkabout_character.valid then
walkabout_character.destroy()
end
local character = data.character
if character and character.valid then
player.character = character
player.character.destructible = true
else
player.create_character()
player.teleport(data.position)
end
player.force = data.force
game.print(data.player.name .. ' came back from walkabout.')
walkabouts[index] = nil
if #walkabouts == 0 then
--TODO unreg event
Event.remove_removable(defines.events.on_player_joined_game, on_join_token)
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 returned after the timeout by redmew_commands_return_player
local function walkabout(args)
if not global.config.walkabout.enabled then
Game.player_print('Walkabout is disabled via the config')
return
end
local player_name = args.player
local duration = tonumber(args.duration)
if not duration then
Game.player_print('Duration should be a number, player will be sent on walkabout for the default 60 seconds.')
duration = 60
end
if duration < 15 then
duration = 15
end
local player = game.players[player_name]
if not player or not player.character or walkabouts[player.index] then
Game.player_print(player_name .. ' could not go on a walkabout.')
return
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.')
-- Information about the player's former state so we can restore them later
local data = {
player = player,
force = player.force,
position = {x = player.position.x, y = player.position.y},
character = character
}
Task.set_timeout(duration, redmew_commands_return_player, player)
walkabouts[player.index] = data
if not primitives then
Event.add_removable(defines.events.on_player_joined_game, on_join_token)
end
player.character.destructible = false
player.character = nil
player.create_character()
player.teleport(non_colliding_pos)
player.force = 'neutral'
else
Game.player_print('Walkabout failed: could not find non-colliding-position')
end
end
--- Checks if a player is on walkabout
-- @param player_index <number>
-- @return <boolean>
function Public.is_on_walkabout(player_index)
if walkabouts[player_index] then
return true
end
return false
end
Command.add(
'walkabout',
{
description = 'Send someone on a walk. Duration is in seconds.',
arguments = {'player', 'duration'},
default_values = {duration = 60},
required_rank = Ranks.admin,
allowed_by_server = true
},
walkabout
)
return Public