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mirror of https://github.com/Wyrrrd/Gun_Turret_Alerts.git synced 2026-03-25 16:49:50 +01:00

Added multislot logic for cars

- "correctly" handling multiple ammo slots (three solutions)
- not scanning surfaces twice anymore
This commit is contained in:
Wyrrrd
2021-04-19 22:38:50 +02:00
parent 48bcdc2ba5
commit 0d7676d71e
7 changed files with 120 additions and 41 deletions

View File

@@ -1,23 +1,74 @@
--control.lua
--This mod scans the map for cars and gun-turrets and places alerts when they are low.
local get_ammo_flags = {
["added"] = function (inventory)
local no,low = false
if inventory.is_empty() then
no = true
else
local ammo_count = 0
for i=1, #inventory do
ammo_count = ammo_count + inventory[i].count
end
if ammo_count == 0 then
no = true
elseif ammo_count < player_threshold then
low = true
end
end
return no, low
end,
["individually"] = function (inventory)
local no,low = false
if inventory.is_empty() then
no = true
else
for i=1, #inventory do
if inventory[i].count == 0 then
no = true
elseif inventory[i].count < player_threshold then
low = true
end
end
end
return no, low
end,
["selected"] = function (inventory,gun_index)
local no,low = false
if inventory.is_empty() then
no = true
else
if not gun_index then
gun_index = 1
end
if inventory[gun_index].count == 0 then
no = true
elseif inventory[gun_index].count < player_threshold then
low = true
end
end
return no, low
end
}
script.on_init(function (event)
-- index init
global.turret_entities = {}
global.car_entities = {}
global.ammo_entities = {}
end)
script.on_configuration_changed(function (event)
-- index init fix
global.turret_entities = {}
global.car_entities = {}
global.ammo_entities = {}
end)
script.on_nth_tick(3600, function (event)
--Every minute the surface is rescanned for car and ammo-turret type entities. This is stored in two global tables.
for index,surface in pairs(game.surfaces) do
global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"}
global.car_entities[index] = surface.find_entities_filtered{type = "car"}
global.ammo_entities[index] = surface.find_entities_filtered{type = {"ammo-turret","car"}}
end
end)
@@ -25,38 +76,38 @@ script.on_nth_tick(600, function (event)
--Every 10 seconds recheck and give alerts to players for car and ammo-turret entities on the same force as them.
for _,player in pairs(game.connected_players) do
GTA_turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
GTA_car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
mode = player.mod_settings["gun-turret-alerts-mode"].value
player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
turret_entities = global.turret_entities[player.surface.name]
car_entities = global.car_entities[player.surface.name]
ammo_entities = global.ammo_entities[player.surface.name]
if GTA_turret_enabled and turret_entities then
for _,turret_entity in pairs(turret_entities) do
if turret_entity.valid and turret_entity.force == player.force then
inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
if inv_var.is_empty() then
-- no ammo alert
player.add_custom_alert(turret_entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", turret_entity.localised_name}, true)
elseif inv_var[1].count < player_threshold then
-- low ammo alert
player.add_custom_alert(turret_entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", turret_entity.localised_name}, true)
if ammo_entities then
for _,entity in pairs(ammo_entities) do
if entity.valid and entity.force == player.force then
local inventory
if entity.type == "ammo-turret" and turret_enabled then
inventory = entity.get_inventory(defines.inventory.turret_ammo)
elseif entity.type == "car" and car_enabled then
inventory = entity.get_inventory(defines.inventory.car_ammo)
end
end
end
end
if GTA_car_enabled and car_entities then
for _,car_entity in pairs(car_entities) do
-- extra check if car has gun
if car_entity.valid and car_entity.force == player.force and car_entity.selected_gun_index then
inv_var = car_entity.get_inventory(defines.inventory.car_ammo)
if inv_var.is_empty() then
local no, low
if inventory and get_ammo_flags[mode] then
if entity.type == "ammo-turret" then
no, low = get_ammo_flags[mode](inventory)
elseif entity.type == "car" then
no, low = get_ammo_flags[mode](inventory,entity.selected_gun_index)
end
end
if no then
-- no ammo alert
player.add_custom_alert(car_entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", car_entity.localised_name}, true)
elseif inv_var[1].count < player_threshold then
player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
elseif low then
-- low ammo alert
player.add_custom_alert(car_entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", car_entity.localised_name}, true)
player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
end
end
end