mirror of
https://github.com/Wyrrrd/Gun_Turret_Alerts.git
synced 2026-06-06 17:20:20 +02:00
Scan rework, car fix & multislot fix
- only scanning for forces with connected players - only scanning on init, updating with entities when they are built/removed - no alerts for cars without guns - added multislot behaviour
This commit is contained in:
+7
-4
@@ -1,12 +1,15 @@
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---------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------
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Version: 1.1.5
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Version: 1.1.5
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Date: 2021-04-19
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Date: 2021-04-21
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Features:
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Features:
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- Added config option to change behaviour on multiple ammo slots (for cars)
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- Added config option to change behaviour on multiple ammo slots (mainly for cars)
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Bugfixes:
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Bugfixes:
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- Fixed only checking for first ammo slot in cars
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- Fixed only checking first ammo slot in cars
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- Fixed modded cars without guns causing ammo empty alerts (AAI)
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Optimisations:
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Optimisations:
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- Theoretical performance improvement by not scanning surfaces twice anymore (once for turrets and once for cars)
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- Only scanning surfaces for forces with connected players
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- Only scanning surfaces on init now, updating by single entities as they are build or removed
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- Only scanning surfaces once instead of twice (once for turrets and once for cars)
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---------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------
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Version: 1.1.4
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Version: 1.1.4
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Date: 2021-04-02
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Date: 2021-04-02
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+109
-17
@@ -1,6 +1,18 @@
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--control.lua
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--control.lua
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--This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo.
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--This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo.
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--util functions
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function table_is_empty(table)
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for _,_ in pairs(table) do
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return false
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end
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return true
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end
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--local functions
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local get_ammo_flags = {
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local get_ammo_flags = {
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--Applies mode to inventory, calculates and returns respective inventory flags
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--Applies mode to inventory, calculates and returns respective inventory flags
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["added"] = function (inventory,player_threshold)
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["added"] = function (inventory,player_threshold)
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@@ -55,25 +67,83 @@ local get_ammo_flags = {
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end
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end
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}
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}
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local function add_entity_to_list(event)
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--Whenever an ammo-turret or car type entity is built, add it to the global table.
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local index = event.created_entity.surface.name.."_"..event.created_entity.force.name
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if global.ammo_entities[index] then
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table.insert(global.ammo_entities[index], event.created_entity)
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end
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end
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script.on_init(function (event)
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local function remove_entity_from_list(event)
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--Whenever an ammo-turret or car type entity dies / is mined, remove it from the global table.
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local index = event.entity.surface.name.."_"..event.entity.force.name
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if global.ammo_entities[index] then
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for i,entity in pairs(global.ammo_entities[index]) do
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if (entity == event.entity) then
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table.remove(global.ammo_entities[index], i)
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break
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end
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end
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end
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end
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local function add_force_to_list(event)
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--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret or car type entities of that force to the global table.
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local player, force
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if event.player_index then
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player = game.get_player(event.player_index)
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force = player.force
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elseif event.force then
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force = event.force
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if force.connected_players then
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player = force.connected_players[1]
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end
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end
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if player and force and not global.ammo_entities[player.surface.name.."_"..force.name] then
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for _,surface in pairs(game.surfaces) do
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global.ammo_entities[surface.name.."_"..force.name] = surface.find_entities_filtered{type = {"ammo-turret","car"}, force = force, to_be_deconstructed = false}
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end
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end
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end
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local function remove_force_from_list(event)
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--Whenever the last player of a force leaves the game or forces are merged, remove all entities of that force from the global table.
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local force
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local param = {}
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if event.player_index and event.force then
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param.player_index = event.player_index
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add_force_to_list(param)
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force = event.force
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elseif event.player_index then
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force = game.get_player(event.player_index).force
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elseif event.force then
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force = event.force
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elseif event.source and event.destination then
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param.force = event.destination
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add_force_to_list(param)
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force = source
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end
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if force and not force.connected_players then
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for surface_name,_ in pairs(game.surfaces) do
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global.ammo_entities[surface_name.."_"..force.name] = nil
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end
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end
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end
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local function init_list()
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-- index init
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-- index init
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global.ammo_entities = {}
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global.ammo_entities = {}
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end)
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local param = {}
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for _,force in pairs(game.forces) do
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script.on_configuration_changed(function (event)
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param.force = force
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-- index init fix
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add_force_to_list(param)
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global.ammo_entities = {}
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end
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end)
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script.on_nth_tick(3600, function (event)
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--Every minute the surface is rescanned for car and ammo-turret type entities. This is stored in a global table.
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for index,surface in pairs(game.surfaces) do
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global.ammo_entities[index] = surface.find_entities_filtered{type = {"ammo-turret","car"}}
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end
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end
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end)
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script.on_nth_tick(600, function (event)
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local function generate_alerts()
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--Every 10 seconds recheck and give alerts to players for car and ammo-turret entities on the same force as them.
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--Every 10 seconds recheck and give alerts to players for car and ammo-turret entities on the same force as them.
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for _,player in pairs(game.connected_players) do
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for _,player in pairs(game.connected_players) do
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@@ -81,7 +151,7 @@ script.on_nth_tick(600, function (event)
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local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
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local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
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local mode = player.mod_settings["gun-turret-alerts-mode"].value
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local mode = player.mod_settings["gun-turret-alerts-mode"].value
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local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
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local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
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local ammo_entities = global.ammo_entities[player.surface.name]
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local ammo_entities = global.ammo_entities[player.surface.name.."_"..player.force.name]
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if ammo_entities then
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if ammo_entities then
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for _,entity in pairs(ammo_entities) do
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for _,entity in pairs(ammo_entities) do
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@@ -91,7 +161,7 @@ script.on_nth_tick(600, function (event)
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local inventory
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local inventory
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if turret_enabled and entity.type == "ammo-turret" then
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if turret_enabled and entity.type == "ammo-turret" then
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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elseif car_enabled and entity.type == "car" --[[and entity.prototype.guns]] then
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elseif car_enabled and entity.type == "car" and not table_is_empty(entity.prototype.guns) then
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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end
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end
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@@ -117,4 +187,26 @@ script.on_nth_tick(600, function (event)
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end
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end
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end
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end
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end
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end
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end)
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end
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-- Event handlers
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script.on_init(init_list)
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script.on_configuration_changed(init_list)
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script.on_event(defines.events.on_player_joined_game, add_force_to_list)
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script.on_event(defines.events.on_player_left_game, remove_force_from_list)
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script.on_event(defines.events.on_player_changed_force, remove_force_from_list)
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script.on_event(defines.events.on_force_created, add_force_to_list)
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script.on_event(defines.events.on_forces_merged, remove_force_from_list)
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script.on_event(defines.events.on_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_robot_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_player_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_robot_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_entity_died, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_nth_tick(600, generate_alerts)
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