diff --git a/control.lua b/control.lua index 290386e..f60b86e 100644 --- a/control.lua +++ b/control.lua @@ -67,6 +67,13 @@ local function add_entity_to_list(event) --Whenever an ammo-turret, vehicle or artillery type entity is built, add it to the global table. local entity = event.created_entity or event.entity local index = entity.surface.name.."_"..entity.force.name + + -- Add table if it doesn't exist and a player of this force is connected + if entity.force.connected_players[1] and not storage.ammo_entities[index] then + storage.ammo_entities[index] = {} + end + + -- Add entity to table if storage.ammo_entities[index] then table.insert(storage.ammo_entities[index], entity) end @@ -134,20 +141,6 @@ local function remove_force_from_list(event) end end -local function add_surface_to_list(event) - --Whenever a surface is created, add an empty list to the global table for each force with a connected player. - local surface - if event.surface_index then - surface = game.surfaces[event.surface_index] - end - - for _,force in pairs(game.forces) do - if surface and surface.valid and not storage.ammo_entities[surface.name.."_"..force.name] and force.connected_players[1] then - storage.ammo_entities[surface.name.."_"..force.name] = {} - end - end -end - local function remove_surface_from_list(event) --Whenever a surface is renamed or deleted, move/remove all entities in/from the global table. for _,force in pairs(game.forces) do @@ -195,54 +188,59 @@ local function generate_alerts() ammo_entities = storage.ammo_entities[surface.name.."_"..player.force.name] end - if ammo_entities and not table_is_empty(ammo_entities) then - for index,entity in pairs(ammo_entities) do - if entity.valid then - if entity.force == player.force then + if ammo_entities then + if not table_is_empty(ammo_entities) then + for index,entity in pairs(ammo_entities) do + if entity.valid then + if entity.force == player.force then - --Get ammo inventory based on entity type, skip vehicles without guns - local inventory - if turret_enabled and entity.type == "ammo-turret" then - inventory = entity.get_inventory(defines.inventory.turret_ammo) - elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then - inventory = entity.get_inventory(defines.inventory.car_ammo) - elseif artillery_enabled then - if entity.type == "artillery-turret" then - inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo) - elseif entity.type == "artillery-wagon" then - inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo) - end - end - - --Check for states of no or low ammo based on mode - local ammo_flag - if inventory and get_ammo_flag[mode] then - if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then - ammo_flag = get_ammo_flag[mode](inventory, player_threshold) - -- Automated amme count override (if activated) - if auto_full and entity.prototype.automated_ammo_count then - if entity.prototype.automated_ammo_count < player_threshold then - ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count) - end + --Get ammo inventory based on entity type, skip vehicles without guns + local inventory + if turret_enabled and entity.type == "ammo-turret" then + inventory = entity.get_inventory(defines.inventory.turret_ammo) + elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then + inventory = entity.get_inventory(defines.inventory.car_ammo) + elseif artillery_enabled then + if entity.type == "artillery-turret" then + inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo) + elseif entity.type == "artillery-wagon" then + inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo) end - elseif entity.type == "car" or entity.type == "spider-vehicle" then - ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index) + end + + --Check for states of no or low ammo based on mode + local ammo_flag + if inventory and get_ammo_flag[mode] then + if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then + ammo_flag = get_ammo_flag[mode](inventory, player_threshold) + -- Automated amme count override (if activated) + if auto_full and entity.prototype.automated_ammo_count then + if entity.prototype.automated_ammo_count < player_threshold then + ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count) + end + end + elseif entity.type == "car" or entity.type == "spider-vehicle" then + ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index) + end + end + + --Create alert for present state + if ammo_flag then + -- no ammo alert + player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true) + elseif ammo_flag == false then + -- low ammo alert + player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true) end end - - --Create alert for present state - if ammo_flag then - -- no ammo alert - player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true) - elseif ammo_flag == false then - -- low ammo alert - player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true) - end + else + -- Cleanup if entity is invalid + table.remove(ammo_entities, index) end - else - -- Cleanup if entity is invalid - table.remove(ammo_entities, index) end + else + -- Cleanup if table is empty + ammo_entites = nil end end end @@ -262,7 +260,6 @@ script.on_event(defines.events.on_player_changed_force, remove_force_from_list) script.on_event(defines.events.on_force_created, add_force_to_list) script.on_event(defines.events.on_forces_merged, remove_force_from_list) -script.on_event(defines.events.on_surface_created, add_surface_to_list) script.on_event(defines.events.on_surface_renamed, remove_surface_from_list) script.on_event(defines.events.on_pre_surface_deleted, remove_surface_from_list)