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https://github.com/Wyrrrd/Gun_Turret_Alerts.git
synced 2026-06-02 23:42:27 +02:00
Added car ammo alerts
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+26
-5
@@ -1,27 +1,31 @@
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--control.lua
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--This mod scans the map for gun-turrets and places alerts when turrets are low.
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--This mod scans the map for cars and gun-turrets and places alerts when they are low.
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script.on_init(function (event)
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-- turret index init
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global.turret_entities = {}
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global.car_entities = {}
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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 ammo-turret type entities. This is stored in the global table.
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--Every minute the surface is rescanned for car and ammo-turret type entities. This is stored in two global tables.
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for index,surface in pairs(game.surfaces) do
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global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"}
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global.car_entities[index] = surface.find_entities_filtered{type = "car"}
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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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--Every 10 seconds recheck and give alerts to players for 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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GTA_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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GTA_turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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GTA_car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
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player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
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turret_entities = global.turret_entities[player.surface.name]
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car_entities = global.car_entities[player.surface.name]
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if GTA_enabled and turret_entities then
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if GTA_turret_enabled and turret_entities then
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for _,turret_entity in pairs(turret_entities) do
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if turret_entity.valid and turret_entity.force == player.force then
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inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
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@@ -35,5 +39,22 @@ 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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if GTA_car_enabled and car_entities then
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for _,car_entity in pairs(car_entities) do
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-- extra check if car has gun
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if car_entity.valid and car_entity.force == player.force and car_entity.selected_gun_index then
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inv_var = car_entity.get_inventory(defines.inventory.car_ammo)
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if inv_var.is_empty() then
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-- no ammo alert
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player.add_custom_alert(car_entity, {type = "item", name = "piercing-rounds-magazine"}, "Out of ammo", true)
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elseif inv_var[1].count < player_threshold then
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-- low ammo alert
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player.add_custom_alert(car_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
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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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