diff --git a/control.lua b/control.lua index f9e9780..524e3ba 100644 --- a/control.lua +++ b/control.lua @@ -1,8 +1,9 @@ --control.lua ---This mod scans the map for cars and gun-turrets and places alerts when they are low. +--This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo. local get_ammo_flags = { - ["added"] = function (inventory) + --Applies mode to inventory, calculates and returns respective inventory flags + ["added"] = function (inventory,player_threshold) local no,low = false if inventory.is_empty() then no = true @@ -20,7 +21,7 @@ local get_ammo_flags = { return no, low end, - ["individually"] = function (inventory) + ["individually"] = function (inventory,player_threshold) local no,low = false if inventory.is_empty() then no = true @@ -36,15 +37,15 @@ local get_ammo_flags = { return no, low end, - ["selected"] = function (inventory,gun_index) + ["selected"] = function (inventory,player_threshold,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 + -- default to added mode if no slot selected (probably multislot turret) + no, low = get_ammo_flags["added"](inventory, player_threshold) + elseif inventory[gun_index].count == 0 then no = true elseif inventory[gun_index].count < player_threshold then low = true @@ -66,14 +67,14 @@ script.on_configuration_changed(function (event) 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. + --Every minute the surface is rescanned for car and ammo-turret type entities. This is stored in a global table. for index,surface in pairs(game.surfaces) do global.ammo_entities[index] = surface.find_entities_filtered{type = {"ammo-turret","car"}} end end) 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. + --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 local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value @@ -86,22 +87,25 @@ script.on_nth_tick(600, function (event) for _,entity in pairs(ammo_entities) do if entity.valid and entity.force == player.force then + --Get ammo inventory based on entity type, skip cars 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" and entity.prototype.guns then + elseif car_enabled and entity.type == "car" --[[and entity.prototype.guns]] then inventory = entity.get_inventory(defines.inventory.car_ammo) end + --Check for states of no or low ammo based on mode local no, low = false if inventory and get_ammo_flags[mode] then if entity.type == "ammo-turret" then - no, low = get_ammo_flags[mode](inventory) + no, low = get_ammo_flags[mode](inventory, player_threshold) elseif entity.type == "car" then - no, low = get_ammo_flags[mode](inventory,entity.selected_gun_index) + no, low = get_ammo_flags[mode](inventory, player_threshold, entity.selected_gun_index) end end + --Create alert for present state if no then -- no ammo alert player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)