mirror of
https://github.com/Wyrrrd/Gun_Turret_Alerts.git
synced 2026-06-07 09:40:20 +02:00
Update control.lua
- commentary - fix for multislot turrets - small fixes
This commit is contained in:
+16
-12
@@ -1,8 +1,9 @@
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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.
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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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local get_ammo_flags = {
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local get_ammo_flags = {
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["added"] = function (inventory)
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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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local no,low = false
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local no,low = false
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if inventory.is_empty() then
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if inventory.is_empty() then
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no = true
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no = true
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@@ -20,7 +21,7 @@ local get_ammo_flags = {
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return no, low
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return no, low
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end,
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end,
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["individually"] = function (inventory)
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["individually"] = function (inventory,player_threshold)
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local no,low = false
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local no,low = false
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if inventory.is_empty() then
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if inventory.is_empty() then
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no = true
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no = true
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@@ -36,15 +37,15 @@ local get_ammo_flags = {
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return no, low
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return no, low
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end,
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end,
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["selected"] = function (inventory,gun_index)
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["selected"] = function (inventory,player_threshold,gun_index)
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local no,low = false
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local no,low = false
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if inventory.is_empty() then
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if inventory.is_empty() then
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no = true
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no = true
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else
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else
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if not gun_index then
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if not gun_index then
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gun_index = 1
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-- default to added mode if no slot selected (probably multislot turret)
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end
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no, low = get_ammo_flags["added"](inventory, player_threshold)
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if inventory[gun_index].count == 0 then
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elseif inventory[gun_index].count == 0 then
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no = true
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no = true
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elseif inventory[gun_index].count < player_threshold then
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elseif inventory[gun_index].count < player_threshold then
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low = true
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low = true
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@@ -66,14 +67,14 @@ script.on_configuration_changed(function (event)
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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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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 two global tables.
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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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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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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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end)
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script.on_nth_tick(600, function (event)
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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 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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local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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@@ -86,22 +87,25 @@ script.on_nth_tick(600, function (event)
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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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if entity.valid and entity.force == player.force then
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if entity.valid and entity.force == player.force then
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--Get ammo inventory based on entity type, skip cars without guns
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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 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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--Check for states of no or low ammo based on mode
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local no, low = false
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local no, low = false
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if inventory and get_ammo_flags[mode] then
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if inventory and get_ammo_flags[mode] then
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if entity.type == "ammo-turret" then
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if entity.type == "ammo-turret" then
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no, low = get_ammo_flags[mode](inventory)
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no, low = get_ammo_flags[mode](inventory, player_threshold)
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elseif entity.type == "car" then
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elseif entity.type == "car" then
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no, low = get_ammo_flags[mode](inventory,entity.selected_gun_index)
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no, low = get_ammo_flags[mode](inventory, player_threshold, entity.selected_gun_index)
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end
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end
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end
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end
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--Create alert for present state
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if no then
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if no then
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-- no ammo alert
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-- no ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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