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mirror of https://github.com/Wyrrrd/Gun_Turret_Alerts.git synced 2026-03-26 00:59:57 +01:00

Performance

- moved turret index init to on_init
- migrated on_event to on_nth_tick
- typo in changelog
This commit is contained in:
Wyrrrd
2020-03-21 14:20:23 +01:00
parent 8a707a0c8b
commit ff7c5aab24
2 changed files with 32 additions and 27 deletions

View File

@@ -1,13 +1,15 @@
---------------------------------------------------------------------------------------------------
Version: 0.18.3
Date: 2020-03-21
Changes:
- Migrated on_event to on_nth_tick for performance
Bugfixes:
- Added missing initialization of turret index
---------------------------------------------------------------------------------------------------
Version: 0.18.2
Date: 2020-03-20
Changes:
- Redesigned surface handling again to be more perfomant
- Redesigned surface handling again to be more performant
---------------------------------------------------------------------------------------------------
Version: 0.18.1
Date: 2020-03-19

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@@ -1,33 +1,36 @@
--control.lua
--This mod scans the map for gun-turrets and places alerts when turrets are low.
script.on_event({defines.events.on_tick}, function (event)
--Every minute the surface is rescanned for ammo-turret type entities. This is stored in the global table.
if event.tick%3600 == 0 or global.turret_entities == nil then
global.turret_entities = {}
for index,surface in pairs(game.surfaces) do
global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"}
end
end
if event.tick%600 == 0 then
--Every 10 seconds recheck and give alerts to players for ammo-turret entities on the same force as them.
for _,player in pairs(game.connected_players) do
GTA_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
turret_entities = global.turret_entities[player.surface.name]
script.on_init(function (event)
-- turret index init
global.turret_entities = {}
end)
if GTA_enabled and turret_entities then
for _,turret_entity in pairs(turret_entities) do
if turret_entity.valid and turret_entity.force == player.force then
inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
if inv_var.is_empty() then
-- no ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "piercing-rounds-magazine"}, "Out of ammo", true)
elseif inv_var[1].count < player_threshold then
-- low ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
end
script.on_nth_tick(3600, function (event)
--Every minute the surface is rescanned for ammo-turret type entities. This is stored in the global table.
for index,surface in pairs(game.surfaces) do
global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"}
end
end)
script.on_nth_tick(600, function (event)
--Every 10 seconds recheck and give alerts to players for ammo-turret entities on the same force as them.
for _,player in pairs(game.connected_players) do
GTA_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
turret_entities = global.turret_entities[player.surface.name]
if GTA_enabled and turret_entities then
for _,turret_entity in pairs(turret_entities) do
if turret_entity.valid and turret_entity.force == player.force then
inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
if inv_var.is_empty() then
-- no ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "piercing-rounds-magazine"}, "Out of ammo", true)
elseif inv_var[1].count < player_threshold then
-- low ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
end
end
end