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Performance
- moved turret index init to on_init - migrated on_event to on_nth_tick - typo in changelog
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@@ -1,13 +1,15 @@
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---------------------------------------------------------------------------------------------------
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Version: 0.18.3
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Date: 2020-03-21
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Changes:
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- Migrated on_event to on_nth_tick for performance
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Bugfixes:
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- Added missing initialization of turret index
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---------------------------------------------------------------------------------------------------
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Version: 0.18.2
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Date: 2020-03-20
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Changes:
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- Redesigned surface handling again to be more perfomant
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- Redesigned surface handling again to be more performant
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---------------------------------------------------------------------------------------------------
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Version: 0.18.1
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Date: 2020-03-19
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55
control.lua
55
control.lua
@@ -1,33 +1,36 @@
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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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script.on_event({defines.events.on_tick}, 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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if event.tick%3600 == 0 or global.turret_entities == nil then
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global.turret_entities = {}
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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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end
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end
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if event.tick%600 == 0 then
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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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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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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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script.on_init(function (event)
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-- turret index init
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global.turret_entities = {}
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end)
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if GTA_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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if inv_var.is_empty() then
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-- no ammo alert
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player.add_custom_alert(turret_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(turret_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
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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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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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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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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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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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if GTA_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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if inv_var.is_empty() then
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-- no ammo alert
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player.add_custom_alert(turret_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(turret_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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