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*.zip
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# Gun_Turret_Alerts
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# Gun Turret Alerts
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<img src=https://raw.githubusercontent.com/Wyrrrd/Gun_Turret_Alerts/master/thumbnail.png width="128" height="128">
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(Please note: This is a quick and dirty port to 0.18. As soon as the original is ported to 0.18, this will be removed.)
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### Description
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Adds alerts when a gun turret is out of ammo or has low ammo.
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Description
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- Adds alerts when a gun turret is out of ammo or has low ammo.
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Credit:
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- Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod](https://mods.factorio.com/mod/GunTurretAlerts).
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### Credit
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Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod](https://mods.factorio.com/mod/GunTurretAlerts).
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---------------------------------------------------------------------------------------------------
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Version: 1.1.0
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Date: 2020-12-02
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Changes:
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- Version bump for base game 1.1
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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 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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Changes:
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- Added changelog file
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- Changed dependency to base 0.18
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Bugfixes:
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- Redesigned surface handling to ensure compatibility with other planets and Blueprint Lab
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---------------------------------------------------------------------------------------------------
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Version: 0.18.0
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Date: 2020-02-20
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Changes:
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- Ported to 0.18
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- Renamed mod for upload in mod portal
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- Matched versioning to Factorio versions
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Graphics:
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- Added thumbnail
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+28
-33
@@ -1,44 +1,39 @@
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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_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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script.on_event({defines.events.on_tick}, function (event)
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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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if event.tick%3600 == 0 or global.turret_entities == nil then
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local planet = game.surfaces
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for index,value in pairs(planet) do
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global.turret_entities = planet[index].find_entities_filtered{type = "ammo-turret"}
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end
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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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if event.tick%600 == 0 then
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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 index,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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if GTA_enabled then
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for index2, turret_entity in pairs(global.turret_entities) do
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if turret_entity.valid 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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ammo_left = 0
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else
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ammo_left = inv_var[1].count
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end
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if turret_entity.force == player.force then
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if ammo_left == 0 then
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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 ammo_left < player_threshold then
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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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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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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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@@ -1,10 +1,9 @@
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{
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"name": "Gun_Turret_Alerts",
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"version": "0.18.0",
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"version": "1.1.0",
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"title": "Gun_Turret_Alerts",
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"author": "Wyrrrd",
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"homepage": "",
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"factorio_version": "0.18",
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"dependencies": ["base >= 0.16"],
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"factorio_version": "1.1",
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"dependencies": ["base >= 1.1.0"],
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"description": "Adds map alerts for players when a turret is either out of ammo or has low ammo"
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}
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