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28 Commits

Author SHA1 Message Date
Wyrrrd 9df748dead Add artillery alert group 2022-08-07 17:24:46 +02:00
Wyrrrd ec0564f167 Fix migrations folder location 2022-08-07 16:28:15 +02:00
Wyrrrd c261e1bc5c Update README.md 2021-08-08 09:51:24 +00:00
Wyrrrd ba581ac1a1 Fixed modes not being translated 2021-08-07 16:01:26 +02:00
Wyrrrd d7f853f1a5 Added french locale (by d0ob) 2021-08-07 00:08:34 +02:00
Wyrrrd 9ee6474408 Merge pull request #3 from snouz/master
Adaptive threshold based on automated ammo count
2021-06-22 15:59:46 +00:00
snouz 33c9bbe783 Fixed missing signal names 2021-06-22 17:13:30 +02:00
snouz ad4ae53c97 Adaptive threshold based on automated ammo count
-Threshold for alert comes is never higher than then number of ammo loaded by an inserter.
-This fixes annoying alerts in Space Exploration's meteor defence, where the default ammo loaded is 4, and fixes the problem for any other mod.
2021-06-21 15:06:34 +02:00
Wyrrrd 9545d088eb Fix crash on load
"selected" mode defaulting to first slot now
2021-04-22 09:14:37 +02:00
Wyrrrd 87c2c17d72 Scan rework, car fix & multislot fix
- only scanning for forces with connected players
- only scanning on init, updating with entities when they are built/removed
- no alerts for cars without guns
- added multislot behaviour
2021-04-21 10:28:24 +02:00
Wyrrrd fa2781aee2 Update control.lua
- commentary
- fix for multislot turrets
- small fixes
2021-04-20 10:07:26 +02:00
Wyrrrd 72e8b5509d Update control.lua 2021-04-20 09:24:40 +02:00
Wyrrrd 15a8590a76 Some quick fixes 2021-04-19 23:42:11 +02:00
Wyrrrd 0d7676d71e Added multislot logic for cars
- "correctly" handling multiple ammo slots (three solutions)
- not scanning surfaces twice anymore
2021-04-19 22:38:50 +02:00
Wyrrrd 48bcdc2ba5 Update README.md 2021-04-02 20:22:28 +02:00
Wyrrrd bd8049999b Update README.md 2021-04-02 20:16:06 +02:00
Wyrrrd 846fb1412e Fixed migration breaking multiplayer
Removed migration, fixed missing car index through on_config_changed
2021-04-02 14:20:20 +02:00
Wyrrrd 2b5f19052e Localisation tweaks
- Added alerts to locale
- Customized alerts with localised name of entities
2021-03-29 09:42:18 +02:00
Wyrrrd db141f81ca Icon meta changes 2021-03-29 08:50:35 +02:00
Wyrrrd 1eb12f0f28 Merge pull request #2 from snouz/master
New ammo icons, new thumbnail
2021-03-29 06:44:45 +00:00
snouz eb3b6cf0e6 graphics
-mod icon
-actual yellow and red ammo alerts (yellow derivated from existing vanilla ammo alert)
2021-03-29 01:24:55 +02:00
Wyrrrd 7f0fa8bbcf Fix game crash on existing save 2021-03-28 17:49:53 +02:00
Wyrrrd d2bdd2663f Update README.md 2021-03-28 15:38:53 +02:00
Wyrrrd f42afe756a Added car ammo alerts 2021-03-28 15:36:13 +02:00
Wyrrrd 52e8d69938 Version bump for base game 1.1 2020-12-02 18:58:24 +01:00
Wyrrrd 230c093dc8 Update README.md
Matched to mod portal description
2020-03-27 12:57:17 +01:00
Wyrrrd ff7c5aab24 Performance
- moved turret index init to on_init
- migrated on_event to on_nth_tick
- typo in changelog
2020-03-21 14:20:23 +01:00
Wyrrrd 8a707a0c8b Bugfix & style
- added initialization of turret index
- removed unnecessary variable
2020-03-21 14:00:26 +01:00
15 changed files with 413 additions and 43 deletions
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*.zip
.vscode/*
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# Gun Turret Alerts
# Ammo Alerts
<img src=https://raw.githubusercontent.com/Wyrrrd/Gun_Turret_Alerts/master/thumbnail.png width="128" height="128">
(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.)
### Description
Adds alerts when a car or gun turret is out of ammo or has low ammo. The amount of ammo considered low can be configured. Alerts for cars and turrets can be disabled separately. Behaviour on cars with multiple ammo slots can be configured globally.
Description
- Adds alerts when a gun turret is out of ammo or has low ammo.
### Locale
If you want to contribute by translating this mod, you can view the existing translations [here](https://github.com/Wyrrrd/Gun_Turret_Alerts/tree/master/locale). I'd be happy to add your language and credits to the next release.
Credit:
- Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod](https://mods.factorio.com/mod/GunTurretAlerts).
### Credit
Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod](https://mods.factorio.com/mod/GunTurretAlerts).
Thanks to [snouz](https://mods.factorio.com/user/snouz) for the new icons and thumbnail.
Thanks to [Friendch](https://mods.factorio.com/user/Friendch) for the french locale.
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---------------------------------------------------------------------------------------------------
Version: 1.1.10
Date: 2022-08-07
Features:
- Added artillery as third alert group (off by default)
---------------------------------------------------------------------------------------------------
Version: 1.1.9
Date: 2021-08-07
Locale:
- Fixed modes not being translated
---------------------------------------------------------------------------------------------------
Version: 1.1.8
Date: 2021-08-06
Locale:
- Addedd french locale (thanks to d0ob)
---------------------------------------------------------------------------------------------------
Version: 1.1.7
Date: 2021-06-21
Compatibility:
- Added compatibility to Space Exploration's Meteor defence and other mods (no longer displays alert when ammo is dynamically loaded) (by snouz)
---------------------------------------------------------------------------------------------------
Version: 1.1.6
Date: 2021-04-22
Bugfixes:
- Defaulting multislot mode "selected" to first slot, if no slot selected. Defaulting to "added" mode caused a crash.
Scripting:
- Simplified some boolean logic misusing it as ternary
---------------------------------------------------------------------------------------------------
Version: 1.1.5
Date: 2021-04-21
Features:
- Added config option to change behaviour on multiple ammo slots (mainly for cars)
Bugfixes:
- Fixed only checking first ammo slot in cars
- Fixed modded cars without guns causing ammo empty alerts (AAI)
Optimisations:
- Only scanning surfaces for forces with connected players
- Only scanning surfaces on init now, updating by single entities as they are build or removed
- Only scanning surfaces once instead of twice (once for turrets and once for cars)
---------------------------------------------------------------------------------------------------
Version: 1.1.4
Date: 2021-04-02
Bugfixes:
- Fix multiplayer incompatibility by clearing index on game version/mod version/config change
Locale:
- Added alerts to locale
- Customized alerts with localised name of entities
---------------------------------------------------------------------------------------------------
Version: 1.1.3
Date: 2021-03-29
Changes:
- Icon and message overhaul (by snouz)
---------------------------------------------------------------------------------------------------
Version: 1.1.2
Date: 2021-03-28
Bugfixes:
- Added migration to add car index to existing saves
---------------------------------------------------------------------------------------------------
Version: 1.1.1
Date: 2021-03-28
Changes:
- Added car ammo alerts, if car has guns (this should apply to modded cars and tanks)
- Added config options to display/hide car and/or turret ammo alerts
- Added german locale
- Mod display name is now less focused on turrets
---------------------------------------------------------------------------------------------------
Version: 1.1.0
Date: 2020-12-02
Changes:
- Version bump for base game 1.1
---------------------------------------------------------------------------------------------------
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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--control.lua
--This mod scans the map for gun-turrets and places alerts when turrets are low.
--This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo.
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
local planet = game.surfaces
for index,_ in pairs(planet) do
global.turret_entities[index] = planet[index].find_entities_filtered{type = "ammo-turret"}
--util functions
function table_is_empty(table)
for _,_ in pairs(table) do
return false
end
return true
end
--local functions
local get_ammo_flag = {
--Applies mode to inventory, calculates and returns respective inventory flags
--Uses boolean return value as ternary, with true = no ammo, false = low ammo and nil = enough ammo
["added"] = function (inventory,player_threshold)
if inventory.is_empty() then
return true
else
local ammo_count = 0
for i=1, #inventory do
ammo_count = ammo_count + inventory[i].count
end
if ammo_count == 0 then
return true
elseif ammo_count < player_threshold then
return false
end
end
end,
["individually"] = function (inventory,player_threshold)
if inventory.is_empty() then
return true
else
for i=1, #inventory do
if inventory[i].count == 0 then
return true
elseif inventory[i].count < player_threshold then
return false
end
end
end
end,
["selected"] = function (inventory,player_threshold,gun_index)
if inventory.is_empty() then
return true
else
if not gun_index then
-- default to first slot if no slot selected (probably multislot turret)
gun_index = 1
end
if inventory[gun_index].count == 0 then
return true
elseif inventory[gun_index].count < player_threshold then
return false
end
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]
}
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)
local function add_entity_to_list(event)
--Whenever an ammo-turret, car or artillery type entity is built, add it to the global table.
local index = event.created_entity.surface.name.."_"..event.created_entity.force.name
if global.ammo_entities[index] then
table.insert(global.ammo_entities[index], event.created_entity)
end
end
local function remove_entity_from_list(event)
--Whenever an ammo-turret, car or artillery type entity dies / is mined, remove it from the global table.
local index = event.entity.surface.name.."_"..event.entity.force.name
if global.ammo_entities[index] then
for i,entity in pairs(global.ammo_entities[index]) do
if (entity == event.entity) then
table.remove(global.ammo_entities[index], i)
break
end
end
end
end
local function add_force_to_list(event)
--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret, car or artillery type entities of that force to the global table.
local player, force
if event.player_index then
player = game.get_player(event.player_index)
force = player.force
elseif event.force then
force = event.force
if force.connected_players then
player = force.connected_players[1]
end
end
if player and force and not global.ammo_entities[player.surface.name.."_"..force.name] then
for _,surface in pairs(game.surfaces) do
global.ammo_entities[surface.name.."_"..force.name] = surface.find_entities_filtered{type = {"ammo-turret","car","artillery-turret","artillery-wagon"}, force = force, to_be_deconstructed = false}
end
end
end
local function remove_force_from_list(event)
--Whenever the last player of a force leaves the game or forces are merged, remove all entities of that force from the global table.
local force
local param = {}
if event.player_index and event.force then
param.player_index = event.player_index
add_force_to_list(param)
force = event.force
elseif event.player_index then
force = game.get_player(event.player_index).force
elseif event.force then
force = event.force
elseif event.source and event.destination then
param.force = event.destination
add_force_to_list(param)
force = source
end
if force and not force.connected_players then
for surface_name,_ in pairs(game.surfaces) do
global.ammo_entities[surface_name.."_"..force.name] = nil
end
end
end
local function init_list()
-- index init
global.ammo_entities = {}
local param = {}
for _,force in pairs(game.forces) do
param.force = force
add_force_to_list(param)
end
end
local function generate_alerts()
--Every 10 seconds recheck and give alerts to players for ammo-turret, car or artillery type 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
local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
local artillery_enabled = player.mod_settings["gun-turret-alerts-artillery-enabled"].value
local mode = player.mod_settings["gun-turret-alerts-mode"].value
local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
local ammo_entities = global.ammo_entities[player.surface.name.."_"..player.force.name]
if ammo_entities then
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 not table_is_empty(entity.prototype.guns) then
inventory = entity.get_inventory(defines.inventory.car_ammo)
elseif artillery_enabled then
if entity.type == "artillery-turret" then
inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo)
elseif entity.type == "artillery-wagon" then
inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo)
end
end
--Check for states of no or low ammo based on mode
local ammo_flag
if inventory and get_ammo_flag[mode] then
if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then
ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
if entity.prototype.automated_ammo_count then
if entity.prototype.automated_ammo_count < player_threshold then
ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
end
end
elseif entity.type == "car" then
ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
end
end
--Create alert for present state
if ammo_flag then
-- no ammo alert
player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
elseif ammo_flag == false then
-- low ammo alert
player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
end
end
end
end
end
end)
end
-- Event handlers
script.on_init(init_list)
script.on_configuration_changed(init_list)
script.on_event(defines.events.on_player_joined_game, add_force_to_list)
script.on_event(defines.events.on_player_left_game, remove_force_from_list)
script.on_event(defines.events.on_player_changed_force, remove_force_from_list)
script.on_event(defines.events.on_force_created, add_force_to_list)
script.on_event(defines.events.on_forces_merged, remove_force_from_list)
script.on_event(defines.events.on_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_event(defines.events.on_robot_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_event(defines.events.on_player_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_event(defines.events.on_robot_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_event(defines.events.on_entity_died, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_nth_tick(600, generate_alerts)
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--data.lua
require("prototypes.signals")
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{
"name": "Gun_Turret_Alerts",
"version": "0.18.2",
"title": "Gun_Turret_Alerts",
"version": "1.1.10",
"title": "Ammo Alerts",
"author": "Wyrrrd",
"factorio_version": "0.18",
"dependencies": ["base >= 0.18"],
"description": "Adds map alerts for players when a turret is either out of ammo or has low ammo"
"factorio_version": "1.1",
"dependencies": ["base >= 1.1.0"],
"description": "Adds map alerts for players when a turret or car is either out of ammo or has low ammo"
}
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[mod-setting-name]
gun-turret-alerts-enabled=Alarme für Geschützturmmunition aktiviert
gun-turret-alerts-car-enabled=Alarme für Fahrzeugmunition aktiviert
gun-turret-alerts-artillery-enabled=Alarme für Artillerie aktiviert
gun-turret-alerts-mode=Mehrplatz-Modus
gun-turret-alerts-threshold=Grenze für wenig Munition
[mod-setting-description]
gun-turret-alerts-enabled=Aktiviert Alarme für Geschützturmmunition für deinen Spieler
gun-turret-alerts-car-enabled=Aktiviert Alarme für Fahrzeugmunition für deinen Spieler
gun-turret-alerts-artillery-enabled=Aktiviert Alarme für Artillerie für deinen Spieler
gun-turret-alerts-mode=Bestimmt, ob die Munitionsplätze aufaddiert, jeder Platz einzeln oder nur der ausgewählte Platz gezählt wird.\n(Greift nur bei mehr als einem Munitionsplatz, zum Beispiel in Fahrzeugen.)
gun-turret-alerts-threshold=Wenn ein Fahrzeug oder Geschützturm weniger als diese Anzahl Munition hat, wird ein Alarm zu deinem Spieler hinzugefügt
[string-mod-setting]
gun-turret-alerts-mode-added=Aufaddiert
gun-turret-alerts-mode-individually=Einzeln
gun-turret-alerts-mode-selected=Auswahl
[gun-turret-alerts]
message-empty=__1__ hat keine Munition
message-low=__1__ hat wenig Munition
[virtual-signal-name]
ammo-icon-red=Hat keine Munition
ammo-icon-yellow=Hat wenig Munition
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[mod-setting-name]
gun-turret-alerts-enabled=Gun turret alerts enabled
gun-turret-alerts-enabled=Turret ammo alerts enabled
gun-turret-alerts-car-enabled=Car ammo alerts enabled
gun-turret-alerts-artillery-enabled=Artillery ammo alerts enabled
gun-turret-alerts-mode=Multi slot mode
gun-turret-alerts-threshold=Low ammo threshold
[mod-setting-description]
gun-turret-alerts-enabled=Enables alerts to be added to your player
gun-turret-alerts-threshold=If a turret has less than this much ammo an alert will be added to your player
gun-turret-alerts-enabled=Enables turret ammo alerts to be added to your player.
gun-turret-alerts-car-enabled=Enables car ammo alerts to be added to your player.
gun-turret-alerts-artillery-enabled=Enables artillery ammo alerts to be added to your player.
gun-turret-alerts-mode=Controls, if the ammo slots are added up, every slot is counted individually, or just the selected slot is counted.\n(Only applies for more than one ammo slot, for example in vehicles.)
gun-turret-alerts-threshold=If a car or turret has less than this much ammo an alert will be added to your player.
[string-mod-setting]
gun-turret-alerts-mode-added=Added up
gun-turret-alerts-mode-individually=Individually
gun-turret-alerts-mode-selected=Selected
[gun-turret-alerts]
message-empty=__1__ out of ammo
message-low=__1__ low ammo
[virtual-signal-name]
ammo-icon-red=Out of ammo signal
ammo-icon-yellow=Low ammo signal
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[mod-setting-name]
gun-turret-alerts-enabled=Activer les alertes de manque de munitions dans les tourelles.
gun-turret-alerts-car-enabled=Activer les alertes de manque de munitions dans les véhicules.
gun-turret-alerts-artillery-enabled=Activer les alertes de manque de munitions dans la artillerie.
gun-turret-alerts-mode=Prendre en considération plusieurs compartiments de munitions.
gun-turret-alerts-threshold=Nombre de munitions restantes avant d'être alerté.
[mod-setting-description]
gun-turret-alerts-enabled=Le manque de munitions dans une tourelle enverra une alerte au joueur.
gun-turret-alerts-car-enabled=Le manque de munitions dans un véhicule enverra une alerte au joueur.
gun-turret-alerts-artillery-enabled=Le manque de munitions dans une artillerie enverra une alerte au joueur.
gun-turret-alerts-mode=Surveiller tous les compartiments de l'unité, un seul, ou une sélection.\n(Certaines unités, principalement des véhicules, peuvent posséder plusieurs compartiments. À laisser décoché s'il n'y en a qu'un seul.)
gun-turret-alerts-threshold=Le nombre de munitions, dans une tourelle ou un véhicule, qui déclenchera un alerte une fois atteint.
[string-mod-setting]
gun-turret-alerts-mode-added=Tous
gun-turret-alerts-mode-individually=Unique
gun-turret-alerts-mode-selected=Sélection
[gun-turret-alerts]
message-empty=__1__ plus de munition
message-low=__1__ peu de munitions
[virtual-signal-name]
ammo-icon-red=Signal d'absence de munition
ammo-icon-yellow=Signal de manque de munitions
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@@ -0,0 +1,2 @@
global.turret_entities = nil
global.car_entities = nil
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data:extend({
{
type = "virtual-signal",
name = "ammo-icon-red",
icon = "__Gun_Turret_Alerts__/graphics/ammo-icon-red.png",
icon_size = 64,
},
{
type = "virtual-signal",
name = "ammo-icon-yellow",
icon = "__Gun_Turret_Alerts__/graphics/ammo-icon-yellow.png",
icon_size = 64,
}
})
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@@ -7,6 +7,25 @@ data:extend({
name = "gun-turret-alerts-enabled",
setting_type = "runtime-per-user",
default_value = true
},
{
type = "bool-setting",
name = "gun-turret-alerts-car-enabled",
setting_type = "runtime-per-user",
default_value = true
},
{
type = "bool-setting",
name = "gun-turret-alerts-artillery-enabled",
setting_type = "runtime-per-user",
default_value = false
},
{
type = "string-setting",
name = "gun-turret-alerts-mode",
setting_type = "runtime-per-user",
allowed_values = {"added","individually","selected"},
default_value = "selected"
},
{
type = "int-setting",
@@ -14,7 +33,5 @@ data:extend({
setting_type = "runtime-per-user",
default_value = 8,
minimum_value = 0
}
},
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