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12 Commits

Author SHA1 Message Date
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
9 changed files with 292 additions and 59 deletions
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*.zip *.zip
.vscode/*
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<img src=https://raw.githubusercontent.com/Wyrrrd/Gun_Turret_Alerts/master/thumbnail.png width="128" height="128"> <img src=https://raw.githubusercontent.com/Wyrrrd/Gun_Turret_Alerts/master/thumbnail.png width="128" height="128">
### Description ### Description
Adds alerts when a car or gun turret is out of ammo or has low ammo. 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.
### 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 ### Credit
Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod](https://mods.factorio.com/mod/GunTurretAlerts). 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 [snouz](https://mods.factorio.com/user/snouz) for the new icons and thumbnail.
Thanks to [d0ob](https://github.com/d0ob) for the french locale.
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--------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------
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 Version: 1.1.4
Date: 2021-04-02 Date: 2021-04-02
Bugfixes: Bugfixes:
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--control.lua --control.lua
--This mod scans the map for cars and gun-turrets and places alerts when they are low. --This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo.
script.on_init(function (event) --util functions
-- index init
global.turret_entities = {}
global.car_entities = {}
end)
script.on_configuration_changed(function (event) function table_is_empty(table)
-- index init fix for _,_ in pairs(table) do
global.turret_entities = {} return false
global.car_entities = {} end
end) return true
end
script.on_nth_tick(3600, function (event)
--Every minute the surface is rescanned for car and ammo-turret type entities. This is stored in two global tables. --local functions
for index,surface in pairs(game.surfaces) do
global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"} local get_ammo_flag = {
global.car_entities[index] = surface.find_entities_filtered{type = "car"} --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 end
end) }
script.on_nth_tick(600, function (event) local function add_entity_to_list(event)
--Every 10 seconds recheck and give alerts to players for car and ammo-turret entities on the same force as them. --Whenever an ammo-turret or car 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 or car 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 or car 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"}, 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 car and ammo-turret entities on the same force as them.
for _,player in pairs(game.connected_players) do for _,player in pairs(game.connected_players) do
GTA_turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
GTA_car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value local mode = player.mod_settings["gun-turret-alerts-mode"].value
turret_entities = global.turret_entities[player.surface.name] local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
car_entities = global.car_entities[player.surface.name] local ammo_entities = global.ammo_entities[player.surface.name.."_"..player.force.name]
if GTA_turret_enabled and turret_entities then if ammo_entities then
for _,turret_entity in pairs(turret_entities) do for _,entity in pairs(ammo_entities) do
if turret_entity.valid and turret_entity.force == player.force then if entity.valid and entity.force == player.force then
inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
if inv_var.is_empty() then --Get ammo inventory based on entity type, skip cars without guns
-- no ammo alert local inventory
player.add_custom_alert(turret_entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", turret_entity.localised_name}, true) if turret_enabled and entity.type == "ammo-turret" then
elseif inv_var[1].count < player_threshold then inventory = entity.get_inventory(defines.inventory.turret_ammo)
-- low ammo alert elseif car_enabled and entity.type == "car" and not table_is_empty(entity.prototype.guns) then
player.add_custom_alert(turret_entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", turret_entity.localised_name}, true) inventory = entity.get_inventory(defines.inventory.car_ammo)
end end
end
end --Check for states of no or low ammo based on mode
end local ammo_flag
if inventory and get_ammo_flag[mode] then
if GTA_car_enabled and car_entities then if entity.type == "ammo-turret" then
for _,car_entity in pairs(car_entities) do ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
-- extra check if car has gun if entity.prototype.automated_ammo_count then
if car_entity.valid and car_entity.force == player.force and car_entity.selected_gun_index then if entity.prototype.automated_ammo_count < player_threshold then
inv_var = car_entity.get_inventory(defines.inventory.car_ammo) ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
if inv_var.is_empty() then 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 -- no ammo alert
player.add_custom_alert(car_entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", car_entity.localised_name}, true) player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
elseif inv_var[1].count < player_threshold then elseif ammo_flag == false then
-- low ammo alert -- low ammo alert
player.add_custom_alert(car_entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", car_entity.localised_name}, true) 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 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"}})
script.on_event(defines.events.on_robot_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
script.on_event(defines.events.on_player_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
script.on_event(defines.events.on_robot_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
script.on_event(defines.events.on_entity_died, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
script.on_nth_tick(600, generate_alerts)
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@@ -1,6 +1,6 @@
{ {
"name": "Gun_Turret_Alerts", "name": "Gun_Turret_Alerts",
"version": "1.1.4", "version": "1.1.8",
"title": "Ammo Alerts", "title": "Ammo Alerts",
"author": "Wyrrrd", "author": "Wyrrrd",
"factorio_version": "1.1", "factorio_version": "1.1",
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[mod-setting-name] [mod-setting-name]
gun-turret-alerts-enabled=Alarme für Geschützturmmunition aktiviert gun-turret-alerts-enabled=Alarme für Geschützturmmunition aktiviert
gun-turret-alerts-car-enabled=Alarme für Fahrzeugmunition aktiviert gun-turret-alerts-car-enabled=Alarme für Fahrzeugmunition aktiviert
gun-turret-alerts-mode=Mehrplatz-Modus
gun-turret-alerts-threshold=Grenze für wenig Munition gun-turret-alerts-threshold=Grenze für wenig Munition
[mod-setting-description] [mod-setting-description]
gun-turret-alerts-enabled=Aktiviert Alarme für Geschützturmmunition für deinen Spieler 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-car-enabled=Aktiviert Alarme für Fahrzeugmunition 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 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]
autofilter_mode-added=Aufaddiert
autofilter_mode-individually=Einzeln
autofilter_mode-selected=Auswahl
[gun-turret-alerts] [gun-turret-alerts]
message-empty=__1__ hat keine Munition message-empty=__1__ hat keine Munition
message-low=__1__ hat wenig 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] [mod-setting-name]
gun-turret-alerts-enabled=Turret ammo alerts enabled gun-turret-alerts-enabled=Turret ammo alerts enabled
gun-turret-alerts-car-enabled=Car ammo alerts enabled gun-turret-alerts-car-enabled=Car ammo alerts enabled
gun-turret-alerts-mode=Multi slot mode
gun-turret-alerts-threshold=Low ammo threshold gun-turret-alerts-threshold=Low ammo threshold
[mod-setting-description] [mod-setting-description]
gun-turret-alerts-enabled=Enables turret ammo alerts to 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-car-enabled=Enables car ammo alerts to be added to your player.
gun-turret-alerts-threshold=If a car or turret has less than this much ammo an alert will 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]
autofilter_mode-added=Added up
autofilter_mode-individually=Individually
autofilter_mode-selected=Selected
[gun-turret-alerts] [gun-turret-alerts]
message-empty=__1__ out of ammo message-empty=__1__ out of ammo
message-low=__1__ ammo low 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-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-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]
autofilter_mode-added=Tous
autofilter_mode-individually=Unique
autofilter_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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@@ -13,6 +13,13 @@ data:extend({
name = "gun-turret-alerts-car-enabled", name = "gun-turret-alerts-car-enabled",
setting_type = "runtime-per-user", setting_type = "runtime-per-user",
default_value = true default_value = true
},
{
type = "string-setting",
name = "gun-turret-alerts-mode",
setting_type = "runtime-per-user",
allowed_values = {"added","individually","selected"},
default_value = "selected"
}, },
{ {
type = "int-setting", type = "int-setting",
@@ -20,7 +27,5 @@ data:extend({
setting_type = "runtime-per-user", setting_type = "runtime-per-user",
default_value = 8, default_value = 8,
minimum_value = 0 minimum_value = 0
},
}
}) })