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mirror of https://github.com/Wyrrrd/Gun_Turret_Alerts.git synced 2026-06-30 12:05:44 +02:00

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5 Commits

Author SHA1 Message Date
Wyrrrd 3c86e315f4 Fix crash on invalid entity 2024-11-09 00:01:41 +01:00
Wyrrrd 3c2316878a Quick fix setting for manual turret fill 2024-11-08 17:09:49 +01:00
Wyrrrd ad2e1d597b Fix typo 2024-11-06 21:50:31 +01:00
Wyrrrd 0eabcfc23e Add surface cleanup 2024-11-06 20:30:08 +01:00
Wyrrrd 4bf3081c31 Update README.md 2024-11-06 13:13:10 +01:00
6 changed files with 90 additions and 45 deletions
+1 -1
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@@ -12,4 +12,4 @@ Thanks to [unhott](https://mods.factorio.com/user/unhott) for the [original mod]
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.
Thanks to [eugenikus8](https://github.com/eugenikus8) for the russian locale.
Thanks to [Met_en_Bouldry](https://crowdin.com/profile/Met_en_Bouldry) for the ukranian locale.
Thanks to [Met_en_Bouldry](https://crowdin.com/profile/Met_en_Bouldry) for the ukrainian locale.
+12
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@@ -1,4 +1,16 @@
---------------------------------------------------------------------------------------------------
Version: 2.0.3
Date: 2024-11-08
Bugfixes:
- Fixed crash on invalid entity
---------------------------------------------------------------------------------------------------
Version: 2.0.2
Date: 2024-11-08
Changes:
- Cleanup tracking table on surface rename/deletion
Bugfixes:
- Quick fix setting for manual turret fill
---------------------------------------------------------------------------------------------------
Version: 2.0.1
Date: 2024-11-06
Locale:
+68 -43
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@@ -31,7 +31,7 @@ local get_ammo_flag = {
end
end
end,
["individually"] = function (inventory,player_threshold)
if inventory.is_empty() then
return true
@@ -64,7 +64,7 @@ local get_ammo_flag = {
}
local function add_entity_to_list(event)
--Whenever an ammo-turret, car or artillery type entity is built, add it to the global table.
--Whenever an ammo-turret, vehicle or artillery type entity is built, add it to the global table.
local entity = event.created_entity or event.entity
local index = entity.surface.name.."_"..entity.force.name
if storage.ammo_entities[index] then
@@ -73,7 +73,7 @@ local function add_entity_to_list(event)
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.
--Whenever an ammo-turret, vehicle or artillery type entity dies / is mined, remove it from the global table.
local index = event.entity.surface.name.."_"..event.entity.force.name
if storage.ammo_entities[index] then
for i,entity in pairs(storage.ammo_entities[index]) do
@@ -86,7 +86,7 @@ local function remove_entity_from_list(event)
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.
--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret, vehicle 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)
@@ -130,8 +130,25 @@ local function remove_force_from_list(event)
end
end
local function remove_surface_from_list(event)
--Whenever a surface is renamed or deleted, move/remove all entities in/from the global table.
for force,_ in pairs(game.forces) do
local index
if event.new_name then
storage.ammo_entities[new_name.."_"..force.name] = table.deepcopy(storage.ammo_entities[old_name.."_"..force.name])
index = old_name.."_"..force.name
elseif event.surface_index then
index = game.surfaces[surface_index].name.."_"..force.name
end
if index then
storage.ammo_entities[index] = nil
end
end
end
local function init_list()
-- index init
--Create global table for existing forces
storage.ammo_entities = {}
local param = {}
for _,force in pairs(game.forces) do
@@ -141,57 +158,62 @@ local function init_list()
end
local function generate_alerts()
--Every 10 seconds recheck and give alerts to players for ammo-turret, car, spidertron or artillery type entities on the same force as them.
--Every 10 seconds recheck and give alerts to players for ammo-turret, vehicle, spidertron 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 autofull = player.mod_settings["gun-turret-alerts-z-automated-full"].value
local ammo_entities = storage.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
for index,entity in pairs(ammo_entities) do
if entity.valid then
if 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" or entity.type == "spider-vehicle") 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
--Get ammo inventory based on entity type, skip vehicles 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" or entity.type == "spider-vehicle") 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
elseif entity.type == "car" or entity.type == "spider-vehicle" then
ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
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 autofull and 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" or entity.type == "spider-vehicle" 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
--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
else
ammo_entities[index] = nil
end
end
end
@@ -211,6 +233,9 @@ 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_surface_renamed, remove_surface_from_list)
script.on_event(defines.events.on_surface_deleted, remove_surface_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 = "spider-vehicle"},{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 = "spider-vehicle"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
script.on_event(defines.events.script_raised_built, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"},{filter="type", type = "spider-vehicle"},{filter="type", type = "artillery-turret"},{filter="type", type = "artillery-wagon"}})
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "Gun_Turret_Alerts",
"version": "2.0.1",
"version": "2.0.3",
"title": "Ammo Alerts",
"author": "Wyrrrd",
"factorio_version": "2.0",
+2
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@@ -4,6 +4,7 @@ gun-turret-alerts-car-enabled=Vehicle 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
gun-turret-alerts-z-automated-full=Automated amount equals full
[mod-setting-description]
gun-turret-alerts-enabled=Enables turret ammo alerts to be added to your player.
@@ -11,6 +12,7 @@ gun-turret-alerts-car-enabled=Enables vehicle ammo alerts to be added to your pl
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 turret, vehicle or artillery has less than this much ammo, an alert will be added to your player.
gun-turret-alerts-z-automated-full=Send no alerts when a turret or artillery has an amount of ammo equal or higher than what inserters would automatically insert into them.
[string-mod-setting]
gun-turret-alerts-mode-added=Added up
+6
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@@ -34,4 +34,10 @@ data:extend({
default_value = 8,
minimum_value = 0
},
{
type = "bool-setting",
name = "gun-turret-alerts-z-automated-full",
setting_type = "runtime-per-user",
default_value = true
},
})