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@@ -67,6 +67,13 @@ local function add_entity_to_list(event)
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--Whenever an ammo-turret, vehicle or artillery type entity is built, add it to the global table.
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local entity = event.created_entity or event.entity
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local index = entity.surface.name.."_"..entity.force.name
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-- Add table if it doesn't exist and a player of this force is connected
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if entity.force.connected_players[1] and not storage.ammo_entities[index] then
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storage.ammo_entities[index] = {}
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end
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-- Add entity to table
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if storage.ammo_entities[index] then
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table.insert(storage.ammo_entities[index], entity)
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end
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@@ -125,23 +132,11 @@ local function remove_force_from_list(event)
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force = event.source
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end
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if force and not force.connected_players then
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for surface_name,_ in pairs(game.surfaces) do
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storage.ammo_entities[surface_name.."_"..force.name] = nil
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end
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end
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end
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local function add_surface_to_list(event)
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--Whenever a surface is created, add an empty list to the global table for each force with a connected player.
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local surface
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if event.surface_index then
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surface = game.surfaces[event.surface_index]
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end
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for _,force in pairs(game.forces) do
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if surface and surface.valid and not storage.ammo_entities[surface.name.."_"..force.name] and force.connected_players[1] then
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storage.ammo_entities[surface.name.."_"..force.name] = {}
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if force then
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if not force.valid or (force.valid and table_is_empty(force.connected_players)) then
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for surface_name,_ in pairs(game.surfaces) do
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storage.ammo_entities[surface_name.."_"..force.name] = nil
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end
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end
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end
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end
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@@ -193,52 +188,59 @@ local function generate_alerts()
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ammo_entities = storage.ammo_entities[surface.name.."_"..player.force.name]
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end
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if ammo_entities and not table_is_empty(ammo_entities) then
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for index,entity in pairs(ammo_entities) do
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if entity.valid then
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if entity.force == player.force then
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if ammo_entities then
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if not table_is_empty(ammo_entities) then
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for index,entity in pairs(ammo_entities) do
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if entity.valid then
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if entity.force == player.force then
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--Get ammo inventory based on entity type, skip vehicles without guns
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local inventory
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if turret_enabled and entity.type == "ammo-turret" then
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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elseif artillery_enabled then
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if entity.type == "artillery-turret" then
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inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo)
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elseif entity.type == "artillery-wagon" then
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inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo)
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end
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end
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--Check for states of no or low ammo based on mode
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local ammo_flag
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if inventory and get_ammo_flag[mode] then
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if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
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if auto_full and entity.prototype.automated_ammo_count then
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if entity.prototype.automated_ammo_count < player_threshold then
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ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
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end
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--Get ammo inventory based on entity type, skip vehicles without guns
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local inventory
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if turret_enabled and entity.type == "ammo-turret" then
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inventory = entity.get_inventory(defines.inventory.turret_ammo)
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elseif car_enabled and (entity.type == "car" or entity.type == "spider-vehicle") and not table_is_empty(entity.prototype.guns) then
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inventory = entity.get_inventory(defines.inventory.car_ammo)
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elseif artillery_enabled then
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if entity.type == "artillery-turret" then
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inventory = entity.get_inventory(defines.inventory.artillery_turret_ammo)
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elseif entity.type == "artillery-wagon" then
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inventory = entity.get_inventory(defines.inventory.artillery_wagon_ammo)
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end
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elseif entity.type == "car" or entity.type == "spider-vehicle" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
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end
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--Check for states of no or low ammo based on mode
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local ammo_flag
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if inventory and get_ammo_flag[mode] then
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if entity.type == "ammo-turret" or entity.type == "artillery-turret" or entity.type == "artillery-wagon" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
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-- Automated amme count override (if activated)
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if auto_full and entity.prototype.automated_ammo_count then
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if entity.prototype.automated_ammo_count < player_threshold then
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ammo_flag = get_ammo_flag[mode](inventory, entity.prototype.automated_ammo_count)
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end
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end
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elseif entity.type == "car" or entity.type == "spider-vehicle" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold, entity.selected_gun_index)
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end
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end
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--Create alert for present state
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if ammo_flag then
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-- no ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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elseif ammo_flag == false then
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-- low ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
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end
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end
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--Create alert for present state
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if ammo_flag then
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-- no ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-red"}, {"gun-turret-alerts.message-empty", entity.localised_name}, true)
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elseif ammo_flag == false then
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-- low ammo alert
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player.add_custom_alert(entity, {type = "virtual", name = "ammo-icon-yellow"}, {"gun-turret-alerts.message-low", entity.localised_name}, true)
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end
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else
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-- Cleanup if entity is invalid
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table.remove(ammo_entities, index)
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end
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else
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table.remove(ammo_entities, index)
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end
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else
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-- Cleanup if table is empty
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storage.ammo_entities[surface.name.."_"..player.force.name] = nil
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end
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end
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end
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@@ -258,7 +260,6 @@ script.on_event(defines.events.on_player_changed_force, remove_force_from_list)
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script.on_event(defines.events.on_force_created, add_force_to_list)
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script.on_event(defines.events.on_forces_merged, remove_force_from_list)
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script.on_event(defines.events.on_surface_created, add_surface_to_list)
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script.on_event(defines.events.on_surface_renamed, remove_surface_from_list)
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script.on_event(defines.events.on_pre_surface_deleted, remove_surface_from_list)
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