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4 Commits

Author SHA1 Message Date
Wyrrrd 86820c48c3 Up version 2024-11-10 15:06:40 +01:00
Wyrrrd 037d321604 Fix empty table cleanup 2024-11-10 15:01:04 +01:00
Wyrrrd c837b99a01 Handle surface workaround on built, cleanup empty global tables 2024-11-10 14:54:21 +01:00
Wyrrrd 4c8b05b930 Small cleanup and commenting 2024-11-10 11:49:00 +01:00
4 changed files with 71 additions and 61 deletions
+9
View File
@@ -1,4 +1,13 @@
---------------------------------------------------------------------------------------------------
Version: 2.0.7
Date: 2024-11-10
Optimizations:
- Add cleanup of empty global tables
- Move global table creation from on_surface_created to on_built_entity to save on event
listeners
- Review force rename/removal handling
- Code cleanup and comments
---------------------------------------------------------------------------------------------------
Version: 2.0.6
Date: 2024-11-10
Features:
+59 -58
View File
@@ -67,6 +67,13 @@ local function add_entity_to_list(event)
--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
-- Add table if it doesn't exist and a player of this force is connected
if entity.force.connected_players[1] and not storage.ammo_entities[index] then
storage.ammo_entities[index] = {}
end
-- Add entity to table
if storage.ammo_entities[index] then
table.insert(storage.ammo_entities[index], entity)
end
@@ -125,23 +132,11 @@ local function remove_force_from_list(event)
force = event.source
end
if force and not force.connected_players then
for surface_name,_ in pairs(game.surfaces) do
storage.ammo_entities[surface_name.."_"..force.name] = nil
end
end
end
local function add_surface_to_list(event)
--Whenever a surface is created, add an empty list to the global table for each force with a connected player.
local surface
if event.surface_index then
surface = game.surfaces[event.surface_index]
end
for _,force in pairs(game.forces) do
if surface and surface.valid and not storage.ammo_entities[surface.name.."_"..force.name] and force.connected_players[1] then
storage.ammo_entities[surface.name.."_"..force.name] = {}
if force then
if not force.valid or (force.valid and table_is_empty(force.connected_players)) then
for surface_name,_ in pairs(game.surfaces) do
storage.ammo_entities[surface_name.."_"..force.name] = nil
end
end
end
end
@@ -193,52 +188,59 @@ local function generate_alerts()
ammo_entities = storage.ammo_entities[surface.name.."_"..player.force.name]
end
if ammo_entities and not table_is_empty(ammo_entities) then
for index,entity in pairs(ammo_entities) do
if entity.valid then
if entity.force == player.force then
if ammo_entities then
if not table_is_empty(ammo_entities) 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 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
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 auto_full 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
--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)
-- Automated amme count override (if activated)
if auto_full 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
-- Cleanup if entity is invalid
table.remove(ammo_entities, index)
end
else
table.remove(ammo_entities, index)
end
else
-- Cleanup if table is empty
storage.ammo_entities[surface.name.."_"..player.force.name] = nil
end
end
end
@@ -258,7 +260,6 @@ 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_created, add_surface_to_list)
script.on_event(defines.events.on_surface_renamed, remove_surface_from_list)
script.on_event(defines.events.on_pre_surface_deleted, remove_surface_from_list)
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "Gun_Turret_Alerts",
"version": "2.0.6",
"version": "2.0.7",
"title": "Ammo Alerts",
"author": "Wyrrrd",
"factorio_version": "2.0",
+2 -2
View File
@@ -24,8 +24,8 @@ 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
message-empty=__1__ is out of ammo
message-low=__1__ is low on ammo
[virtual-signal-name]
ammo-icon-red=Out of ammo signal