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mirror of https://github.com/Wyrrrd/Gun_Turret_Alerts.git synced 2026-02-11 21:30:23 +01:00
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Gun_Turret_Alerts/control.lua
2025-09-02 14:50:35 +02:00

282 lines
12 KiB
Lua

--control.lua
--This mod scans the map for gun-turrets, vehicles and artillery and places alerts when they are low on ammo.
--requires
require "util"
--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
}
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
end
local function remove_entity_from_list(event)
--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
if (entity == event.entity) then
table.remove(storage.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, 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)
if player and player.valid then
force = player.force
end
elseif event.force then
force = event.force
if force.valid and force.connected_players then
player = force.connected_players[1]
end
end
if player and player.valid and force and force.valid and not storage.ammo_entities[player.surface.name.."_"..force.name] then
for _,surface in pairs(game.surfaces) do
storage.ammo_entities[surface.name.."_"..force.name] = surface.find_entities_filtered{type = {"ammo-turret","car","artillery-turret","artillery-wagon","spider-vehicle"}, 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 = event.source
end
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
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[event.new_name.."_"..force.name] = table.deepcopy(storage.ammo_entities[event.old_name.."_"..force.name])
index = event.old_name.."_"..force.name
elseif event.surface_index then
index = game.surfaces[event.surface_index].name.."_"..force.name
end
if index then
storage.ammo_entities[index] = nil
end
end
end
local function init_list()
--Create global table for existing forces
storage.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, 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 auto_full = player.mod_settings["gun-turret-alerts-z-automated-full"].value
local show_planets = player.mod_settings["gun-turret-alerts-z-show-planets"].value
local show_platforms = player.mod_settings["gun-turret-alerts-z-show-platforms"].value
for _,surface in pairs(game.surfaces) do
local ammo_entities
if surface == player.surface or (show_platforms and surface.platform) or (show_planets and surface.planet) then
ammo_entities = storage.ammo_entities[surface.name.."_"..player.force.name]
end
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)
-- 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
else
-- Cleanup if entity is invalid
table.remove(ammo_entities, index)
end
end
else
-- Cleanup if table is empty
storage.ammo_entities[surface.name.."_"..player.force.name] = nil
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_surface_renamed, remove_surface_from_list)
script.on_event(defines.events.on_pre_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.on_space_platform_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"}})
script.on_event(defines.events.script_raised_revive, 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_player_mined_entity, remove_entity_from_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_mined_entity, remove_entity_from_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_space_platform_mined_entity, remove_entity_from_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_entity_died, remove_entity_from_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_destroy, remove_entity_from_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_nth_tick(600, generate_alerts)