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mirror of https://github.com/Wyrrrd/Gun_Turret_Alerts.git synced 2026-03-25 16:49:50 +01:00
Files
Gun_Turret_Alerts/control.lua
2021-03-28 17:49:53 +02:00

60 lines
2.4 KiB
Lua

--control.lua
--This mod scans the map for cars and gun-turrets and places alerts when they are low.
script.on_init(function (event)
-- car and turret index init
global.turret_entities = {}
global.car_entities = {}
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.
for index,surface in pairs(game.surfaces) do
global.turret_entities[index] = surface.find_entities_filtered{type = "ammo-turret"}
global.car_entities[index] = surface.find_entities_filtered{type = "car"}
end
end)
script.on_nth_tick(600, function (event)
--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
GTA_turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
GTA_car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
turret_entities = global.turret_entities[player.surface.name]
car_entities = global.car_entities[player.surface.name]
if GTA_turret_enabled and turret_entities then
for _,turret_entity in pairs(turret_entities) do
if turret_entity.valid and turret_entity.force == player.force then
inv_var = turret_entity.get_inventory(defines.inventory.turret_ammo)
if inv_var.is_empty() then
-- no ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "piercing-rounds-magazine"}, "Out of ammo", true)
elseif inv_var[1].count < player_threshold then
-- low ammo alert
player.add_custom_alert(turret_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
end
end
end
end
if GTA_car_enabled and car_entities then
for _,car_entity in pairs(car_entities) do
-- extra check if car has gun
if car_entity.valid and car_entity.force == player.force and car_entity.selected_gun_index then
inv_var = car_entity.get_inventory(defines.inventory.car_ammo)
if inv_var.is_empty() then
-- no ammo alert
player.add_custom_alert(car_entity, {type = "item", name = "piercing-rounds-magazine"}, "Out of ammo", true)
elseif inv_var[1].count < player_threshold then
-- low ammo alert
player.add_custom_alert(car_entity, {type = "item", name = "firearm-magazine"}, "Ammo low", true)
end
end
end
end
end
end)