mirror of
https://github.com/Wyrrrd/Gun_Turret_Alerts.git
synced 2026-03-25 16:49:50 +01:00
208 lines
7.0 KiB
Lua
208 lines
7.0 KiB
Lua
--control.lua
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--This mod scans the map for cars and gun-turrets and places alerts when they are low on ammo.
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--util functions
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function table_is_empty(table)
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for _,_ in pairs(table) do
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return false
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end
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return true
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end
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--local functions
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local get_ammo_flag = {
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--Applies mode to inventory, calculates and returns respective inventory flags
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--Uses boolean return value as ternary, with true = no ammo, false = low ammo and nil = enough ammo
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["added"] = function (inventory,player_threshold)
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if inventory.is_empty() then
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return true
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else
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local ammo_count = 0
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for i=1, #inventory do
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ammo_count = ammo_count + inventory[i].count
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end
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if ammo_count == 0 then
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return true
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elseif ammo_count < player_threshold then
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return false
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end
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end
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end,
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["individually"] = function (inventory,player_threshold)
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if inventory.is_empty() then
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return true
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else
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for i=1, #inventory do
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if inventory[i].count == 0 then
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return true
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elseif inventory[i].count < player_threshold then
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return false
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end
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end
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end
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end,
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["selected"] = function (inventory,player_threshold,gun_index)
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if inventory.is_empty() then
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return true
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else
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if not gun_index then
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-- default to first slot if no slot selected (probably multislot turret)
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gun_index = 1
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end
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if inventory[gun_index].count == 0 then
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return true
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elseif inventory[gun_index].count < player_threshold then
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return false
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end
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end
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end
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}
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local function add_entity_to_list(event)
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--Whenever an ammo-turret or car type entity is built, add it to the global table.
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local index = event.created_entity.surface.name.."_"..event.created_entity.force.name
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if global.ammo_entities[index] then
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table.insert(global.ammo_entities[index], event.created_entity)
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end
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end
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local function remove_entity_from_list(event)
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--Whenever an ammo-turret or car type entity dies / is mined, remove it from the global table.
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local index = event.entity.surface.name.."_"..event.entity.force.name
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if global.ammo_entities[index] then
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for i,entity in pairs(global.ammo_entities[index]) do
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if (entity == event.entity) then
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table.remove(global.ammo_entities[index], i)
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break
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end
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end
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end
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end
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local function add_force_to_list(event)
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--Whenever a player of an unscanned force joins the game or a force is created, add all ammo-turret or car type entities of that force to the global table.
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local player, force
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if event.player_index then
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player = game.get_player(event.player_index)
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force = player.force
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elseif event.force then
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force = event.force
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if force.connected_players then
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player = force.connected_players[1]
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end
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end
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if player and force and not global.ammo_entities[player.surface.name.."_"..force.name] then
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for _,surface in pairs(game.surfaces) do
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global.ammo_entities[surface.name.."_"..force.name] = surface.find_entities_filtered{type = {"ammo-turret","car"}, force = force, to_be_deconstructed = false}
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end
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end
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end
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local function remove_force_from_list(event)
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--Whenever the last player of a force leaves the game or forces are merged, remove all entities of that force from the global table.
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local force
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local param = {}
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if event.player_index and event.force then
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param.player_index = event.player_index
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add_force_to_list(param)
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force = event.force
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elseif event.player_index then
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force = game.get_player(event.player_index).force
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elseif event.force then
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force = event.force
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elseif event.source and event.destination then
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param.force = event.destination
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add_force_to_list(param)
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force = 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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global.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 init_list()
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-- index init
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global.ammo_entities = {}
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local param = {}
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for _,force in pairs(game.forces) do
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param.force = force
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add_force_to_list(param)
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end
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end
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local function generate_alerts()
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--Every 10 seconds recheck and give alerts to players for car and ammo-turret entities on the same force as them.
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for _,player in pairs(game.connected_players) do
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local turret_enabled = player.mod_settings["gun-turret-alerts-enabled"].value
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local car_enabled = player.mod_settings["gun-turret-alerts-car-enabled"].value
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local mode = player.mod_settings["gun-turret-alerts-mode"].value
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local player_threshold = player.mod_settings["gun-turret-alerts-threshold"].value
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local ammo_entities = global.ammo_entities[player.surface.name.."_"..player.force.name]
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if ammo_entities then
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for _,entity in pairs(ammo_entities) do
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if entity.valid and entity.force == player.force then
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--Get ammo inventory based on entity type, skip cars 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" 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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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" then
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ammo_flag = get_ammo_flag[mode](inventory, player_threshold)
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elseif entity.type == "car" 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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end
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end
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end
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end
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-- Event handlers
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script.on_init(init_list)
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script.on_configuration_changed(init_list)
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script.on_event(defines.events.on_player_joined_game, add_force_to_list)
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script.on_event(defines.events.on_player_left_game, remove_force_from_list)
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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_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_robot_built_entity, add_entity_to_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_player_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_robot_mined_entity, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_event(defines.events.on_entity_died, remove_entity_from_list, {{filter="type", type = "ammo-turret"},{filter="type", type = "car"}})
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script.on_nth_tick(600, generate_alerts) |