Factorio: Added ability to chat from within the game. (#1068)

* Factorio: Added ability to chat from within the game.
This also allows using commands such as !hint from within the game.

* Factorio: Only prepend player names to chat in multiplayer.

* Factorio: Mirror chat sent from the FactorioClient UI to the Factorio server.

* Factorio: Remove local coordinates from outgoing chat.

* Factorio: Added setting to disable bridging chat out.
Added client command to toggle this setting at run-time.

* Factorio: Added in-game command to toggle chat bridging setting at run-time.

* .

* Factorio: Document toggle for chat bridging feature.

* (Removed superfluous type annotations.)

* (Removed hard to read regex.)

* Docs/Factorio: Fix display of multiline code snippets.
This commit is contained in:
recklesscoder
2022-10-28 00:45:26 +02:00
committed by GitHub
parent 924f484be0
commit cfff12d8d7
5 changed files with 76 additions and 13 deletions

View File

@@ -8,6 +8,7 @@ import re
import subprocess
import time
import random
import typing
import ModuleUpdate
ModuleUpdate.update()
@@ -51,6 +52,9 @@ class FactorioCommandProcessor(ClientCommandProcessor):
"""Toggle filtering of item sends that get displayed in-game to only those that involve you."""
self.ctx.toggle_filter_item_sends()
def _cmd_toggle_chat(self):
"""Toggle sending of chat messages from players on the Factorio server to Archipelago."""
self.ctx.toggle_bridge_chat_out()
class FactorioContext(CommonContext):
command_processor = FactorioCommandProcessor
@@ -71,6 +75,8 @@ class FactorioContext(CommonContext):
self.energy_link_increment = 0
self.last_deplete = 0
self.filter_item_sends: bool = False
self.multiplayer: bool = False # whether multiple different players have connected
self.bridge_chat_out: bool = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
@@ -87,13 +93,15 @@ class FactorioContext(CommonContext):
def on_print(self, args: dict):
super(FactorioContext, self).on_print(args)
if self.rcon_client:
self.print_to_game(args['text'])
if not args['text'].startswith(self.player_names[self.slot] + ":"):
self.print_to_game(args['text'])
def on_print_json(self, args: dict):
if self.rcon_client:
if not self.filter_item_sends or not self.is_uninteresting_item_send(args):
text = self.factorio_json_text_parser(copy.deepcopy(args["data"]))
self.print_to_game(text)
if not text.startswith(self.player_names[self.slot] + ":"):
self.print_to_game(text)
super(FactorioContext, self).on_print_json(args)
@property
@@ -130,6 +138,27 @@ class FactorioContext(CommonContext):
f"{Utils.format_SI_prefix(args['value'])}J remaining.")
self.rcon_client.send_command(f"/ap-energylink {gained}")
def on_user_say(self, text: str) -> typing.Optional[str]:
# Mirror chat sent from the UI to the Factorio server.
self.print_to_game(f"{self.player_names[self.slot]}: {text}")
return text
async def chat_from_factorio(self, user: str, message: str) -> None:
if not self.bridge_chat_out:
return
# Pass through commands
if message.startswith("!"):
await self.send_msgs([{"cmd": "Say", "text": message}])
return
# Omit messages that contain local coordinates
if "[gps=" in message:
return
prefix = f"({user}) " if self.multiplayer else ""
await self.send_msgs([{"cmd": "Say", "text": f"{prefix}{message}"}])
def toggle_filter_item_sends(self) -> None:
self.filter_item_sends = not self.filter_item_sends
if self.filter_item_sends:
@@ -139,6 +168,15 @@ class FactorioContext(CommonContext):
logger.info(announcement)
self.print_to_game(announcement)
def toggle_bridge_chat_out(self) -> None:
self.bridge_chat_out = not self.bridge_chat_out
if self.bridge_chat_out:
announcement = "Chat is now bridged to Archipelago."
else:
announcement = "Chat is no longer bridged to Archipelago."
logger.info(announcement)
self.print_to_game(announcement)
def run_gui(self):
from kvui import GameManager
@@ -178,6 +216,7 @@ async def game_watcher(ctx: FactorioContext):
research_data = {int(tech_name.split("-")[1]) for tech_name in research_data}
victory = data["victory"]
await ctx.update_death_link(data["death_link"])
ctx.multiplayer = data.get("multiplayer", False)
if not ctx.finished_game and victory:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
@@ -281,8 +320,14 @@ async def factorio_server_watcher(ctx: FactorioContext):
elif re.match(r"^[0-9.]+ Script @[^ ]+\.lua:\d+: Player command toggle-ap-send-filter", msg):
factorio_server_logger.debug(msg)
ctx.toggle_filter_item_sends()
elif re.match(r"^[0-9.]+ Script @[^ ]+\.lua:\d+: Player command toggle-ap-chat$", msg):
factorio_server_logger.debug(msg)
ctx.toggle_bridge_chat_out()
else:
factorio_server_logger.info(msg)
match = re.match(r"^\d\d\d\d-\d\d-\d\d \d\d:\d\d:\d\d \[CHAT\] ([^:]+): (.*)$", msg)
if match:
await ctx.chat_from_factorio(match.group(1), match.group(2))
if ctx.rcon_client:
commands = {}
while ctx.send_index < len(ctx.items_received):
@@ -383,6 +428,7 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
async def main(args):
ctx = FactorioContext(args.connect, args.password)
ctx.filter_item_sends = initial_filter_item_sends
ctx.bridge_chat_out = initial_bridge_chat_out
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
@@ -438,6 +484,9 @@ if __name__ == '__main__':
if not isinstance(options["factorio_options"]["filter_item_sends"], bool):
logging.warning(f"Warning: Option filter_item_sends should be a bool.")
initial_filter_item_sends = bool(options["factorio_options"]["filter_item_sends"])
if not isinstance(options["factorio_options"]["bridge_chat_out"], bool):
logging.warning(f"Warning: Option bridge_chat_out should be a bool.")
initial_bridge_chat_out = bool(options["factorio_options"]["bridge_chat_out"])
if not os.path.exists(os.path.dirname(executable)):
raise FileNotFoundError(f"Path {os.path.dirname(executable)} does not exist or could not be accessed.")