Files
2025-08-07 13:17:41 +01:00

94 lines
3.7 KiB
Lua

--[[
The 'control' file within factorio is used as the entry point for mods, in Clusterio this is only a convention
You can change which files are loaded (exports event handlers) and required (no events) by Clusterio within module.json
It is highly advised to use FMTK (justarandomgeek.factoriomod-debug) when writing Lua code for factorio
Most of your code will be within this one file, but you can create more and require them
clusterio_api exposes functions to enable communication with your InstancePlugin
compat exposes shims to simplify compatibly between factorio versions, use the following to require 2.0
`assert(compat.version_ge("2.0.0"), "__plugin_name__ requires factorio 2.0")`
]]
local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
--- Top level module table, contains event handlers and public methods
--- @class __plugin_name__
local MyModule = {
}
--[[
`compat.script_data` persists between restarts and is shared between modules, therefore you should use your plugin name to avoid conflicts
The following helper function is desync safe and avoids name conflicts after being called during `clusterio_api.events.on_server_startup`
There are edge cases in the following events: pre player left, player left, console command, and config changed
If you use any of these events and access `script_data` then make sure to call this function first
]]
local script_data = {}
local function setup_script_data()
if compat.script_data["__plugin_name__"] == nil then
compat.script_data["__plugin_name__"] = {
-- starting values go here
}
end
MyModule.on_load()
end
--- The on_load function is called independently for each client when they first load the map
-- It should be used to restore global aliases and metatables not registered with script.register_metatable
function MyModule.on_load()
script_data = compat.script_data["__plugin_name__"]
end
--- Public methods should be available though your top level module table
function MyModule.foo()
game.print("foo: " .. (script_data.counter or 0))
end
--- Private methods should be local to the file, this will prevent others from calling it
local function bar()
script_data.counter = (script_data.counter or 0) + 1
game.print("bar: " .. script_data.counter)
end
--- Clusterio provides a few custom events, on_server_startup is the most useful and should be used in place of on_init
--- @param event EventData.on_server_startup
local function on_server_startup(event)
setup_script_data()
game.print(compat.table_to_json(event))
end
--- Triggered every time a player crafts an item, see below for how handlers are registered
--- @param event EventData.on_player_crafted_item
local function on_player_crafted_item(event)
game.print(compat.table_to_json(event))
//%if instance
local player = assert(game.get_player(event.player_index))
clusterio_api.send_json("__plugin_name__-plugin_example_ipc", {
tick = game.tick, player_name = player.name
})
//%endif
end
--- Run bar every 5 seconds, see below for how handlers are registered
local function on_nth_tick_300()
game.print(game.tick)
bar()
end
--- Factorio events are accessible through defines.events, you can have one handler per event per file
local e = defines.events
local events = {
[clusterio_api.events.on_server_startup] = on_server_startup,
[e.on_player_crafted_item] = on_player_crafted_item,
}
--- Nth tick is a special case that requires its own table, the index represents the time period between calls in ticks
local on_nth_tick = {
[300] = on_nth_tick_300,
}
--- Always return the top level module table from control, this is how Clusterio will access your event handlers
MyModule.events = events --- @package
MyModule.on_nth_tick = on_nth_tick --- @package
return MyModule