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Features can now be enabled, disabled, and configured from the web UI while the game is running, without editing Lua files. The first five features covered are AFK Kick, Chat Auto Reply, Death Markers, Mine Depletion, and Station Auto Name. Lua side: module/features.lua holds each feature's defaults, keeps the overrides from the controller in storage, and patches them onto the config table in place. Features.guard skips a feature's handlers while it is disabled. The five config files move from exp_legacy into exp_scenario/module/config and their control files now read config at runtime instead of deciding at load which handlers to register. AFK Kick times are now in minutes. Controller side: features.ts lists the editable settings and their defaults. Overrides that differ from the default are stored in exp_scenario/features.json and guarded by the existing exp_scenario.config.view/edit permissions. The instance plugin sends them over rcon on start, on every change, and again after the controller restarts. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
136 lines
4.1 KiB
Lua
136 lines
4.1 KiB
Lua
--[[-- ExpScenario - Features
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Feature config which the controller can change while the game is running
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Each feature declares its defaults in config/<name>.lua by returning the table
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from Features.register. The controller sends overrides over rcon, these are kept
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in storage and copied onto that same table, so read values when they are used
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rather than copying them into locals when the file loads.
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Only boolean, number, and string defaults can be overridden. Values used while
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the file loads, such as on_nth_tick periods, can not change without a restart
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and should not be listed in features.ts.
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--- Declaring a feature:
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local Features = require("modules/exp_scenario/features")
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return Features.register("my_feature", {
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show_message = true,
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})
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--- Using it from a control file, handlers do nothing while it is disabled:
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local config = require("modules/exp_scenario/config/my_feature")
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return Features.guard(config, {
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events = { [defines.events.on_player_joined_game] = on_player_joined_game },
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})
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]]
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local Storage = require("modules/exp_util/storage")
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--- @class ExpScenario.Features
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local Features = {}
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local overridable = {
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boolean = true,
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number = true,
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string = true,
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}
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--- @class ExpScenario.FeatureConfig
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--- @field enabled boolean
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--- The live config tables by feature name
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local features = {} --- @type table<string, ExpScenario.FeatureConfig>
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--- Copies of the defaults by feature name, used to undo overrides
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local defaults = {} --- @type table<string, table<string, any>>
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--- Overrides received from the controller by feature name
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local overrides = {} --- @type table<string, table<string, boolean | number | string>>
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--- Reset a feature to its defaults and apply its overrides
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--- @param name string
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local function apply(name)
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local config = features[name]
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local feature_defaults = defaults[name]
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for key, value in pairs(feature_defaults) do
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config[key] = value
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end
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for key, value in pairs(overrides[name] or {}) do
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local default = feature_defaults[key]
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if default ~= nil and type(value) == type(default) and overridable[type(value)] then
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config[key] = value
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end
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end
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end
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Storage.register(overrides, function(tbl)
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overrides = tbl
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for name in pairs(features) do
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apply(name)
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end
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end)
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--- Register a feature and its defaults, features are enabled unless the defaults say otherwise
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--- @generic T : table
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--- @param name string
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--- @param config T
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--- @return T
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function Features.register(name, config)
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assert(features[name] == nil, "Feature already registered: " .. name)
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if config.enabled == nil then
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config.enabled = true
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end
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local feature_defaults = {}
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for key, value in pairs(config) do
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feature_defaults[key] = value
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end
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features[name] = config
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defaults[name] = feature_defaults
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return config
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end
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--- Wrap the event and on_nth_tick handlers of an event handler lib so they do nothing while the feature is disabled
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--- @generic T : table
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--- @param config ExpScenario.FeatureConfig
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--- @param lib T
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--- @return T
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function Features.guard(config, lib)
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for _, handlers in pairs{ lib.events or {}, lib.on_nth_tick or {} } do
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for key, handler in pairs(handlers) do
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handlers[key] = function(event)
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if config.enabled then
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return handler(event)
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end
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end
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end
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end
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return lib
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end
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--- @class ExpScenario.FeatureUpdate
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--- @field name string
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--- @field enabled boolean
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--- @field values table<string, boolean | number | string>
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--- Called over rcon by the instance plugin with the features which changed, unknown features are ignored
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--- @param updates ExpScenario.FeatureUpdate[]
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function Features.receive_update(updates)
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for _, update in ipairs(updates) do
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local name = update.name
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if features[name] then
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local override = { enabled = update.enabled }
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for key, value in pairs(update.values) do
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override[key] = value
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end
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overrides[name] = override
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apply(name)
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end
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end
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end
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return Features
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