Spell Check and Lua Check

This commit is contained in:
Cooldude2606
2019-01-11 22:32:30 +00:00
parent 7110b76444
commit 082d9e5439
65 changed files with 760 additions and 724 deletions

View File

@@ -1,4 +1,4 @@
--- Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements
--- Adds a organiser for left gui elements which will automatically update there information and have open requirements
-- @module ExpGamingCore.Gui.Left
-- @alias left
-- @author Cooldude2606
@@ -12,7 +12,7 @@ local Color = require('FactorioStdLib.Color')
local mod_gui = require('mod-gui')
local Gui = require('ExpGamingCore.Gui')
local order_config = require(module_path..'/order_config')
local Role -- this is optional and is hanndled by it being present, it is loaded on init
local Role -- this is optional and is handled by it being present, it is loaded on init
local left = {}
left._prototype = {}
@@ -35,11 +35,11 @@ function left.override_open(state)
end
--- Used to add a left gui frame
-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function}
-- @usage return_value(player) -- toggles visiblity for that player, if no player then updates for all players
-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
-- @return the object that is made, calling the returned value with out a param will update the gui, else will toggle visiblity for that player
-- @usage return_value(player) -- toggles visibility for that player, if no player then updates for all players
-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the default state true/false, can_open is a test to block it from opening but is not needed
-- @return the object that is made, calling the returned value with out a param will update the gui, else will toggle visibility for that player
function left.add(obj)
if not is_type(obj,'table') then return end
if not is_type(obj,'table') then return end
if not is_type(obj.name,'string') then return end
verbose('Created Left Gui: '..obj.name)
setmetatable(obj,{__index=left._prototype,__call=function(self,player) if player then return self:toggle(player) else return left.update(self.name) end end})
@@ -54,18 +54,18 @@ end
-- @param[opt] players the player to update for, if not given all players are updated, can be one player
function left.update(frame,players)
if not Server or not Server._thread then
local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
for _,player in pairs(players) do
local frames = Gui.data.left or {}
if frame then frames = {[frame]=frames[frame]} or {} end
for name,left in pairs(frames) do
if _left then left:first_open(player) end
for _,left_frame in pairs(frames) do
if left_frame then left_frame:first_open(player) end
end
end
else
local frames = Gui.data.left or {}
if frame then frames = {[frame]=frames[frame]} or {} end
local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
Server.new_thread{
data={players=players,frames=frames}
}:on_event('tick',function(thread)
@@ -74,8 +74,8 @@ function left.update(frame,players)
Server.new_thread{
data={player=player,frames=thread.data.frames}
}:on_event('resolve',function(thread)
for name,left in pairs(thread.data.frames) do
if left then left:first_open(thread.data.player) end
for _,left_frame in pairs(thread.data.frames) do
if left_frame then left_frame:first_open(thread.data.player) end
end
end):queue()
end):open()
@@ -91,14 +91,14 @@ function left.open(left_name,player)
local _left = Gui.data.left[left_name]
if not _left then return end
if not Server or not Server._thread then
for _,player in pairs(players) do _left:open(player) end
for _,next_player in pairs(players) do _left:open(next_player) end
else
Server.new_thread{
data={players=players}
}:on_event('tick',function(thread)
if #thread.data.players == 0 then thread:close() return end
local player = table.remove(thread.data.players,1)
_left:open(player)
local next_player = table.remove(thread.data.players,1)
_left:open(next_player)
end):open()
end
end
@@ -112,14 +112,14 @@ function left.close(left_name,player)
local _left = Gui.data.left[left_name]
if not _left then return end
if not Server or not Server._thread or player then
for _,player in pairs(players) do _left:close(player) end
for _,next_player in pairs(players) do _left:close(next_player) end
else
Server.new_thread{
data={players=players}
}:on_event('tick',function(thread)
if #thread.data.players == 0 then thread:close() return end
local player = table.remove(thread.data.players,1)
_left:close(player)
local next_player = table.remove(thread.data.players,1)
_left:close(next_player)
end):open()
end
end
@@ -129,7 +129,7 @@ end
-- @usage left:open(player)
-- @tparam luaPlayer player the player to open the gui for
function left._prototype:open(player)
local player = Game.get_player(player)
player = Game.get_player(player)
if not player then error('Invalid Player') end
local left_flow = mod_gui.get_frame_flow(player)
if not left_flow[self.name] then self:first_open(player) end
@@ -141,7 +141,7 @@ end
-- @usage left:open(player)
-- @tparam luaPlayer player the player to close the gui for
function left._prototype:close(player)
local player = Game.get_player(player)
player = Game.get_player(player)
if not player then error('Invalid Player') end
local left_flow = mod_gui.get_frame_flow(player)
if not left_flow[self.name] then self:first_open(player) end
@@ -156,11 +156,11 @@ end
-- @tparam LuaPlayer player the player to draw the gui for
-- @treturn LuaFrame the frame made/updated
function left._prototype:first_open(player)
local player = Game.get_player(player)
player = Game.get_player(player)
local left_flow = mod_gui.get_frame_flow(player)
local frame = nil
if left_flow[self.name] then
frame = left_flow[self.name]
local frame
if left_flow[self.name] then
frame = left_flow[self.name]
frame.clear()
else
if not left_flow['gui-left-hide'] then left.hide(left_flow).style.maximal_width=15 end
@@ -172,15 +172,15 @@ function left._prototype:first_open(player)
return frame
end
--- Toggles the visiblity of the gui based on some conditions
--- Toggles the visibility of the gui based on some conditions
-- @usage left:toggle(player) -- returns new state
-- @tparam LuaPlayer player the player to toggle the gui for, remember there are condition which need to be met
-- @treturn boolean the new state that the gui is in
function left._prototype:toggle(player)
local player = Game.get_player(player)
player = Game.get_player(player)
local left_flow = mod_gui.get_frame_flow(player)
if not left_flow[self.name] then self:first_open(player) end
local left = left_flow[self.name]
local left_frame = left_flow[self.name]
local open = false
if is_type(self.can_open,'function') then
local success, err = pcall(self.can_open,player)
@@ -198,18 +198,18 @@ function left._prototype:toggle(player)
else open = {'ExpGamingCore_Gui.unauthorized'} end
else open = true end
end
if open == true and left.style.visible ~= true then
left.style.visible = true
if open == true and left_frame.style.visible ~= true then
left_frame.style.visible = true
left_flow['gui-left-hide'].style.visible = true
else
left.style.visible = false
left_frame.style.visible = false
local count = 0
for _,child in pairs(left_flow.children) do if child.style.visible then count = count+1 end if count > 1 then break end end
if count == 1 and left_flow['gui-left-hide'] then left_flow['gui-left-hide'].style.visible = false end
end
if open == false then player_return({'ExpGamingCore_Gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'}
elseif open ~= true then player_return({'ExpGamingCore_Gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end
return left.style.visible
return left_frame.style.visible
end
script.on_event(defines.events.on_player_joined_game,function(event)
@@ -220,14 +220,14 @@ script.on_event(defines.events.on_player_joined_game,function(event)
if not left_flow['gui-left-hide'] then left.hide(left_flow).style.maximal_width=15 end
local done = {}
for _,name in pairs(order_config) do
local left = Gui.data.left[name]
if left then
local left_frame = Gui.data.left[name]
if left_frame then
done[name] = true
left:first_open(player)
left_frame:first_open(player)
end
end
for name,left in pairs(frames) do
if not done[name] then left:first_open(player) end
for name,left_frame in pairs(frames) do
if not done[name] then left_frame:first_open(player) end
end
end)
@@ -237,7 +237,7 @@ script.on_event(defines.events.on_tick,function(event)
end
end)
function left:on_init()
function left.on_init()
if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
end