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https://github.com/PHIDIAS0303/ExpCluster.git
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Added Module: ExpGamingCore
This commit is contained in:
364
modules/ExpGamingCore/Sync/control.lua
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364
modules/ExpGamingCore/Sync/control.lua
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--[[
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Explosive Gaming
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This file can be used with permission but this and the credit below must remain in the file.
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Contact a member of management on our discord to seek permission to use our code.
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Any changes that you may make to the code are yours but that does not make the script yours.
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Discord: https://discord.gg/r6dC2uK
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]]
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--Please Only Edit Below This Line-----------------------------------------------------------
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-- this file is used to allow easy syncing with out side programes
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local Sync = {}
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local Sync_gui_functions = {}
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local Sync_updates = {}
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--- Used as a faster way to get to the ranking function, overrides previous
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-- @usage Sync.set_ranks{name=rank_name}
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function Sync.set_ranks(...)
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if Ranking then Ranking._base_preset(...) else error('Ranking module not installed') end
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end
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--- Used to standidise the tick format for any sync info
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-- @usage Sync.tick_format(60) -- return {60,'1.00M'}
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function Sync.tick_format(tick)
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return {tick,tick_to_display_format(tick)}
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end
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--- Prints to chat as if it were a player
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-- @usage Sync.print('Test','Cooldude2606')
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-- @param player_message the message to be printed in chat
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-- @param player_name the name of the player sending the message
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-- @param[opt] player_tag the tag apllied to the player's name
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-- @param[opt] player_colour the colour of the message
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-- @param[opt] prefix add a prefix before the chat eg [IRC]
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function Sync.print(player_message,player_name,player_tag,player_colour,prefix)
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if not player_message then return 'No Message Found' end
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local player = game.player or game.players[player_name]
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local tag = player_tag and player_tag ~= '' and ' '..player_tag or ''
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local colour = player_colour and player_colour ~= '' and player_colour or '#FFFFFF'
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local prefix = prefix and prefix..' ' or ''
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if player then
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tag = ' '..player.tag
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colour = player.chat_color
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player_name = player.name
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else
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if colour:find('#') then
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colour = Color.from_hex(colour)
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else
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colour = defines.color[player_colour]
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end
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end
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game.print(prefix..player_name..tag..': '..player_message,colour)
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end
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--- Logs an embed to the json.data we use a js script to add things we cant here
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-- @usage Sync.emit_embeded{title='BAN',color='0x0',description='A player was banned' ... }
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-- @tparam table args a table which contains everything that the embeded will use
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-- @field title the tile of the embed
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-- @field color the color given in hex you can use Color.to_hex{r=0,g=0,b=0}
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-- @field description the description of the embed
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-- @field server_detail sting to add onto the pre-set server detail
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-- @field fieldone the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
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-- @field fieldtwo the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
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function Sync.emit_embeded(args)
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if not is_type(args,'table') then return end
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local title = is_type(args.title,'string') and args.title or ''
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local color = is_type(args.color,'string') and args.color:find("0x") and args.color or '0x0'
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local description = is_type(args.description,'string') and args.description or ''
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local server_detail = is_type(args.server_detail,'string') and args.server_detail or ''
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local mods_online = 'Mods Online: '..Sync.info().players.admins_online
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local done, fields = {title=true,color=true,description=true,server_detail=true}, {{
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name='Server Details',
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value='Server Name: {{ serverName }} Online Players: '..#game.connected_players..' '..mods_online..' Server Time: '..tick_to_display_format(game.tick)..' '..server_detail
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}}
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for key, value in pairs(args) do
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if not done[key] then
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done[key] = true
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local f = {name=key,value='',inline=false}
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local value, inline = value:gsub("<<inline>>",'',1)
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f.value = value
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if inline > 0 then f.inline = true end
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table.insert(fields,f)
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end
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end
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local log_data = {
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title=title,
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description=description,
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color=color,
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fields=fields
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}
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game.write_file('embeded.json',table.json(log_data)..'\n',true,0)
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end
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-- set up error handle
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error.addHandler('Discord Emit',function(err)
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local color = _G.Color and Color.to_hex(defines.textcolor.bg) or '0x0'
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Sync.emit_embeded{title='SCRIPT ERROR',color=color,description='There was an error in the script @Developers ',Error=err}
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end)
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--- used to get the number of admins currently online
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-- @usage Sync.count_admins()
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-- @treturn int the number of admins online
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function Sync.count_admins()
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if not game then return 0 end
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local _count = 0
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for _,player in pairs(game.connected_players) do
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if player.admin then _count=_count+1 end
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end
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return _count
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end
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--- used to get the number of afk players defined by 2 min by default
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-- @usage Sync.count_afk()
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-- @tparam[opt=7200] int time in ticks that a player is called afk
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-- @treturn int the number of afk players
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function Sync.count_afk(time)
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if not game then return 0 end
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local time = time or 7200
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local _count = 0
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for _,player in pairs(game.connected_players) do
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if player.afk_time > time then _count=_count+1 end
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end
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return _count
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end
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--- used to get the number of players in each rank and currently online
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-- @usage Sync.count_ranks()
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-- @treturn table contains the ranks and the players in that rank
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function Sync.count_ranks()
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if not game then return {'Offline'} end
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if not Ranking then return {'Ranking module not installed'} end
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local _ranks = {}
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for power,rank in pairs(Ranking._ranks()) do
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local players = rank:get_players()
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for k,player in pairs(players) do players[k] = player.name end
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local online = rank:get_players(true)
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for k,player in pairs(online) do online[k] = player.name end
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_ranks[rank.name] = {players=players,online=online,n_players=#players,n_online=#online}
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end
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return _ranks
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end
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--- used to get the number of players either online or all
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-- @usage Sync.count_players()
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-- @tparam bolean online if true only get online players
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-- @treturn table contains player names
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function Sync.count_players(online)
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if not game then return {'Offline'} end
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local _players = {}
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local players = {}
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if online then _players = game.connected_players else _players = game.players end
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for k,player in pairs(_players) do table.insert(players,player.name) end
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return players
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end
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--- used to get the number of players resulting in there play times
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-- @usage Sync.count_player_times()
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-- @treturn table contains players and each player is given a tick amount and a formated string
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function Sync.count_player_times()
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if not game then return {'Offline'} end
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local _players = {}
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for index,player in pairs(game.players) do
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_players[player.name] = Sync.tick_format(player.online_time)
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end
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return _players
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end
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--- used to return the global list and set values in it
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-- @usage Sync.info{server_name='Factorio Server 2'}
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-- @tparam[opt=nil] table set keys to be replaced in the server info
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-- @return either returns success when setting or the info when not setting
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function Sync.info(set)
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if not global.exp_core then global.exp_core = {} end
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if not global.exp_core.sync then global.exp_core.sync = {
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server_name='Factorio Server',
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server_description='A factorio server for everyone',
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reset_time='On Demand',
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time='Day Mth 00 00:00:00 UTC Year',
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time_set=Sync.tick_format(0),
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last_update=Sync.tick_format(0),
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time_period=Sync.tick_format(18000),
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players={
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online=Sync.count_players(true),
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n_online=#game.connected_players,
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all=Sync.count_players(),
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n_all=#game.players,
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admins_online=Sync.count_admins(),
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afk_players=Sync.count_afk(),
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times=Sync.count_player_times()
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},
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ranks=Sync.count_ranks(),
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rockets=game.forces['player'].get_item_launched('satellite'),
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mods={'base'}
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} end
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if not set then return global.exp_core.sync
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else
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if not is_type(set,'table') then return false end
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for key,value in pairs(set) do
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global.exp_core.sync[key] = value
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end
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return true
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end
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end
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--- used to return the global time and set its value
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-- @usage Sync.time('Sun Apr 1 18:44:30 UTC 2018')
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-- @tparam[opt=nil] string set the date time to be set
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-- @return either true false if setting or the date time and tick off set
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function Sync.time(set)
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local info = Sync.info()
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if not set then return info.time..' (+'..(game.tick-info.time_set[1])..' Ticks)'
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else
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if not is_type(set,'string') then return false end
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info.time = set
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info.time_set[1] = game.tick
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info.time_set[2] = tick_to_display_format(game.tick)
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return true
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end
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end
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--- called to update values inside of the info
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-- @usage Sync.update()
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-- @return all of the new info
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function Sync.update()
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local info = Sync.info()
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info.time_period[2] = tick_to_display_format(info.time_period[1])
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info.last_update[1] = game.tick
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info.last_update[2] = tick_to_display_format(game.tick)
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info.players={
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online=Sync.count_players(true),
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n_online=#game.connected_players,
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all=Sync.count_players(),
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n_all=#game.players,
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admins_online=Sync.count_admins(),
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afk_players=Sync.count_afk(),
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times=Sync.count_player_times()
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}
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info.ranks = Sync.count_ranks()
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info.rockets = game.forces['player'].get_item_launched('satellite')
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for key,callback in pairs(Sync_updates) do info[key] = callback() end
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return info
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end
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--- Adds a callback to be called when the info is updated
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-- @usage Sync.add_update('players',function() return #game.players end)
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-- @tparam string key the key that the value will be stored in
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-- @tparam function callback the function which will return this value
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function Sync.add_update(key,callback)
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if game then return end
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if not is_type(callback,'function') then return end
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Sync_updates[key] = callback
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end
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--- outputs the curent server info into a file
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-- @usage Sync.emit_data()
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function Sync.emit_data()
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local info = Sync.info()
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game.write_file('server-info.json',table.json(info),false,0)
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end
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-- will auto replace the file every 5 min by default
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Event.register(defines.events.on_tick,function(event)
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local time = Sync.info().time_period[1]
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if (event.tick%time)==0 then Sync.update() Sync.emit_data() end
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end)
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--- Adds a emeltent to the sever info gui
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-- @usage Sync.add_to_gui('string') -- return trues
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-- @param element see examples before for what can be used, it can also be a return from Gui.inputs.add
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-- @treturn bolean based on weather it was successful or not
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function Sync.add_to_gui(element,...)
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if game then return false end
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if is_type(element,'function') then
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table.insert(Sync_gui_functions,{'function',element,...})
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elseif is_type(element,'table') then
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if element.draw then table.insert(Sync_gui_functions,{'gui',element})
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else table.insert(Sync_gui_functions,{'table',element}) end
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else table.insert(Sync_gui_functions,{'string',element}) end
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return true
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end
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Sync.on_init=function(self)
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-- Examples for Sync.add_to_gui
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-- adds a basic string to the table
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Sync.add_to_gui('Welcome to the Explosive Gaming comunity! This is one of many servers which we host.')
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if Ranking then
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-- adds a string that can have depentant values
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Sync.add_to_gui(function(player,frame)
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return 'You have been assigned the rank \''..Ranking.get_rank(player).name..'\''
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end)
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end
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Sync.add_to_gui(function(player,frame)
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return 'This server will reset at: '..Sync.info().reset_time
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end)
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end
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-- if readme is included then see addons/guis/readme.lua for more examples
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-- used to load the gui infomation when _G.Gui is not yet loaded
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-- internal use not recomend to be used
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function Sync._load()
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local function label_format(label,width)
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label.style.width = width
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label.style.align = 'center'
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label.style.single_line = false
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end
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Gui.center.add{
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name='server-info',
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caption='Server Info',
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tooltip='Basic info about the current server',
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draw=function(self,frame)
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frame.caption = ''
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local info = Sync.info()
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local frame = frame.add{type='flow',direction='vertical'}
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local _flow = frame.add{type='flow'}
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Gui.bar(_flow,200)
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label_format(_flow.add{
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type='label',
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caption='Welcome To '..info.server_name,
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style='caption_label'
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},180)
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Gui.bar(_flow,200)
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label_format(frame.add{
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type='label',
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caption=info.server_description,style='description_label'
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},600)
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Gui.bar(frame,600)
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local _frame = frame
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local frame = frame.add{
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type='frame',
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direction='vertical',
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style='image_frame'
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}
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frame.style.width = 600
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local text_flow = frame.add{type='flow',direction='vertical'}
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local button_flow = frame.add{type='table',column_count=3}
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for _,element in pairs(table.deepcopy(Sync_gui_functions)) do
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local _type = table.remove(element,1)
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if _type == 'function' then
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local success, err = pcall(table.remove(element,1),frame.player_index,frame,unpack(element))
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if not success then error(err) else
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if is_type(err,'table') then
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if element.draw then element:draw(button_flow).style.width = 195
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else label_format(text_flow.add{type='label',caption=err},585) end
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else label_format(text_flow.add{type='label',caption=tostring(err)},585) end
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end
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elseif _type == 'gui' then element[1]:draw(button_flow).style.width = 195
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elseif _type == 'string' then label_format(text_flow.add{type='label',caption=tostring(element[1])},585)
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elseif _type == 'table' then label_format(text_flow.add{type='label',caption=element[1]},585) end
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end
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_frame.add{
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type='label',
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caption='Press Ecs or E to close; this is only visible once!',
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style='fake_disabled_label'
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}.style.font='default-small'
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end}
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end
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-- opens the server info gui for all new joins except admins
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Event.register(defines.events.on_player_joined_game,function(event)
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local player = Game.get_player(event)
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Gui.center.open(player,'server-info')
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end)
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return Sync
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