Added Module: ExpGamingCore.Sync

This commit is contained in:
Cooldude2606
2018-05-30 20:05:12 +01:00
parent 48e65ce78f
commit 2dd50c8d9c
7 changed files with 261 additions and 196 deletions

View File

@@ -9,44 +9,38 @@ Discord: https://discord.gg/r6dC2uK
--Please Only Edit Below This Line-----------------------------------------------------------
-- this file is used to allow easy syncing with out side programes
local Sync = {}
local Sync_gui_functions = {}
local Sync_updates = {}
--- Used as a faster way to get to the ranking function, overrides previous
-- @usage Sync.set_ranks{name=rank_name}
function Sync.set_ranks(...)
if Ranking then Ranking._base_preset(...) else error('Ranking module not installed') end
end
--- Used to standidise the tick format for any sync info
-- @usage Sync.tick_format(60) -- return {60,'1.00M'}
-- @treturn {number,string} table containg both the raw number and clean version of a time
function Sync.tick_format(tick)
if not is_type(tick,'number') then error('Tick was not given to Sync.tick_format',2) end
return {tick,tick_to_display_format(tick)}
end
--- Prints to chat as if it were a player
-- @usage Sync.print('Test','Cooldude2606')
-- @param player_message the message to be printed in chat
-- @param player_name the name of the player sending the message
-- @param[opt] player_tag the tag apllied to the player's name
-- @param[opt] player_colour the colour of the message
-- @param[opt] prefix add a prefix before the chat eg [IRC]
-- @tparam string player_message the message to be printed in chat
-- @tparam string player_name the name of the player sending the message
-- @tparam[opt] string player_tag the tag apllied to the player's name
-- @tparam[opt] string player_colour the colour of the message, either hex or named colour
-- @tparam[opt] string prefix add a prefix before the chat eg [IRC]
function Sync.print(player_message,player_name,player_tag,player_colour,prefix)
if not player_message then return 'No Message Found' end
if not player_message then error('No message given to Sync.print',2) end
local player = game.player or game.players[player_name]
local tag = player_tag and player_tag ~= '' and ' '..player_tag or ''
local colour = player_colour and player_colour ~= '' and player_colour or '#FFFFFF'
local colour = type(player_colour) == 'string' and player_colour or '#FFFFFF'
local prefix = prefix and prefix..' ' or ''
-- if it is an ingame player it will over ride the given params
if player then
tag = ' '..player.tag
colour = player.chat_color
player_name = player.name
else
if colour:find('#') then
colour = Color.from_hex(colour)
else
colour = defines.color[player_colour]
end
-- converts colour into the accepted factorio version
if colour:find('#') then colour = Color.from_hex(colour)
else colour = defines.color[player_colour] end
end
game.print(prefix..player_name..tag..': '..player_message,colour)
end
@@ -54,6 +48,7 @@ end
--- Logs an embed to the json.data we use a js script to add things we cant here
-- @usage Sync.emit_embeded{title='BAN',color='0x0',description='A player was banned' ... }
-- @tparam table args a table which contains everything that the embeded will use
-- @table args
-- @field title the tile of the embed
-- @field color the color given in hex you can use Color.to_hex{r=0,g=0,b=0}
-- @field description the description of the embed
@@ -61,26 +56,30 @@ end
-- @field fieldone the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
-- @field fieldtwo the filed to add to the embed (key is name) (value is text) (start value with <<inline>> to make inline)
function Sync.emit_embeded(args)
if not is_type(args,'table') then return end
if not is_type(args,'table') then error('Args table not given to Sync.emit_embeded',2) end
local title = is_type(args.title,'string') and args.title or ''
local color = is_type(args.color,'string') and args.color:find("0x") and args.color or '0x0'
local description = is_type(args.description,'string') and args.description or ''
local server_detail = is_type(args.server_detail,'string') and args.server_detail or ''
local mods_online = 'Mods Online: '..Sync.info().players.admins_online
local mods_online = 'Mods Online: '..Sync.info.players.admins_online
-- creates the first field given for every emit
local done, fields = {title=true,color=true,description=true,server_detail=true}, {{
name='Server Details',
name='Server Details',
value='Server Name: {{ serverName }} Online Players: '..#game.connected_players..' '..mods_online..' Server Time: '..tick_to_display_format(game.tick)..' '..server_detail
}}
-- for each value given in args it will create a new field for the embed
for key, value in pairs(args) do
if not done[key] then
done[key] = true
local f = {name=key,value='',inline=false}
-- if <<inline>> is present then it will cause the field to be inline if the previous
local value, inline = value:gsub("<<inline>>",'',1)
f.value = value
if inline > 0 then f.inline = true end
f.value = value
table.insert(fields,f)
end
end
-- forms the data that will be emited to the file
local log_data = {
title=title,
description=description,
@@ -90,16 +89,19 @@ function Sync.emit_embeded(args)
game.write_file('embeded.json',table.json(log_data)..'\n',true,0)
end
-- set up error handle
--- The error handle setup by sync to emit a discord embed for any errors
-- @function errorHandler
-- @tparam string err the error passed by the err control
error.addHandler('Discord Emit',function(err)
local color = _G.Color and Color.to_hex(defines.textcolor.bg) or '0x0'
local color = Color and Color.to_hex(defines.textcolor.bg) or '0x0'
Sync.emit_embeded{title='SCRIPT ERROR',color=color,description='There was an error in the script @Developers ',Error=err}
end)
--- used to get the number of admins currently online
-- @usage Sync.count_admins()
-- @treturn int the number of admins online
--- Used to get the number of admins currently online
-- @usage Sync.count_admins() -- returns number
-- @treturn number the number of admins online
function Sync.count_admins()
-- game check
if not game then return 0 end
local _count = 0
for _,player in pairs(game.connected_players) do
@@ -108,10 +110,10 @@ function Sync.count_admins()
return _count
end
--- used to get the number of afk players defined by 2 min by default
--- Used to get the number of afk players defined by 2 min by default
-- @usage Sync.count_afk()
-- @tparam[opt=7200] int time in ticks that a player is called afk
-- @treturn int the number of afk players
-- @treturn number the number of afk players
function Sync.count_afk(time)
if not game then return 0 end
local time = time or 7200
@@ -122,27 +124,30 @@ function Sync.count_afk(time)
return _count
end
--- used to get the number of players in each rank and currently online
--- Used to get the number of players in each rank and currently online; if ExpGamingCore/Ranking is present then it will give more than admin and user
-- @usage Sync.count_ranks()
-- @treturn table contains the ranks and the players in that rank
function Sync.count_ranks()
if not game then return {'Offline'} end
if not Ranking then return {'Ranking module not installed'} end
local _ranks = {}
for power,rank in pairs(Ranking._ranks()) do
local players = rank:get_players()
for k,player in pairs(players) do players[k] = player.name end
local online = rank:get_players(true)
for k,player in pairs(online) do online[k] = player.name end
_ranks[rank.name] = {players=players,online=online,n_players=#players,n_online=#online}
local _ranks = {admin={online={},players={}},user={online={},players={}}}
for power,rank in pairs(game.players) do
if player.admin then
table.insert(_ranks.admin.players,player.name)
if player.connected then table.insert(_ranks.admin.online,player.name) end
else
table.insert(_ranks.user.players,player.name)
if player.connected then table.insert(_ranks.user.online,player.name) end
end
end
_ranks.admin.n_players,_ranks.admin.n_online=#_ranks.admin.players,#_ranks.admin.online
_ranks.user.n_players,_ranks.user.n_online=#_ranks.user.players,#_ranks.user.online
return _ranks
end
--- used to get the number of players either online or all
--- Used to get a list of every player name with the option to limit to only online players
-- @usage Sync.count_players()
-- @tparam bolean online if true only get online players
-- @treturn table contains player names
-- @tparam boolean online true will get only the online players
-- @treturn table table of player names
function Sync.count_players(online)
if not game then return {'Offline'} end
local _players = {}
@@ -152,9 +157,9 @@ function Sync.count_players(online)
return players
end
--- used to get the number of players resulting in there play times
--- Used to get a list of every player name with the amount of time they have played for
-- @usage Sync.count_player_times()
-- @treturn table contains players and each player is given a tick amount and a formated string
-- @treturn table table indexed by player name, each value contains the raw tick and then the clean string
function Sync.count_player_times()
if not game then return {'Offline'} end
local _players = {}
@@ -164,64 +169,50 @@ function Sync.count_player_times()
return _players
end
--- used to return the global list and set values in it
-- @usage Sync.info{server_name='Factorio Server 2'}
--- used to get the global list that has been defined, also used to set that list
-- @usage Sync.info{server_name='Factorio Server 2'} -- returns true
-- @usage Sync.info -- table of info
-- @tparam[opt=nil] table set keys to be replaced in the server info
-- @return either returns success when setting or the info when not setting
function Sync.info(set)
if not global.exp_core then global.exp_core = {} end
if not global.exp_core.sync then global.exp_core.sync = {
server_name='Factorio Server',
server_description='A factorio server for everyone',
reset_time='On Demand',
time='Day Mth 00 00:00:00 UTC Year',
time_set=Sync.tick_format(0),
last_update=Sync.tick_format(0),
time_period=Sync.tick_format(18000),
players={
online=Sync.count_players(true),
n_online=#game.connected_players,
all=Sync.count_players(),
n_all=#game.players,
admins_online=Sync.count_admins(),
afk_players=Sync.count_afk(),
times=Sync.count_player_times()
},
ranks=Sync.count_ranks(),
rockets=game.forces['player'].get_item_launched('satellite'),
mods={'base'}
} end
if not set then return global.exp_core.sync
else
-- @treturn boolean success was the data set
Sync.info = setmetatable({},{
__index=function(tbl,key)
if not global.exp_core then global.exp_core = {} end
if not global.exp_core.sync then global.exp_core.sync = {
server_name='Factorio Server',
server_description='A factorio server for everyone',
reset_time='On Demand',
time='Day Mth 00 00:00:00 UTC Year',
time_set=Sync.tick_format(0),
last_update=Sync.tick_format(0),
time_period=Sync.tick_format(18000),
players={
online=Sync.count_players(true),
n_online=#game.connected_players,
all=Sync.count_players(),
n_all=#game.players,
admins_online=Sync.count_admins(),
afk_players=Sync.count_afk(),
times=Sync.count_player_times()
},
ranks=Sync.count_ranks(),
rockets=game.forces['player'].get_item_launched('satellite'),
mods={'base'}
} end
return global.exp_core.sync[key]
end,
__call=function(tbl,set)
local _ = tbl.time -- used to create the global if not made
if not is_type(set,'table') then return false end
for key,value in pairs(set) do
global.exp_core.sync[key] = value
end
for key,value in pairs(set) do global.exp_core.sync[key] = value end
return true
end
end
})
--- used to return the global time and set its value
-- @usage Sync.time('Sun Apr 1 18:44:30 UTC 2018')
-- @tparam[opt=nil] string set the date time to be set
-- @return either true false if setting or the date time and tick off set
function Sync.time(set)
local info = Sync.info()
if not set then return info.time..' (+'..(game.tick-info.time_set[1])..' Ticks)'
else
if not is_type(set,'string') then return false end
info.time = set
info.time_set[1] = game.tick
info.time_set[2] = tick_to_display_format(game.tick)
return true
end
end
--- called to update values inside of the info
--- Called to update values inside of the info
-- @usage Sync.update()
-- @return all of the new info
function Sync.update()
local info = Sync.info()
local info = Sync.info
info.time_period[2] = tick_to_display_format(info.time_period[1])
info.last_update[1] = game.tick
info.last_update[2] = tick_to_display_format(game.tick)
@@ -253,112 +244,33 @@ end
--- outputs the curent server info into a file
-- @usage Sync.emit_data()
function Sync.emit_data()
local info = Sync.info()
local info = Sync.info
game.write_file('server-info.json',table.json(info),false,0)
end
-- will auto replace the file every 5 min by default
Event.register(defines.events.on_tick,function(event)
local time = Sync.info().time_period[1]
script.on_event('on_tick',function(event)
local time = Sync.info.time_period[1]
if (event.tick%time)==0 then Sync.update() Sync.emit_data() end
end)
--- Adds a emeltent to the sever info gui
-- @usage Sync.add_to_gui('string') -- return trues
-- @param element see examples before for what can be used, it can also be a return from Gui.inputs.add
-- @treturn bolean based on weather it was successful or not
function Sync.add_to_gui(element,...)
if game then return false end
if is_type(element,'function') then
table.insert(Sync_gui_functions,{'function',element,...})
elseif is_type(element,'table') then
if element.draw then table.insert(Sync_gui_functions,{'gui',element})
else table.insert(Sync_gui_functions,{'table',element}) end
else table.insert(Sync_gui_functions,{'string',element}) end
return true
function Sync:on_init()
--- Used to return and set the current IRL time; not very good need a better way to do this
-- @usage Sync.time('Sun Apr 1 18:44:30 UTC 2018')
-- @usage Sync.time -- string
-- @tparam[opt=nil] string set the date time to be set
-- @treturn boolean if the datetime set was successful
Sync.time=add_metatable({},function(set)
local info = Sync.info
if not is_type(set,'string') then return false end
info.time = set
info.time_set[1] = game.tick
info.time_set[2] = tick_to_display_format(game.tick)
return true
end,function() local info = Sync.info return info.time..' (+'..(game.tick-info.time_set[1])..' Ticks)' end)
-- optinal dependies
if loaded_modules.Gui then verbose('ExpGamingCore.Gui is installed; Loading gui lib') require(module_path..'/lib/gui') end
if loaded_modules.Ranking then verbose('ExpGamingCore.Ranking is installed; Loading ranking lib') require(module_path..'/lib/ranking') end
end
Sync.on_init=function(self)
-- Examples for Sync.add_to_gui
-- adds a basic string to the table
Sync.add_to_gui('Welcome to the Explosive Gaming comunity! This is one of many servers which we host.')
if Ranking then
-- adds a string that can have depentant values
Sync.add_to_gui(function(player,frame)
return 'You have been assigned the rank \''..Ranking.get_rank(player).name..'\''
end)
end
Sync.add_to_gui(function(player,frame)
return 'This server will reset at: '..Sync.info().reset_time
end)
end
-- if readme is included then see addons/guis/readme.lua for more examples
-- used to load the gui infomation when _G.Gui is not yet loaded
-- internal use not recomend to be used
function Sync._load()
local function label_format(label,width)
label.style.width = width
label.style.align = 'center'
label.style.single_line = false
end
Gui.center.add{
name='server-info',
caption='Server Info',
tooltip='Basic info about the current server',
draw=function(self,frame)
frame.caption = ''
local info = Sync.info()
local frame = frame.add{type='flow',direction='vertical'}
local _flow = frame.add{type='flow'}
Gui.bar(_flow,200)
label_format(_flow.add{
type='label',
caption='Welcome To '..info.server_name,
style='caption_label'
},180)
Gui.bar(_flow,200)
label_format(frame.add{
type='label',
caption=info.server_description,style='description_label'
},600)
Gui.bar(frame,600)
local _frame = frame
local frame = frame.add{
type='frame',
direction='vertical',
style='image_frame'
}
frame.style.width = 600
local text_flow = frame.add{type='flow',direction='vertical'}
local button_flow = frame.add{type='table',column_count=3}
for _,element in pairs(table.deepcopy(Sync_gui_functions)) do
local _type = table.remove(element,1)
if _type == 'function' then
local success, err = pcall(table.remove(element,1),frame.player_index,frame,unpack(element))
if not success then error(err) else
if is_type(err,'table') then
if element.draw then element:draw(button_flow).style.width = 195
else label_format(text_flow.add{type='label',caption=err},585) end
else label_format(text_flow.add{type='label',caption=tostring(err)},585) end
end
elseif _type == 'gui' then element[1]:draw(button_flow).style.width = 195
elseif _type == 'string' then label_format(text_flow.add{type='label',caption=tostring(element[1])},585)
elseif _type == 'table' then label_format(text_flow.add{type='label',caption=element[1]},585) end
end
_frame.add{
type='label',
caption='Press Ecs or E to close; this is only visible once!',
style='fake_disabled_label'
}.style.font='default-small'
end}
end
-- opens the server info gui for all new joins except admins
Event.register(defines.events.on_player_joined_game,function(event)
local player = Game.get_player(event)
Gui.center.open(player,'server-info')
end)
return Sync

View File

@@ -0,0 +1,93 @@
--- Description - A small description that will be displayed on the doc
-- @submodule ExpGamingCore.Sync
-- @alias Sync
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- this file will be loaded when ExpGamingCore/Gui is present
local Sync_gui_functions = {}
--- Adds a emeltent to the sever info gui
-- @usage Sync.add_to_gui('string') -- return true
-- @param element see examples before for what can be used, it can also be a return from Gui.inputs.add
-- @treturn bolean based on weather it was successful or not
function Sync.add_to_gui(element,...)
if game then return false end
if is_type(element,'function') then
table.insert(Sync_gui_functions,{'function',element,...})
elseif is_type(element,'table') then
if element.draw then table.insert(Sync_gui_functions,{'gui',element})
else table.insert(Sync_gui_functions,{'table',element}) end
else table.insert(Sync_gui_functions,{'string',element}) end
return true
end
Sync.add_to_gui('Welcome to the Explosive Gaming comunity! This is one of many servers which we host.')
Sync.add_to_gui(function(player,frame) return 'This server will reset at: '..Sync.info.reset_time end)
--- Formats a lable to be a certain format
-- @local label_format
local function label_format(label,width)
label.style.width = width
label.style.align = 'center'
label.style.single_line = false
end
--- Creates a center gui that will appear on join
-- @local call to Gui.Center
Gui.center.add{
name='server-info',
caption='Server Info',
tooltip='Basic info about the current server',
draw=function(self,frame)
frame.caption = ''
local info = Sync.info
local frame = frame.add{type='flow',direction='vertical'}
local _flow = frame.add{type='flow'}
Gui.bar(_flow,200)
label_format(_flow.add{
type='label',
caption='Welcome To '..info.server_name,
style='caption_label'
},180)
Gui.bar(_flow,200)
label_format(frame.add{
type='label',
caption=info.server_description,style='description_label'
},600)
Gui.bar(frame,600)
local _frame = frame
local frame = frame.add{
type='frame',
direction='vertical',
style='image_frame'
}
frame.style.width = 600
local text_flow = frame.add{type='flow',direction='vertical'}
local button_flow = frame.add{type='table',column_count=3}
for _,element in pairs(table.deepcopy(Sync_gui_functions)) do
local _type = table.remove(element,1)
if _type == 'function' then
local success, err = pcall(table.remove(element,1),frame.player_index,frame,unpack(element))
if not success then error(err) else
if is_type(err,'table') then
if element.draw then element:draw(button_flow).style.width = 195
else label_format(text_flow.add{type='label',caption=err},585) end
else label_format(text_flow.add{type='label',caption=tostring(err)},585) end
end
elseif _type == 'gui' then element[1]:draw(button_flow).style.width = 195
elseif _type == 'string' then label_format(text_flow.add{type='label',caption=tostring(element[1])},585)
elseif _type == 'table' then label_format(text_flow.add{type='label',caption=element[1]},585) end
end
_frame.add{
type='label',
caption='Press Ecs or E to close; this is only visible once!',
style='fake_disabled_label'
}.style.font='default-small'
end}
script.on_event(defines.events.on_player_joined_game,function(event)
local player = Game.get_player(event)
Gui.center.open(player,'server-info')
end)

View File

@@ -0,0 +1,39 @@
--- Description - A small description that will be displayed on the doc
-- @submodule ExpGamingCore.Sync
-- @alias Sync
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
-- this file will be loaded when ExpGamingCore/Ranking is present
--- Used as a redirect to Ranking._base_preset that will set the rank given to a player apon joining
-- @usage Sync.set_ranks{player_name=rank_name,...}
-- @see Ranking._base_preset
function Sync.set_ranks(...)
Ranking._base_preset(...)
end
--- Used to get the number of players in each rank and currently online
-- @usage Sync.count_ranks()
-- @treturn table contains the ranks and the players in that rank
function Sync.count_ranks()
if not game then return {'Offline'} end
if not Ranking then return {'Ranking module not installed'} end
local _ranks = {}
for power,rank in pairs(Ranking._ranks()) do
local players = rank:get_players()
for k,player in pairs(players) do players[k] = player.name end
local online = rank:get_players(true)
for k,player in pairs(online) do online[k] = player.name end
_ranks[rank.name] = {players=players,online=online,n_players=#players,n_online=#online}
end
return _ranks
end
--- Adds a caption to the info gui that shows the rank given to the player
-- @local callback for Sync.add_to_gui
if Sync.add_to_gui then
Sync.add_to_gui(function(player,frame)
return 'You have been assigned the rank \''..Ranking.get_rank(player).name..'\''
end)
end