Fixed Existing Lua Check Errors

This commit is contained in:
Cooldude2606
2020-05-26 18:21:10 +01:00
parent 2aaeb06be3
commit 32507492b8
76 changed files with 1622 additions and 1617 deletions

View File

@@ -9,13 +9,13 @@ local Store = require 'expcore.store' --- @dep expcore.store
local scenario_diffculty = Store.register()
-- When the store is changed this function will trigger
Store.watch(scenario_diffculty,function(value)
Store.watch(scenario_diffculty, function(value)
game.print('The scenario diffculty has been set to '..value)
end)
Store.set(scenario_diffculty,'hard') -- Set the value stored to 'hard'
Store.set(scenario_diffculty, 'hard') -- Set the value stored to 'hard'
Store.get(scenario_diffculty) -- Returns 'hard'
Store.update(scenario_diffculty,function(value) -- Will set value to 'normal' if no value is present
Store.update(scenario_diffculty, function(value) -- Will set value to 'normal' if no value is present
return not value and 'normal'
end)
@@ -27,13 +27,13 @@ local player_scores = Store.register(function(player) -- Use player name as the
end)
-- When any key in the store is changed this function will trigger
Store.watch(player_scores,function(value,key,old_value)
Store.watch(player_scores, function(value, key, old_value)
game.print(key..' now has a score of '..value)
end)
Store.set(player_scores,game.player,10) -- Set your score to 10
Store.get(scenario_diffculty,game.player) -- Returns 10
Store.update(scenario_diffculty,game.player,function(value) -- Add 1 to your score
Store.set(player_scores, game.player, 10) -- Set your score to 10
Store.get(scenario_diffculty, game.player) -- Returns 10
Store.update(scenario_diffculty, game.player, function(value) -- Add 1 to your score
return value + 1
end)
@@ -79,33 +79,33 @@ local player_scores = Store.register(function(player)
end)
-- player_scores is a valid store and key will be your player name
local key = Store.validate(player_scores,game.player)
local key = Store.validate(player_scores, game.player)
]]
function Store.validate(store,key,error_stack)
function Store.validate(store, key, error_stack)
error_stack = error_stack or 1
if type(store) ~= 'number' then
-- Store is not a number and so if not valid
error('Store uid given is not a number; recived type '..type(store),error_stack+1)
error('Store uid given is not a number; recived type '..type(store), error_stack+1)
elseif store > Store.uid then
-- Store is a number but it is out of range, ie larger than the current highest uid
error('Store uid is out of range; recived '..tostring(store),error_stack+1)
error('Store uid is out of range; recived '..tostring(store), error_stack+1)
elseif key ~= nil and type(key) ~= 'string' and Store.serializers[store] == nil then
-- Key is present but is not a string and there is no serializer registered
error('Store key is not a string and no serializer has been registered; recived '..type(key),error_stack+1)
error('Store key is not a string and no serializer has been registered; recived '..type(key), error_stack+1)
elseif key ~= nil then
-- Key is present and so it is serialized and returned
local serializer = Store.serializers[store]
if type(key) ~= 'string' then
local success, serialized_key = pcall(serializer,key)
local success, serialized_key = pcall(serializer, key)
if not success then
-- Serializer casued an error while serializing the key
error('Store watcher casued an error:\n\t'..key,error_stack+1)
error('Store watcher casued an error:\n\t'..key, error_stack+1)
elseif type(serialized_key) ~= 'string' then
-- Serializer was successful but failed to return a string value
error('Store key serializer did not return a string; recived type '..type(key),error_stack+1)
error('Store key serializer did not return a string; recived type '..type(key), error_stack+1)
end
return serialized_key
@@ -161,12 +161,12 @@ end
local scenario_diffculty = Store.register()
-- Register the watcher so that when we change the value the message is printed
Store.watch(scenario_diffculty,function(value)
Store.watch(scenario_diffculty, function(value)
game.print('The scenario diffculty has been set to '..value)
end)
-- Set a new value for the diffculty and see that it has printed to the game
Store.set(scenario_diffculty,'hard')
Store.set(scenario_diffculty, 'hard')
@usage-- Printing the changed value to all players, with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
@@ -175,21 +175,21 @@ local player_scores = Store.register(function(player)
end)
-- Register the watcher so that when we change the value the message is printed
Store.watch(player_scores,function(value,key,old_value)
Store.watch(player_scores, function(value, key, old_value)
game.print(key..' now has a score of '..value)
end)
-- Set a new value for your score and see that it has printed to the game
Store.set(player_scores,game.player,10)
Store.set(player_scores, game.player, 10)
]]
function Store.watch(store,watcher)
function Store.watch(store, watcher)
if _LIFECYCLE ~= _STAGE.control then
-- Only allow this function to be called during the control stage
error('Store watcher can not be registered durring runtime', 2)
end
Store.validate(store,nil,2)
Store.validate(store, nil, 2)
-- Add the watchers table if it does not exist
local watchers = Store.watchers[store]
@@ -224,14 +224,14 @@ local player_scores = Store.register(function(player)
end)
-- Get your current score
local my_score = Store.get(player_scores,game.player)
local my_score = Store.get(player_scores, game.player)
-- Get all scores
lcoal scores = Store.get(player_scores)
]]
function Store.get(store,key)
key = Store.validate(store,key,2)
function Store.get(store, key)
key = Store.validate(store, key, 2)
-- Get the data from the data store
local data = data_store[store]
@@ -266,14 +266,14 @@ local player_scores = Store.register(function(player)
end)
-- Clear your score
Store.clear(player_scores,game.player)
Store.clear(player_scores, game.player)
-- Clear all scores
Store.clear(player_scores)
]]
function Store.clear(store,key)
key = Store.validate(store,key,2)
function Store.clear(store, key)
key = Store.validate(store, key, 2)
local old_value
-- Check if there is a key being used
@@ -288,7 +288,7 @@ function Store.clear(store,key)
end
-- Trigger any watch functions
Store.raw_trigger(store,key,nil,old_value)
Store.raw_trigger(store, key, nil, old_value)
end
--[[-- Used to set the data in a store, will trigger any watchers, key is optional depending on if you are using them
@@ -301,7 +301,7 @@ end
local scenario_diffculty = Store.register()
-- Set the new scenario diffculty
Store.set(scenario_diffculty,'hard')
Store.set(scenario_diffculty, 'hard')
@usage-- Set data in a store with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
@@ -310,16 +310,16 @@ local player_scores = Store.register(function(player)
end)
-- Set your current score
Store.set(player_scores,game.player,10)
Store.set(player_scores, game.player, 10)
-- Set all scores, note this might not have much use
Store.set(player_scores,{
Store.set(player_scores, {
[game.player.name] = 10,
['SomeOtherPlayer'] = 0
})
]]
function Store.set(store,key,value)
function Store.set(store, key, value)
-- Allow for key to be optional
if value == nil then
value = key
@@ -327,7 +327,7 @@ function Store.set(store,key,value)
end
-- Check the store is valid
key = Store.validate(store,key,2)
key = Store.validate(store, key, 2)
local old_value
-- If there is a key being used then the store must be a able
@@ -343,7 +343,7 @@ function Store.set(store,key,value)
end
-- Trigger any watchers
Store.raw_trigger(store,key,value,old_value)
Store.raw_trigger(store, key, value, old_value)
end
--[[-- Used to update the data in a store, use this with tables, will trigger any watchers, key is optional depending on if you are using them
@@ -356,10 +356,10 @@ end
local game_score = Store.register()
-- Setting a default value
Store.set(game_score,0)
Store.set(game_score, 0)
-- We now will update the game score by one, we return the value so that it is set as the new value in the store
Store.update(game_score,function(value)
Store.update(game_score, function(value)
return value + 1
end)
@@ -370,7 +370,7 @@ local player_data = Store.register(function(player)
end)
-- Setting a default value for your player, used to show the table structure
Store.set(player_data,game.player,{
Store.set(player_data, game.player, {
group = 'Admin',
role = 'Owner',
show_group_config = false
@@ -378,12 +378,12 @@ Store.set(player_data,game.player,{
-- Updating the show_group_config key in your player data, note that it would be harder to call set every time
-- We do not need to return anything in this case as we are not replacing all the data
Store.update(player_data,game.player,function(data)
Store.update(player_data, game.player, function(data)
data.show_group_config = not data.show_group_config
end)
]]
function Store.update(store,key,updater)
function Store.update(store, key, updater)
-- Allow for key to be nil
if updater == nil then
updater = key
@@ -391,7 +391,7 @@ function Store.update(store,key,updater)
end
-- Check the store is valid
key = Store.validate(store,key,2)
key = Store.validate(store, key, 2)
local value, old_value
-- If a key is used then the store must be a table
@@ -420,7 +420,7 @@ function Store.update(store,key,updater)
end
-- Trigger any watchers
Store.raw_trigger(store,key,value,old_value)
Store.raw_trigger(store, key, value, old_value)
end
--[[-- Used to update all values that are in a store, similar to Store.update but acts on all keys at once, will trigger watchers for every key present
@@ -434,7 +434,7 @@ local player_data = Store.register(function(player)
end)
-- Setting a default value for your player, used to show the table structure
Store.set(player_data,game.player,{
Store.set(player_data, game.player, {
group = 'Admin',
role = 'Owner',
show_group_config = false
@@ -443,13 +443,13 @@ Store.set(player_data,game.player,{
-- Updating the show_group_config key for all players, note that it would be harder to call set every time
-- We do not need to return anything in this case as we are not replacing all the data
-- We also have access to the current key being updated if needed
Store.map(player_data,function(data,key)
Store.map(player_data, function(data, key)
data.show_group_config = not data.show_group_config
end)
]]
function Store.map(store,updater)
Store.validate(store,nil,2)
function Store.map(store, updater)
Store.validate(store, nil, 2)
-- Get all that data in the store and check its a table
local data = data_store[store]
@@ -458,12 +458,12 @@ function Store.map(store,updater)
end
-- Loop over all the keys and call the updater, setting value if returned, and calling watcher functions
for key,value in pairs(data) do
local rtn = updater(value,key)
for key, value in pairs(data) do
local rtn = updater(value, key)
if rtn then
data[key] = rtn
end
Store.raw_trigger(store,key,data[key],value)
Store.raw_trigger(store, key, data[key], value)
end
end
@@ -478,16 +478,16 @@ local scenario_diffculty = Store.register()
Store.trigger(scenario_diffculty)
]]
function Store.trigger(store,key)
key = Store.validate(store,key,2)
function Store.trigger(store, key)
key = Store.validate(store, key, 2)
-- Get the data from the data store
local data = data_store[store]
if key then
data = data[key]
Store.raw_trigger(store,key,data,data)
Store.raw_trigger(store, key, data, data)
else
Store.raw_trigger(store,key,data,data)
Store.raw_trigger(store, key, data, data)
end
end
@@ -503,16 +503,16 @@ local scenario_diffculty = Store.register()
-- Trigger the watchers with a fake change of diffculty
-- This is mostly used internally but it can be useful in other cases
Store.raw_trigger(scenario_diffculty,nil,'normal','normal')
Store.raw_trigger(scenario_diffculty, nil, 'normal', 'normal')
]]
function Store.raw_trigger(store,key,value,old_value)
key = Store.validate(store,key,2)
function Store.raw_trigger(store, key, value, old_value)
key = Store.validate(store, key, 2)
-- Get the watchers and then loop over them
local watchers = Store.watchers[store] or {}
for _,watcher in pairs(watchers) do
local success, err = pcall(watcher,value,key,old_value)
for _, watcher in pairs(watchers) do
local success, err = pcall(watcher, value, key, old_value)
if not success then
error('Store watcher casued an error:\n\t'..err)
end