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

@@ -9,15 +9,15 @@
-- This will move 'MrBiter' to the jail role and remove all other roles from them
-- the player name and reason are only so they can be included in the event for user feedback
Jail.jail_player('MrBiter','Cooldude2606','Likes biters too much')
Jail.jail_player('MrBiter', 'Cooldude2606', 'Likes biters too much')
-- This will give 'MrBiter' all his roles back and remove him from jail
-- again as above the player name is only used in the event for user feedback
Jail.unjail_player('MrBiter','Cooldude2606')
Jail.unjail_player('MrBiter', 'Cooldude2606')
-- Temp ban works the same as jail but will store the reason and move the players items to spawn
-- this is meant to be used as a more permiment jail but not as strong as a ban
Jail.temp_ban_player('MrBiter','Cooldude2606','Likes biters too much')
Jail.temp_ban_player('MrBiter', 'Cooldude2606', 'Likes biters too much')
]]
local Roles = require 'expcore.roles' --- @dep expcore.roles
@@ -65,7 +65,7 @@ local temp_bans = Jail.temp_bans
Global.register({
old_roles = old_roles,
temp_bans = temp_bans
},function(tbl)
}, function(tbl)
Jail.old_roles = tbl.old_roles
Jail.temp_bans = tbl.temp_bans
old_roles = Jail.old_roles
@@ -77,8 +77,8 @@ end)
-- @tparam LuaPlayer player the player who is being acted on
-- @tparam string by_player_name the player who is doing the action
-- @tparam string reason the reason for the action (jail and tempban only)
local function event_emit(event,player,by_player_name,reason)
script.raise_event(event,{
local function event_emit(event, player, by_player_name, reason)
script.raise_event(event, {
name=event,
tick=game.tick,
player_index=player.index,
@@ -95,7 +95,7 @@ end
-- @tparam LuaPlayer player the player to check if they are in jail
-- @treturn boolean whether the player is currently in jail
function Jail.is_jailed(player)
return has_role(player,'Jail')
return has_role(player, 'Jail')
end
--- Moves a player to jail and removes all other roles
@@ -103,14 +103,14 @@ end
-- @tparam string by_player_name the name of the player who is doing the jailing
-- @tparam[opt='Non given.'] string reason the reason that the player is being jailed
-- @treturn boolean wheather the user was jailed successfully
function Jail.jail_player(player,by_player_name,reason)
function Jail.jail_player(player, by_player_name, reason)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
reason = reason or 'Non given.'
if has_role(player,'Jail') then return end
if has_role(player, 'Jail') then return end
local roles = get_roles(player)
old_roles[player.name] = roles
@@ -126,12 +126,12 @@ end
-- @tparam LuaPlayer player the player that will be unjailed
-- @tparam string by_player_name the name of the player that is doing the unjail
-- @treturn boolean whether the player was unjailed successfully
function Jail.unjail_player(player,by_player_name)
function Jail.unjail_player(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
if not has_role(player,'Jail') then return end
if not has_role(player, 'Jail') then return end
local roles = old_roles[player.name] or {}
assign_roles(player, roles, by_player_name, nil, true)
@@ -160,7 +160,7 @@ end
-- @tparam string by_player_name the name of the player who is doing the temp ban
-- @tparam[opt='Non given.'] string reason the reason that the player is being temp banned
-- @treturn boolean whether the player was successfully temp banned
function Jail.temp_ban_player(player,by_player_name,reason)
function Jail.temp_ban_player(player, by_player_name, reason)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -168,9 +168,9 @@ function Jail.temp_ban_player(player,by_player_name,reason)
reason = reason or 'Non given.'
if temp_bans[player.name] then return end
temp_bans[player.name] = {reason,by_player_name}
temp_bans[player.name] = {reason, by_player_name}
if not has_role(player,'Jail') then
if not has_role(player, 'Jail') then
local roles = get_roles(player)
old_roles[player.name] = roles
@@ -182,7 +182,7 @@ function Jail.temp_ban_player(player,by_player_name,reason)
move_items(inv.get_contents())
inv.clear()
event_emit(Jail.events.on_player_temp_banned,player,by_player_name,reason)
event_emit(Jail.events.on_player_temp_banned, player, by_player_name, reason)
return true
end
@@ -191,7 +191,7 @@ end
-- @tparam LuaPlayer player the player who is being removed from temp ban
-- @tparam string by_player_name the name of the player who is doing the untemp ban
-- @treturn boolean whether the player was successfully removed
function Jail.untemp_ban_player(player,by_player_name)
function Jail.untemp_ban_player(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -199,14 +199,14 @@ function Jail.untemp_ban_player(player,by_player_name)
if not temp_bans[player.name] then return end
temp_bans[player.name] = nil
if has_role(player,'Jail') then
if has_role(player, 'Jail') then
local roles = old_roles[player.name]
assign_roles(player, roles, by_player_name, nil, true)
unassign_roles(player, 'Jail', by_player_name, nil, true)
end
event_emit(Jail.events.on_player_untemp_banned,player,by_player_name)
event_emit(Jail.events.on_player_untemp_banned, player, by_player_name)
return true
end

View File

@@ -14,21 +14,21 @@
-- The get production function is used to get production, consumion and net
-- it may be used for any item and with any precision level, use total for total
Production.get_production(game.forces.player,'iron-plate',defines.flow_precision_index.one_minute)
Production.get_production(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)
-- The fluctuations works by compearing recent production with the average over time
-- again any precision may be used, apart from one_thousand_hours as there would be no valid average
Production.get_fluctuations(game.forces.player,'iron-plate',defines.flow_precision_index.one_minute)
Production.get_fluctuations(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)
-- ETA is calculated based on what function you use but all share a similar method
-- for production eta it will take current production average given by the precision
-- and work out how many ticks it will require to make the required amount (1000 by default)
Production.get_production_eta(game.forces.player,'iron-plate',defines.flow_precision_index.one_minute,250000)
Production.get_production_eta(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute, 250000)
-- Both get_color and format_number are helper functions to help format production stats
-- get_color will return green,orange,red,or grey based on the active_value
-- the passive_value is used when active_value is 0 and can only return orange,red,or grey
Production.get_color(clamp,active_value,passive_value)
-- get_color will return green, orange, red, or grey based on the active_value
-- the passive_value is used when active_value is 0 and can only return orange, red, or grey
Production.get_color(clamp, active_value, passive_value)
]]
@@ -47,13 +47,13 @@ local Production = {}
-- @treturn[1] defines.flow_precision_index the next precision value
-- @treturn[1] number the multiplicive difference between the values
function Production.precision_up(precision)
if precision == precision_index.one_second then return precision_index.one_minute,60
elseif precision == precision_index.one_minute then return precision_index.ten_minutes,10
elseif precision == precision_index.ten_minutes then return precision_index.one_hour,6
elseif precision == precision_index.one_hour then return precision_index.ten_hours,10
elseif precision == precision_index.ten_hours then return precision_index.fifty_hours,5
elseif precision == precision_index.fifty_hours then return precision_index.two_hundred_fifty_hours,5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.one_thousand_hours,4
if precision == precision_index.one_second then return precision_index.one_minute, 60
elseif precision == precision_index.one_minute then return precision_index.ten_minutes, 10
elseif precision == precision_index.ten_minutes then return precision_index.one_hour, 6
elseif precision == precision_index.one_hour then return precision_index.ten_hours, 10
elseif precision == precision_index.ten_hours then return precision_index.fifty_hours, 5
elseif precision == precision_index.fifty_hours then return precision_index.two_hundred_fifty_hours, 5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.one_thousand_hours, 4
end
end
@@ -62,13 +62,13 @@ end
-- @treturn[1] defines.flow_precision_index the next precision value
-- @treturn[1] number the multiplicive difference between the values
function Production.precision_down(precision)
if precision == precision_index.one_minute then return precision_index.one_second,60
elseif precision == precision_index.ten_minutes then return precision_index.one_minute,10
elseif precision == precision_index.one_hour then return precision_index.ten_minutes,6
elseif precision == precision_index.ten_hours then return precision_index.one_hour,10
elseif precision == precision_index.fifty_hours then return precision_index.ten_hours,5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.fifty_hours,5
elseif precision == precision_index.one_thousand_hours then return precision_index.two_hundred_fifty_hours,4
if precision == precision_index.one_minute then return precision_index.one_second, 60
elseif precision == precision_index.ten_minutes then return precision_index.one_minute, 10
elseif precision == precision_index.one_hour then return precision_index.ten_minutes, 6
elseif precision == precision_index.ten_hours then return precision_index.one_hour, 10
elseif precision == precision_index.fifty_hours then return precision_index.ten_hours, 5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.fifty_hours, 5
elseif precision == precision_index.one_thousand_hours then return precision_index.two_hundred_fifty_hours, 4
end
end
@@ -95,7 +95,7 @@ end
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @treturn table contains total made, used and net
function Production.get_production_total(force,item_name)
function Production.get_production_total(force, item_name)
local stats = force.item_production_statistics
local made = stats.get_input_count(item_name) or 0
local used = stats.get_output_count(item_name) or 0
@@ -113,10 +113,10 @@ end
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @treturn table contains made, used and net
function Production.get_production(force,item_name,precision)
function Production.get_production(force, item_name, precision)
local stats = force.item_production_statistics.get_flow_count
local made = stats{name=item_name,input=true,precision_index=precision} or 0
local used = stats{name=item_name,input=false,precision_index=precision} or 0
local made = stats{name=item_name, input=true, precision_index=precision} or 0
local used = stats{name=item_name, input=false, precision_index=precision} or 0
return {
made=made,
@@ -131,10 +131,10 @@ end
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @treturn table contains made, used and net
function Production.get_fluctuations(force,item_name,precision)
function Production.get_fluctuations(force, item_name, precision)
local percision_up = Production.precision_up(precision)
local current = Production.get_production(force,item_name,precision)
local previous = Production.get_production(force,item_name,percision_up)
local current = Production.get_production(force, item_name, precision)
local previous = Production.get_production(force, item_name, percision_up)
return {
made=(current.made/previous.made)-1,
@@ -150,10 +150,10 @@ end
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be made
-- @treturn number the number of ticks required to produce this ammount of items
function Production.get_production_eta(force,item_name,precision,required)
function Production.get_production_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force,item_name,precision)
local production = Production.get_production(force, item_name, precision)
return production.made == 0 and -1 or ticks*required/production.made
end
@@ -163,10 +163,10 @@ end
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be consumed
-- @treturn number the number of ticks required to consume this ammount of items
function Production.get_consumsion_eta(force,item_name,precision,required)
function Production.get_consumsion_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force,item_name,precision)
local production = Production.get_production(force, item_name, precision)
return production.used == 0 and -1 or ticks*required/production.used
end
@@ -176,10 +176,10 @@ end
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be made but not used
-- @treturn number the number of ticks required to produce, but not use, this ammount of items
function Production.get_net_eta(force,item_name,precision,required)
function Production.get_net_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force,item_name,precision)
local production = Production.get_production(force, item_name, precision)
return production.net == 0 and -1 or ticks*required/production.net
end
@@ -191,8 +191,8 @@ end
-- @tparam number clamp value which seperates the different colours
-- @tparam number active_value first value tested, tested against clamp
-- @tparam number passive_value second value tested, tested against 0
-- @treturn table contains r,g,b keys
function Production.get_color(clamp,active_value,passive_value)
-- @treturn table contains r, g,b keys
function Production.get_color(clamp, active_value, passive_value)
if active_value > clamp then
return Colors.light_green
elseif active_value < -clamp then
@@ -213,19 +213,19 @@ end
-- @treturn[1] string the sign for the number
-- @treturn[1] string the surfix for any unit used
function Production.format_number(value)
local rtn = format_number(math.round(value,1),true)
local rtn = format_number(math.round(value, 1), true)
local surfix = rtn:sub(-1)
if value > 0 then
rtn = '+'..rtn
elseif value == 0 and rtn:sub(1,1) == '-' then
elseif value == 0 and rtn:sub(1, 1) == '-' then
rtn = rtn:sub(2)
end
if not tonumber(surfix) then
return surfix,rtn:sub(1,-2)
return surfix, rtn:sub(1, -2)
else
return '',rtn
return '', rtn
end
end

View File

@@ -10,13 +10,13 @@
-- This will place a report on "MrBiter" (must be a valid player) the report will have been made
-- by "Cooldude2606" (must be the player name) with the reason 'Liking biters too much' this can be
-- seen by using Reports.get_report.
Reports.report_player('MrBiter','Cooldude2606','Liking biters too much') -- true
Reports.report_player('MrBiter', 'Cooldude2606', 'Liking biters too much') -- true
-- The other get methods can be used to get all the reports on a player or to test if a player is reported.
Reports.get_report('MrBiter','Cooldude2606') -- 'Liking biters too much'
Reports.get_report('MrBiter', 'Cooldude2606') -- 'Liking biters too much'
-- This will remove the warning on 'MrBiter' (must be a valid player) which was made by 'Cooldude2606'.
Reports.remove_report('MrBiter','Cooldude2606') -- true
Reports.remove_report('MrBiter', 'Cooldude2606') -- true
-- This will remove all the report that have been made against 'MrBiter'. Note that the remove event will
-- be triggered once per report issused.
@@ -48,7 +48,7 @@ local Reports = {
}
local user_reports = Reports.user_reports
Global.register(user_reports,function(tbl)
Global.register(user_reports, function(tbl)
Reports.user_reports = tbl
user_reports = Reports.user_reports
end)
@@ -71,7 +71,7 @@ end
-- @tparam LuaPlayer player the player to get the report for
-- @tparam string by_player_name the name of the player who made the report
-- @treturn ?string|nil string is the reason that the player was reported, if the player is not reported
function Reports.get_report(player,by_player_name)
function Reports.get_report(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -84,7 +84,7 @@ end
-- @tparam LuaPlayer player the player to check if reported
-- @tparam[opt] string by_player_name when given will check if reported by this player
-- @treturn boolean if the player has been reported
function Reports.is_reported(player,by_player_name)
function Reports.is_reported(player, by_player_name)
player = valid_player(player)
if not player then return end
@@ -100,15 +100,15 @@ end
-- @tparam LuaPlayer player the player to count the reports for
-- @tparam[opt] function custom_count when given this function will be used to count the reports
-- @treturn number the number of reports that the user has
function Reports.count_reports(player,custom_count)
function Reports.count_reports(player, custom_count)
player = valid_player(player)
if not player then return end
local reports = user_reports[player.name] or {}
if custom_count then
local ctn = 0
for by_player_name,reason in pairs(reports) do
ctn = ctn + custom_count(player,by_player_name,reason)
for by_player_name, reason in pairs(reports) do
ctn = ctn + custom_count(player, by_player_name, reason)
end
return ctn
else
@@ -125,7 +125,7 @@ end
-- @tparam string by_player_name the name of the player that is making the report
-- @tparam[opt='Non given.'] string reason the reason that the player is being reported
-- @treturn boolean whether the report was added successfully
function Reports.report_player(player,by_player_name,reason)
function Reports.report_player(player, by_player_name, reason)
player = valid_player(player)
if not player then return end
local player_name = player.name
@@ -144,7 +144,7 @@ function Reports.report_player(player,by_player_name,reason)
reports[by_player_name] = reason
end
script.raise_event(Reports.events.on_player_reported,{
script.raise_event(Reports.events.on_player_reported, {
name = Reports.events.on_player_reported,
tick = game.tick,
player_index = player.index,
@@ -159,8 +159,8 @@ end
-- @tparam LuaPlayer player the player who is having the report removed from them
-- @tparam string reported_by_name the player who had the report
-- @tparam string removed_by_name the player who is clearing the report
local function report_removed_event(player,reported_by_name,removed_by_name)
script.raise_event(Reports.events.on_report_removed,{
local function report_removed_event(player, reported_by_name, removed_by_name)
script.raise_event(Reports.events.on_report_removed, {
name = Reports.events.on_report_removed,
tick = game.tick,
player_index = player.index,
@@ -174,7 +174,7 @@ end
-- @tparam string reported_by_name the name of the player that made the report
-- @tparam string removed_by_name the name of the player who removed the report
-- @treturn boolean whether the report was removed successfully
function Reports.remove_report(player,reported_by_name,removed_by_name)
function Reports.remove_report(player, reported_by_name, removed_by_name)
player = valid_player(player)
if not player then return end
@@ -188,7 +188,7 @@ function Reports.remove_report(player,reported_by_name,removed_by_name)
return false
end
report_removed_event(player,reported_by_name,removed_by_name)
report_removed_event(player, reported_by_name, removed_by_name)
reports[reported_by_name] = nil
return true
@@ -198,7 +198,7 @@ end
-- @tparam LuaPlayer player the player to remove the reports from
-- @tparam string removed_by_name the name of the player who removed the report
-- @treturn boolean whether the reports were removed successfully
function Reports.remove_all(player,removed_by_name)
function Reports.remove_all(player, removed_by_name)
player = valid_player(player)
if not player then return end
@@ -207,8 +207,8 @@ function Reports.remove_all(player,removed_by_name)
return false
end
for reported_by_name,_ in pairs(reports) do
report_removed_event(player,reported_by_name,removed_by_name)
for reported_by_name, _ in pairs(reports) do
report_removed_event(player, reported_by_name, removed_by_name)
end
user_reports[player.name] = nil

View File

@@ -18,10 +18,10 @@
Rockets.get_silos('player')
-- You can get the launch time for a rocket, meaning what game tick the 50th rocket was launched
Rockets.get_rocket_time('player',50)
Rockets.get_rocket_time('player', 50)
-- The rolling average will work out the time to launch one rocket based on the last X rockets
Rockets.get_rolling_average('player',10)
Rockets.get_rolling_average('player', 10)
]]
@@ -30,7 +30,7 @@ local Global = require 'utils.global' --- @dep utils.global
local config = require 'config.gui.rockets' --- @dep config.rockets
local largest_rolling_avg = 0
for _,avg_over in pairs(config.stats.rolling_avg) do
for _, avg_over in pairs(config.stats.rolling_avg) do
if avg_over > largest_rolling_avg then
largest_rolling_avg = avg_over
end
@@ -49,7 +49,7 @@ Global.register({
rocket_times = rocket_times,
rocket_stats = rocket_stats,
rocket_silos = rocket_silos
},function(tbl)
}, function(tbl)
Rockets.times = tbl.rocket_times
Rockets.stats = tbl.rocket_stats
Rockets.silos = tbl.rocket_silos
@@ -94,9 +94,9 @@ end
-- @treturn table an array of silo data that all belong to this force
function Rockets.get_silos(force_name)
local rtn = {}
for _,silo_data in pairs(rocket_silos) do
for _, silo_data in pairs(rocket_silos) do
if silo_data.force == force_name then
table.insert(rtn,silo_data)
table.insert(rtn, silo_data)
end
end
return rtn
@@ -106,7 +106,7 @@ end
-- @tparam string force_name the name of the force to get the count for
-- @tparam number rocket_number the number of the rocket to get the launch time for
-- @treturn number the game tick that the rocket was lanuched on
function Rockets.get_rocket_time(force_name,rocket_number)
function Rockets.get_rocket_time(force_name, rocket_number)
return rocket_times[force_name] and rocket_times[force_name][rocket_number] or nil
end
@@ -122,7 +122,7 @@ end
-- @treturn number the total number of rockets launched this game
function Rockets.get_game_rocket_count()
local rtn = 0
for _,force in pairs(game.forces) do
for _, force in pairs(game.forces) do
rtn = rtn + force.rockets_launched
end
return rtn
@@ -132,7 +132,7 @@ end
-- @tparam string force_name the name of the force to get the average for
-- @tparam number count the distance to get the rolling average over
-- @treturn number the number of ticks required to launch one rocket
function Rockets.get_rolling_average(force_name,count)
function Rockets.get_rolling_average(force_name, count)
local force = game.forces[force_name]
local rocket_count = force.rockets_launched
if rocket_count == 0 then return 0 end
@@ -146,7 +146,7 @@ function Rockets.get_rolling_average(force_name,count)
end
--- Event used to update the stats and the hui when a rocket is launched
Event.add(defines.events.on_rocket_launched,function(event)
Event.add(defines.events.on_rocket_launched, function(event)
local entity = event.rocket_silo
local silo_data = Rockets.get_silo_data(entity)
local force = event.rocket_silo.force
@@ -177,7 +177,7 @@ Event.add(defines.events.on_rocket_launched,function(event)
rocket_times[force_name][rockets_launched] = event.tick
local remove_rocket = rockets_launched-largest_rolling_avg
if remove_rocket > 0 and not table.contains(config.milestones,remove_rocket) then
if remove_rocket > 0 and not table.contains(config.milestones, remove_rocket) then
rocket_times[force_name][remove_rocket] = nil
end
@@ -186,7 +186,7 @@ Event.add(defines.events.on_rocket_launched,function(event)
end)
--- When a launch is reiggered it will await reset
Event.add(defines.events.on_rocket_launch_ordered,function(event)
Event.add(defines.events.on_rocket_launch_ordered, function(event)
local entity = event.rocket_silo
local silo_data = Rockets.get_silo_data(entity)
silo_data.awaiting_reset = true
@@ -212,7 +212,7 @@ local function on_built(event)
end
end
Event.add(defines.events.on_built_entity,on_built)
Event.add(defines.events.on_robot_built_entity,on_built)
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
return Rockets

View File

@@ -4,9 +4,9 @@
@alias Tasks
@usage-- Making and then editing a new task
local task_id = Tasks.add_task(game.player.force.name,nil,game.player.name)
local task_id = Tasks.add_task(game.player.force.name, nil, game.player.name)
Tasks.update_task(task_id,'We need more iron!',game.player.name)
Tasks.update_task(task_id, 'We need more iron!', game.player.name)
]]
@@ -18,7 +18,7 @@ local Tasks = {}
-- Global lookup table for force name to task ids
local force_tasks = {}
Global.register(force_tasks,function(tbl)
Global.register(force_tasks, function(tbl)
force_tasks = tbl
end)
@@ -38,10 +38,10 @@ Tasks.store = task_store
@treturn string the uid of the task which was created
@usage-- Adding a new task for your force
local task_id = Tasks.add_task(game.player.force.name,nil,game.player.name)
local task_id = Tasks.add_task(game.player.force.name, nil, game.player.name)
]]
function Tasks.add_task(force_name,task_number,player_name,task_message)
function Tasks.add_task(force_name, task_number, player_name, task_message)
-- Get a new task id
local task_id = tostring(Token.uid())
task_message = task_message or 'New Task'
@@ -55,9 +55,9 @@ function Tasks.add_task(force_name,task_number,player_name,task_message)
-- Insert the task id into the forces tasks
if task_number then
table.insert(tasks,task_number,task_id)
table.insert(tasks, task_number, task_id)
else
table.insert(tasks,task_id)
table.insert(tasks, task_id)
end
-- Create the editing table
@@ -67,7 +67,7 @@ function Tasks.add_task(force_name,task_number,player_name,task_message)
end
-- Add the new task to the store
Store.set(task_store,task_id,{
Store.set(task_store, task_id, {
task_id = task_id,
force_name = force_name,
message = task_message,
@@ -87,10 +87,10 @@ Tasks.remove_task(task_id)
]]
function Tasks.remove_task(task_id)
local task = Store.get(task_store,task_id)
local task = Store.get(task_store, task_id)
local force_name = task.force_name
table.remove_element(force_tasks[force_name],task_id)
Store.clear(task_store,task_id)
table.remove_element(force_tasks[force_name], task_id)
Store.clear(task_store, task_id)
end
--[[-- Update the message and last edited information for a task
@@ -99,11 +99,11 @@ end
@tparam[opt='server'] string player_name the name of the player who made the edit
@usage-- Updating the message for on a task
Task.update_task(task_id,'We need more iron!',game.player.name)
Task.update_task(task_id, 'We need more iron!', game.player.name)
]]
function Tasks.update_task(task_id,new_message,player_name)
Store.update(task_store,task_id,function(task)
function Tasks.update_task(task_id, new_message, player_name)
Store.update(task_store, task_id, function(task)
task.last_edit_name = player_name or '<server>'
task.last_edit_time = game.tick
task.message = new_message
@@ -116,11 +116,11 @@ end
@tparam boolean state the new state to set editing to
@usage-- Setting your editing state to true
Tasks.set_editing(task_id,game.player.name,true)
Tasks.set_editing(task_id, game.player.name, true)
]]
function Tasks.set_editing(task_id,player_name,state)
Store.update(task_store,task_id,function(task)
function Tasks.set_editing(task_id, player_name, state)
Store.update(task_store, task_id, function(task)
task.curently_editing[player_name] = state
end)
end
@@ -135,7 +135,7 @@ end)
]]
function Tasks.on_update(handler)
Store.watch(task_store,handler)
Store.watch(task_store, handler)
end
--- Getters.
@@ -151,7 +151,7 @@ local task = Tasks.get_task(task_id)
]]
function Tasks.get_task(task_id)
return Store.get(task_store,task_id)
return Store.get(task_store, task_id)
end
--[[-- Gets all the task ids that a force has
@@ -172,11 +172,11 @@ end
@treturn boolean weather the player is currently editing this task
@usage-- Check if a player is editing a task or not
local editing = Tasks.get_editing(task_id,game.player.name)
local editing = Tasks.get_editing(task_id, game.player.name)
]]
function Tasks.get_editing(task_id,player_name)
local task = Store.get(task_store,task_id)
function Tasks.get_editing(task_id, player_name)
local task = Store.get(task_store, task_id)
return task.curently_editing[player_name]
end

View File

@@ -8,17 +8,17 @@
local Warnings = require 'modules.control.warnings' --- @dep modules.control.warnings
-- This will add a warning to the player
Warnings.add_warning('MrBiter','Cooldude2606','Killed too many biters')
Warnings.add_warning('MrBiter', 'Cooldude2606', 'Killed too many biters')
-- This will remove a warning from a player, second name is just who is doing the action
Warnings.remove_warning('MrBiter','Cooldude2606')
Warnings.remove_warning('MrBiter', 'Cooldude2606')
-- Script warning as similar to normal warning but are designed to have no effect for a short amount of time
-- this is so it can be used for greifer protection without being too agressive
Warnings.add_script_warning('MrBiter','Killed too many biters')
Warnings.add_script_warning('MrBiter', 'Killed too many biters')
-- Both normal and script warnings can also be cleared, this will remove all warnings
Warnings.clear_warnings('MrBiter','Cooldude2606')
Warnings.clear_warnings('MrBiter', 'Cooldude2606')
]]
local Event = require 'utils.event' --- @dep utils.event
@@ -65,7 +65,7 @@ local user_script_warnings = Warnings.user_script_warnings
Global.register({
user_warnings = user_warnings,
user_script_warnings = user_script_warnings
},function(tbl)
}, function(tbl)
Warnings.user_warnings = tbl.user_warnings
Warnings.user_script_warnings = tbl.user_script_warnings
user_warnings = Warnings.user_warnings
@@ -92,7 +92,7 @@ end
-- @tparam string by_player_name the name of the player who is doing the action
-- @tparam[opt='Non given.'] string reason the reason that the player is being warned
-- @treturn number the number of warnings that the player has
function Warnings.add_warning(player,by_player_name,reason)
function Warnings.add_warning(player, by_player_name, reason)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -105,7 +105,7 @@ function Warnings.add_warning(player,by_player_name,reason)
user_warnings[player.name] = warnings
end
table.insert(warnings,{
table.insert(warnings, {
tick = game.tick,
by_player_name = by_player_name,
reason = reason
@@ -113,7 +113,7 @@ function Warnings.add_warning(player,by_player_name,reason)
local warning_count = #warnings
script.raise_event(Warnings.events.on_warning_added,{
script.raise_event(Warnings.events.on_warning_added, {
name = Warnings.events.on_warning_added,
tick = game.tick,
player_index = player.index,
@@ -126,11 +126,11 @@ function Warnings.add_warning(player,by_player_name,reason)
if action then
local _type = type(action)
if _type == 'function' then
action(player,by_player_name,warning_count)
action(player, by_player_name, warning_count)
elseif _type == 'table' then
local current = table.deepcopy(action)
table.insert(current,2,by_player_name)
table.insert(current,3,warning_count)
table.insert(current, 2,by_player_name)
table.insert(current, 3,warning_count)
player.print(current)
elseif type(action) == 'string' then
player.print(action)
@@ -145,8 +145,8 @@ end
-- @tparam string warning_by_name the name of the player who made the warning
-- @tparam string removed_by_name the name of the player who is doing the action
-- @tparam number warning_count the number of warnings that the player how has
local function warning_removed_event(player,warning_by_name,removed_by_name,warning_count)
script.raise_event(Warnings.events.on_warning_removed,{
local function warning_removed_event(player, warning_by_name, removed_by_name, warning_count)
script.raise_event(Warnings.events.on_warning_removed, {
name = Warnings.events.on_warning_removed,
tick = game.tick,
player_index = player.index,
@@ -160,7 +160,7 @@ end
-- @tparam LuaPlayer player the player to remove a warning from
-- @tparam string by_player_name the name of the player who is doing the action
-- @treturn number the number of warnings that the player has
function Warnings.remove_warning(player,by_player_name)
function Warnings.remove_warning(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -168,9 +168,9 @@ function Warnings.remove_warning(player,by_player_name)
local warnings = user_warnings[player.name]
if not warnings then return end
local warning = table.remove(warnings,1)
local warning = table.remove(warnings, 1)
warning_removed_event(player,warning.by_player_name,by_player_name,#warnings)
warning_removed_event(player, warning.by_player_name, by_player_name, #warnings)
return #warnings
end
@@ -179,7 +179,7 @@ end
-- @tparam LuaPlayer player the player to clear the warnings from
-- @tparam string by_player_name the name of the player who is doing the action
-- @treturn boolean true when warnings were cleared succesfully
function Warnings.clear_warnings(player,by_player_name)
function Warnings.clear_warnings(player, by_player_name)
player = valid_player(player)
if not player then return end
if not by_player_name then return end
@@ -188,8 +188,8 @@ function Warnings.clear_warnings(player,by_player_name)
if not warnings then return end
local warning_count = #warnings
for n,warning in pairs(warnings) do
warning_removed_event(player,warning.by_player_name,by_player_name,warning_count-n)
for n, warning in pairs(warnings) do
warning_removed_event(player, warning.by_player_name, by_player_name, warning_count-n)
end
user_warnings[player.name] = nil
@@ -215,7 +215,7 @@ end
-- @tparam LuaPlayer player the player to add a script warning to
-- @tparam[opt='Non given.'] string reason the reason that the player is being warned
-- @treturn number the number of script warnings that the player has
function Warnings.add_script_warning(player,reason)
function Warnings.add_script_warning(player, reason)
player = valid_player(player)
if not player then return end
@@ -227,14 +227,14 @@ function Warnings.add_script_warning(player,reason)
user_script_warnings[player.name] = warnings
end
table.insert(warnings,{
table.insert(warnings, {
tick = game.tick,
reason = reason
})
local warning_count = #warnings
script.raise_event(Warnings.events.on_script_warning_added,{
script.raise_event(Warnings.events.on_script_warning_added, {
name = Warnings.events.on_script_warning_added,
tick = game.tick,
player_index = player.index,
@@ -243,7 +243,7 @@ function Warnings.add_script_warning(player,reason)
})
if warning_count > config.script_warning_limit then
Warnings.add_warning(player,'<server>',reason)
Warnings.add_warning(player, '<server>', reason)
end
return warning_count
@@ -252,8 +252,8 @@ end
--- Script warning removed event tigger due to it being looped in clear script warnings
-- @tparam LuaPlayer player the player who is having a script warning removed
-- @tparam number warning_count the number of warning that the player has
local function script_warning_removed_event(player,warning_count)
script.raise_event(Warnings.events.on_script_warning_removed,{
local function script_warning_removed_event(player, warning_count)
script.raise_event(Warnings.events.on_script_warning_removed, {
name = Warnings.events.on_script_warning_removed,
tick = game.tick,
player_index = player.index,
@@ -271,7 +271,7 @@ function Warnings.remove_script_warning(player)
local warnings = user_script_warnings[player.name]
if not warnings then return end
table.remove(warnings,1)
table.remove(warnings, 1)
script_warning_removed_event(player)
@@ -288,8 +288,8 @@ function Warnings.clear_script_warnings(player)
if not warnings then return end
local warning_count = #warnings
for n,_ in pairs(warnings) do
script_warning_removed_event(player,warning_count-n)
for n, _ in pairs(warnings) do
script_warning_removed_event(player, warning_count-n)
end
user_script_warnings[player.name] = nil
@@ -298,11 +298,11 @@ end
-- script warnings are removed after a certain amount of time to make them even more lienient
local script_warning_cool_down = config.script_warning_cool_down*3600
Event.on_nth_tick(script_warning_cool_down/4,function()
Event.on_nth_tick(script_warning_cool_down/4, function()
local cutoff = game.tick - script_warning_cool_down
for player_name,script_warnings in pairs(user_script_warnings) do
for player_name, script_warnings in pairs(user_script_warnings) do
if #script_warnings > 0 then
for _,warning in pairs(script_warnings) do
for _, warning in pairs(script_warnings) do
if warning.tick < cutoff then
Warnings.remove_script_warning(player_name)
end

View File

@@ -6,7 +6,7 @@
@usage-- Making a new spawn warp
local player = game.player
local force = player.force
local spawn_id = Warps.add_warp(force.name,player.surface,player.position,player.name,'Spawn')
local spawn_id = Warps.add_warp(force.name, player.surface, player.position, player.name, 'Spawn')
Warps.set_spawn_warp(spawn_id, force)
Warps.make_warp_tag(spawn_id)
@@ -14,7 +14,7 @@ Warps.make_warp_tag(spawn_id)
@usage-- Making a new warp with a warp area
local player = game.player
local force = player.force
local warp_id = Warps.add_warp(force.name,player.surface,player.position,player.name)
local warp_id = Warps.add_warp(force.name, player.surface, player.position, player.name)
Warps.make_warp_area(warp_id)
Warps.make_warp_tag(warp_id)
@@ -30,7 +30,7 @@ local Warps = {}
-- Global lookup table for force name to task ids
local force_warps = {}
Global.register(force_warps,function(tbl)
Global.register(force_warps, function(tbl)
force_warps = tbl
end)
@@ -39,7 +39,7 @@ local warp_store = Store.register()
Warps.store = warp_store
-- When a warp is updated change its chat tag and resort the warp order
Store.watch(warp_store,function(warp,warp_id)
Store.watch(warp_store, function(warp, warp_id)
if warp then
-- Update the map chart tag if there is one
if warp.tag then
@@ -55,8 +55,8 @@ Store.watch(warp_store,function(warp,warp_id)
local spawn_id = warp_ids.spawn
local warp_names = {}
for _,next_warp_id in pairs(warp_ids) do
local next_warp = Store.get(warp_store,next_warp_id)
for _, next_warp_id in pairs(warp_ids) do
local next_warp = Store.get(warp_store, next_warp_id)
if next_warp_id ~= spawn_id then
warp_names[next_warp.name..next_warp_id] = next_warp_id
end
@@ -64,7 +64,7 @@ Store.watch(warp_store,function(warp,warp_id)
-- Sort the warp names in alphabetical order
local new_warp_ids = table.get_values(table.keysort(warp_names))
table.insert(new_warp_ids,1,spawn_id)
table.insert(new_warp_ids, 1,spawn_id)
new_warp_ids.spawn = spawn_id
force_warps[force_name] = new_warp_ids
end
@@ -83,7 +83,7 @@ local tag_added = Warps.make_warp_tag(warp_id)
]]
function Warps.make_warp_tag(warp_id)
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
local name = warp.name
local icon = warp.icon
@@ -91,7 +91,7 @@ function Warps.make_warp_tag(warp_id)
local tag = warp.tag
if tag and tag.valid then
tag.text = 'Warp: '..name
tag.icon = {type='item',name=icon}
tag.icon = {type='item', name=icon}
return false
end
@@ -100,10 +100,10 @@ function Warps.make_warp_tag(warp_id)
local surface = warp.surface
local position = warp.position
tag = force.add_chart_tag(surface,{
position = {position.x+0.5,position.y+0.5},
tag = force.add_chart_tag(surface, {
position = {position.x+0.5, position.y+0.5},
text = 'Warp: '..name,
icon = {type='item',name=icon}
icon = {type='item', name=icon}
})
-- Add the tag to this warp, store.update not needed as we dont want it to trigger
@@ -120,7 +120,7 @@ local removed = Warps.remove_warp_tag(warp_id)
]]
function Warps.remove_warp_tag(warp_id)
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
-- Check there is a tag to remove
local tag = warp.tag
@@ -144,7 +144,7 @@ Warps.make_warp_area(warp_id)
]]
function Warps.make_warp_area(warp_id)
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
local surface = warp.surface
local position = warp.position
local posx = position.x
@@ -164,7 +164,7 @@ function Warps.make_warp_area(warp_id)
for y = -radius, radius do
local y2 = y^2
if x2+y2 < radius2 then
table.insert(base_tiles,{name=base_tile,position={x+posx,y+posy}})
table.insert(base_tiles, {name=base_tile, position={x+posx, y+posy}})
end
end
end
@@ -172,16 +172,16 @@ function Warps.make_warp_area(warp_id)
-- Add a tile patern ontop of the base
local tiles = {}
for _,pos in pairs(config.tiles) do
table.insert(tiles,{name=base_tile,position={pos[1]+posx,pos[2]+posy}})
for _, pos in pairs(config.tiles) do
table.insert(tiles, {name=base_tile, position={pos[1]+posx, pos[2]+posy}})
end
surface.set_tiles(tiles)
-- Add entities to the warp structure
for _,entity in pairs(config.entities) do
for _, entity in pairs(config.entities) do
entity = surface.create_entity{
name=entity[1],
position={entity[2]+posx,entity[3]+posy},
position={entity[2]+posx, entity[3]+posy},
force='neutral'
}
entity.destructible = false
@@ -199,7 +199,7 @@ Warps.remove_warp_area(warp_id)
]]
function Warps.remove_warp_area(warp_id)
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
local position = warp.position
local surface = warp.surface
local radius = config.standard_proximity_radius
@@ -216,7 +216,7 @@ function Warps.remove_warp_area(warp_id)
for y = -radius, radius do
local y2 = y^2
if x2+y2 < radius2 then
table.insert(tiles,{name=base_tile,position={x+position.x,y+position.y}})
table.insert(tiles, {name=base_tile, position={x+position.x, y+position.y}})
end
end
end
@@ -226,11 +226,11 @@ function Warps.remove_warp_area(warp_id)
local entities = surface.find_entities_filtered{
force='neutral',
area={
{position.x-radius,position.y-radius},
{position.x+radius,position.y+radius}
{position.x-radius, position.y-radius},
{position.x+radius, position.y+radius}
}
}
for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
for _, entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
end
--[[-- Set a warp to be the spawn point for a force, force must own this warp
@@ -238,12 +238,12 @@ end
@tparam LuaForce force the force that you want to set the spawn for
@usage-- Set your forces spawn to a warp
Warps.set_spawn_warp(warp_id,game.player.force)
Warps.set_spawn_warp(warp_id, game.player.force)
]]
function Warps.set_spawn_warp(warp_id,force)
function Warps.set_spawn_warp(warp_id, force)
-- Check the force owns this warp
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
if warp.force_name ~= force.name then return end
-- Set this warp as the spawn
@@ -263,11 +263,11 @@ end
@tparam LuaPlayer player the player to teleport to the warp
@usage-- Teleport yourself to a warp point
Warps.teleport_player(warp_id,game.player)
Warps.teleport_player(warp_id, game.player)
]]
function Warps.teleport_player(warp_id,player)
local warp = Store.get(warp_store,warp_id)
function Warps.teleport_player(warp_id, player)
local warp = Store.get(warp_store, warp_id)
local surface = warp.surface
local position = {
x=warp.position.x+0.5,
@@ -275,9 +275,9 @@ function Warps.teleport_player(warp_id,player)
}
-- Teleport the player
local goto_position = surface.find_non_colliding_position('character',position,32,1)
local goto_position = surface.find_non_colliding_position('character', position, 32, 1)
if player.driving then player.driving = false end
player.teleport(goto_position,surface)
player.teleport(goto_position, surface)
end
--- Setters.
@@ -294,10 +294,10 @@ end
@usage-- Adding a new warp for your force at your position
local player = game.player
local warp_id = Warps.add_warp(player.force.name,player.surface,player.position,player.name)
local warp_id = Warps.add_warp(player.force.name, player.surface, player.position, player.name)
]]
function Warps.add_warp(force_name,surface,position,player_name,warp_name)
function Warps.add_warp(force_name, surface, position, player_name, warp_name)
-- Get new warp id
local warp_id = tostring(Token.uid())
warp_name = warp_name or 'New warp'
@@ -310,7 +310,7 @@ function Warps.add_warp(force_name,surface,position,player_name,warp_name)
end
-- Insert the warp id into the force warps
table.insert(warp_ids,warp_id)
table.insert(warp_ids, warp_id)
-- Create the editing table
local editing = {}
@@ -319,7 +319,7 @@ function Warps.add_warp(force_name,surface,position,player_name,warp_name)
end
-- Add the new warp to the store
Store.set(warp_store,warp_id,{
Store.set(warp_store, warp_id, {
warp_id = warp_id,
force_name = force_name,
name = warp_name,
@@ -345,12 +345,12 @@ Warps.remove_warp(warp_id)
]]
function Warps.remove_warp(warp_id)
local warp = Store.get(warp_store,warp_id)
local warp = Store.get(warp_store, warp_id)
local force_name = warp.force_name
Warps.remove_warp_tag(warp_id)
Warps.remove_warp_area(warp_id)
Store.clear(warp_store,warp_id)
table.remove_element(force_warps[force_name],warp_id)
Store.clear(warp_store, warp_id)
table.remove_element(force_warps[force_name], warp_id)
end
--[[-- Update the name and icon for a warp
@@ -360,11 +360,11 @@ end
@tparam[opt='server'] string player_name the name of the player that made the edit
@usage-- Changing the name and icon for a warp
Warps.update_warp(warp_id,'My Warp','iron-plate',game.player.name)
Warps.update_warp(warp_id, 'My Warp', 'iron-plate', game.player.name)
]]
function Warps.update_warp(warp_id,new_name,new_icon,player_name)
Store.update(warp_store,warp_id,function(warp)
function Warps.update_warp(warp_id, new_name, new_icon, player_name)
Store.update(warp_store, warp_id, function(warp)
warp.last_edit_name = player_name or '<server>'
warp.last_edit_time = game.tick
warp.old_name = warp.name
@@ -379,11 +379,11 @@ end
@tparam boolean state the new state to set editing to
@usage-- Setting your editing state to true
Warps.set_editing(warp_id,game.player.name,true)
Warps.set_editing(warp_id, game.player.name, true)
]]
function Warps.set_editing(warp_id,player_name,state)
Store.update(warp_store,warp_id,function(warp)
function Warps.set_editing(warp_id, player_name, state)
Store.update(warp_store, warp_id, function(warp)
warp.currently_editing[player_name] = state
end)
end
@@ -398,7 +398,7 @@ end)
]]
function Warps.on_update(handler)
Store.watch(warp_store,handler)
Store.watch(warp_store, handler)
end
--- Getters.
@@ -414,7 +414,7 @@ local warp = Warps.get_warp(warp_id)
]]
function Warps.get_warp(warp_id)
return Store.get(warp_store,warp_id)
return Store.get(warp_store, warp_id)
end
--[[-- Gets all the warp ids that a force has
@@ -448,11 +448,11 @@ end
@treturn boolean weather the player is currently editing this warp
@usage-- Check if a player is editing a warp or not
local editing = Warps.get_editing(warp_id,game.player.name)
local editing = Warps.get_editing(warp_id, game.player.name)
]]
function Warps.get_editing(warp_id,player_name)
local warp = Store.get(warp_store,warp_id)
function Warps.get_editing(warp_id, player_name)
local warp = Store.get(warp_store, warp_id)
return warp.currently_editing[player_name]
end