Add Clusterio Plugins

This commit is contained in:
Cooldude2606
2024-10-20 17:11:02 +01:00
parent 16813dca40
commit 446e87b610
53 changed files with 4938 additions and 823 deletions

91
.gitignore vendored
View File

@@ -1,88 +1,3 @@
# Logs dist/
logs node_modules/
*.log package-lock.json
npm-debug.log*
# Runtime data
pids
*.pid
*.seed
# Directory for instrumented libs generated by jscoverage/JSCover
lib-cov
# Coverage directory used by tools like istanbul
coverage
# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
.grunt
# node-waf configuration
.lock-wscript
# Compiled binary addons (http://nodejs.org/api/addons.html)
build/Release
# Dependency directories
node_modules
jspm_packages
# Optional npm cache directory
.npm
# Optional REPL history
.node_repl_history
# =========================
# Operating System Files
# =========================
# OSX
# =========================
.DS_Store
.AppleDouble
.LSOverride
# Thumbnails
._*
# IDE
.vscode/settings.json
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# Windows
# =========================
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk

View File

@@ -70,14 +70,6 @@ do -- Assume Factorio Control Stage as Default
} }
end end
do -- RedMew and ExpGaming overrides
globals = {
'math', 'table',
'print', 'require', 'unpack', 'inspect', 'loadstring', 'ServerCommands', 'Debug',
'_C', '_DEBUG', '_CHEATS', '_DUMP_ENV', '_LIFECYCLE', '_STAGE',
}
end
do -- Set default prototype files do -- Set default prototype files
files['**/data.lua'].std = STD_DATA files['**/data.lua'].std = STD_DATA
files['**/data-updates.lua'].std = STD_DATA files['**/data-updates.lua'].std = STD_DATA
@@ -221,7 +213,7 @@ do -- Factorio STDs--
fields = { fields = {
"on_event", "on_nth_tick", "on_configuration_changed", "on_init", "on_load", "generate_event_name", "on_event", "on_nth_tick", "on_configuration_changed", "on_init", "on_load", "generate_event_name",
"raise_event", "get_event_handler", "mod_name", "get_event_order", "raise_event", "get_event_handler", "mod_name", "get_event_order",
"is_game_in_debug_mode", "object_name", "set_event_filter", "get_event_filter", "is_game_in_debug_mode", "object_name", "set_event_filter", "get_event_filter", "register_metatable",
active_mods = {read_only = true, other_fields = true}, active_mods = {read_only = true, other_fields = true},
}, },
other_fields = false, other_fields = false,
@@ -1026,21 +1018,6 @@ do -- Factorio Defines STDs--
'northwest' 'northwest'
} }
}, },
disconnect_reason = {
fields = {
'quit',
'dropped',
'reconnect',
'wrong_input',
'desync_limit_reached',
'cannot_keep_up',
'afk',
'kicked',
'kicked_and_deleted',
'banned',
'switching_servers'
}
},
distraction = { distraction = {
fields = { fields = {
'by_enemy', 'by_enemy',
@@ -1095,10 +1072,8 @@ do -- Factorio Defines STDs--
'on_robot_built_entity', 'on_robot_built_entity',
'on_robot_pre_mined', 'on_robot_pre_mined',
'on_robot_mined', 'on_robot_mined',
'on_research_cancelled',
'on_research_finished',
'on_research_reversed',
'on_research_started', 'on_research_started',
'on_research_finished',
'on_player_rotated_entity', 'on_player_rotated_entity',
'on_player_set_quickbar_slot', 'on_player_set_quickbar_slot',
'on_marked_for_deconstruction', 'on_marked_for_deconstruction',
@@ -1231,7 +1206,7 @@ do -- Factorio Defines STDs--
}, },
flow_precision_index = { flow_precision_index = {
fields = { fields = {
'five_seconds', 'one_second',
'one_minute', 'one_minute',
'ten_minutes', 'ten_minutes',
'one_hour', 'one_hour',

3
.npmignore Normal file
View File

@@ -0,0 +1,3 @@
webpack.config.js
dist/web/build
dist/browser

14
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,14 @@
# Contributing
All are welcome to make bug reports, feature requests, and pull requests for our scenario. We do not require you to have any coding knowledge to make bug reports and feature requests. If you have any questions ask us in our discord.
For developers wanting to add features please follow these guidelines:
- All lua code is documented using ldoc.
- Changes should be made on your own fork and merged into `main` through a pull request.
- Each pull request should be limited to one feature or a few bug fixes and link to the related issue page.
- Pull requests are automatically linted and documentation checked.
- Pull requests are manually reviewed to maintain code and language quality.
- New features should have the branch names: `feature/feature-name`
- Bug fixes should have the branch names: `fix/bug-name`
- Commits should have meaningful messages.

695
LICENSE
View File

@@ -1,674 +1,21 @@
GNU GENERAL PUBLIC LICENSE MIT License
Version 3, 29 June 2007
Copyright (c) 2023 Explosive Gaming
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies Permission is hereby granted, free of charge, to any person obtaining a copy
of this license document, but changing it is not allowed. of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
Preamble to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
The GNU General Public License is a free, copyleft license for furnished to do so, subject to the following conditions:
software and other kinds of works.
The above copyright notice and this permission notice shall be included in all
The licenses for most software and other practical works are designed copies or substantial portions of the Software.
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
share and change all versions of a program--to make sure it remains free IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
software for all its users. We, the Free Software Foundation, use the FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
GNU General Public License for most of our software; it applies also to AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
any other work released this way by its authors. You can apply it to LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
your programs, too. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
Scenario for Facotorio multiplayer.
Copyright (C) 2018 badgamernl
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
explosivegaming.nl Copyright (C) 2018 badgamernl
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

View File

@@ -20,56 +20,36 @@
<img src="https://discordapp.com/api/guilds/260843215836545025/widget.png?style=shield" alt="Discord"> <img src="https://discordapp.com/api/guilds/260843215836545025/widget.png?style=shield" alt="Discord">
</a> </a>
</p> </p>
<h1 align="center">ExpGaming Scenario Repository</h2> <h1 align="center">ExpGaming Clusterio Repository</h2>
## Explosive Gaming ## Explosive Gaming
Explosive Gaming (often ExpGaming) is a server hosting community with a strong focus on [Factorio][factorio] and games with similar themes. We are best known for our weekly reset Factorio server with a vanilla+ scenario where we add new features and mechanics that are balanced with base game progression. Although our servers tend to attract the more experienced players, our servers are open to everyone. You can find us through our [website], [discord], or the public server list with the name ExpGaming. Explosive Gaming (often ExpGaming) is a server hosting community with a strong focus on [Factorio][factorio] and games with similar themes. We are best known for our weekly reset Factorio server with a vanilla+ scenario where we add new features and mechanics that are balanced with base game progression. Although our servers tend to attract the more experienced players, our servers are open to everyone. You can find us through our [website], [discord], or the public server list with the name ExpGaming.
## Use and Installation ## Installation
1) Download our [git repository][experimental-dl] for the latest version. For a stable release you can download from our [stable branch][stable-dl]. See [releases](#releases) for other major releases. This is a plugin collection for [Clustorio](https://github.com/clusterio/clusterio) which provides all our scenario features.
2) Extract the downloaded zip file into your Factorio scenario directory: To use this plugin you must already have a clustorio instance running, see [here](https://github.com/clusterio/clusterio?tab=readme-ov-file#installation) for clustorio installation instructions.
* Windows: `%appdata%\Factorio\scenarios`
* Linux: `~/.factorio/scenarios`
3) Within the scenario you can find `./config/_file_loader.lua` which contains a list of all the modules which will be loaded by the scenario. Comment out (or delete) lines for features you do not want. Be aware modules may load other modules as dependencies even when removed from the list. This module is currently not published and therefore can not be installed via `npm`. Instead follow the steps for [building from source](#building-from-source)
4) More advanced users can adjust other configs files within `./config` but some files will require a basic understanding of lua. ## Building from source
5) Once you have made your config changes: open Factorio, select either single or multiplayer, select (host) new game, and finally select our scenario which will be called `scenario-stable` or `scenario-dev` under user scenarios. 1) Create a `external_plugins` directory within your clustorio instance.
2) Clone this repository into that directory: `git clone https://github.com/explosivegaming/ExpCluster`
6) You will now be asked to generate your map and the scenario will load all selected modules. If any module does not load as expected please check `factorio-current.log` in your Factorio directory for errors and report them on our [issues page][issues]. 3) Install the package dev dependencies: `pnpm install`
4) Add the plugins to your clustorio instance such as: `npx clustorioctl plugin add ./external_plugins/ExpCluster/exp_groups`
## Contributing ## Contributing
All are welcome to make bug reports, feature requests, and pull requests for our scenario. We do not require you to have any lua or coding knowledge to make bug reports and feature requests. If you have any questions ask us in our [discord]. See [Contributing](CONTRIBUTING.md) for how to make pull requests and issues.
For developers wanting to add features please follow these guidelines:
* All code is documented using ldoc, the end result can be found [here][docs].
* Changes should be made on your own fork and merged into `dev` through a pull request.
* Each pull request should be limited to one feature or a few bug fixes.
* Pull requests are automatically checked for lint and documentation errors.
* Pull requests are manually reviewed to maintain code and language quality.
* New features should have the branch names: `feature/feature-name`
* Bug fixes should have the branch names: `fix/bug-name`
* Commits should have meaningful messages.
About our versioning and branch structure:
* Versions track changes to the stable branch and are managed by organisation members.
* Versions to not track changes on the dev branch which may contain some critical bugs.
* Other branches may exist for alternative version of our scenario, these are not versioned.
* Major releases contain significant changes to core modules.
* Minor releases contain many new features and bug fixes.
* Patch releases are only used for critical bugs.
## Releases ## Releases
| Release* | Release Name | Factorio Version** | | Release* | Release Name | Factorio Version** |
|---|---|---| |---|---|---|
| [6.4][s6.4] | Farewell Factorio 1.1 | [1.1.110][f1.1.110] |
| [6.3][s6.3] | Feature Bundle 2: Electric Boogaloo | [1.1.101][f1.1.101] | | [6.3][s6.3] | Feature Bundle 2: Electric Boogaloo | [1.1.101][f1.1.101] |
| [6.2][s6.2] | Mega Feature Bundle | [1.1.32][f1.1.32] | | [6.2][s6.2] | Mega Feature Bundle | [1.1.32][f1.1.32] |
| [6.1][s6.1] | External Data Overhaul | [1.0.0][f1.0.0] | | [6.1][s6.1] | External Data Overhaul | [1.0.0][f1.0.0] |
@@ -95,6 +75,7 @@ About our versioning and branch structure:
\*\* Factorio versions show the version they were made for, often the minimum requirement to run the scenario. \*\* Factorio versions show the version they were made for, often the minimum requirement to run the scenario.
[s6.4]: https://github.com/explosivegaming/scenario/releases/tag/6.4.0
[s6.3]: https://github.com/explosivegaming/scenario/releases/tag/6.3.0 [s6.3]: https://github.com/explosivegaming/scenario/releases/tag/6.3.0
[s6.2]: https://github.com/explosivegaming/scenario/releases/tag/6.2.0 [s6.2]: https://github.com/explosivegaming/scenario/releases/tag/6.2.0
[s6.1]: https://github.com/explosivegaming/scenario/releases/tag/6.1.0 [s6.1]: https://github.com/explosivegaming/scenario/releases/tag/6.1.0
@@ -116,6 +97,7 @@ About our versioning and branch structure:
[s1.0]: https://github.com/explosivegaming/scenario/releases/tag/v1.0 [s1.0]: https://github.com/explosivegaming/scenario/releases/tag/v1.0
[s0.1]: https://github.com/explosivegaming/scenario/releases/tag/v0.1 [s0.1]: https://github.com/explosivegaming/scenario/releases/tag/v0.1
[f1.1.110]: https://wiki.factorio.com/Version_history/1.1.0#1.1.110
[f1.1.101]: https://wiki.factorio.com/Version_history/1.1.0#1.1.101 [f1.1.101]: https://wiki.factorio.com/Version_history/1.1.0#1.1.101
[f1.1.32]: https://wiki.factorio.com/Version_history/1.1.0#1.1.32 [f1.1.32]: https://wiki.factorio.com/Version_history/1.1.0#1.1.32
[f1.0.0]: https://wiki.factorio.com/Version_history/1.0.0#1.0.0 [f1.0.0]: https://wiki.factorio.com/Version_history/1.0.0#1.0.0
@@ -138,7 +120,7 @@ About our versioning and branch structure:
## License ## License
The Explosive Gaming codebase is licensed under the [GNU General Public License v3.0](LICENSE) The Explosive Gaming codebase is licensed under the [MIT](LICENSE)
[stable-dl]: https://github.com/explosivegaming/scenario/archive/master.zip [stable-dl]: https://github.com/explosivegaming/scenario/archive/master.zip
[experimental-dl]: https://github.com/explosivegaming/scenario/archive/dev.zip [experimental-dl]: https://github.com/explosivegaming/scenario/archive/dev.zip

8
exp_commands/index.ts Normal file
View File

@@ -0,0 +1,8 @@
import * as lib from "@clusterio/lib";
export const plugin: lib.PluginDeclaration = {
name: "exp_commands",
title: "exp_commands",
description: "Example Description. Plugin. Change me in index.ts",
instanceEntrypoint: "./dist/node/instance",
};

7
exp_commands/instance.ts Normal file
View File

@@ -0,0 +1,7 @@
import * as lib from "@clusterio/lib";
import { BaseInstancePlugin } from "@clusterio/host";
export class InstancePlugin extends BaseInstancePlugin {
// This class is empty because an instance plugin must be defined for a module to be injected
// This requirement may change in the future to allow for standalone modules
}

View File

@@ -0,0 +1,179 @@
--[[-- Command Module - Default data types
The default data types that are available to all commands
@usage Adds parsers for:
boolean
string-options - options: array of strings
string-key - map: table of string keys and any values
string-max-length - maximum: number
number
integer
number-range - minimum: number, maximum: number
integer-range - minimum: number, maximum: number
player
player-online
player-alive
force
surface
color
]]
local ExpUtil = require("modules/exp_util")
local Commands = require("modules/exp_commands")
local add, parse = Commands.add_data_type, Commands.parse_data_type
local valid, invalid = Commands.status.success, Commands.status.invalid_input
--- A boolean value where true is one of: yes, y, true, 1
add("boolean", function(input)
input = input:lower()
if input == "yes"
or input == "y"
or input == "true"
or input == "1" then
return valid(true)
else
return valid(false)
end
end)
--- A string, validation does nothing but it is a requirement
add("string", function(input)
return valid(input)
end)
--- A string from a set of options, takes one argument which is an array of options
add("string-options", function(input, _, options)
local option = ExpUtil.auto_complete(options, input)
if option == nil then
return invalid{"exp-commands-parse.string-options", table.concat(options, ", ")}
else
return valid(option)
end
end)
--- A string which is the key of a table, takes one argument which is an map of string keys to values
add("string-key", function(input, _, map)
local option = ExpUtil.auto_complete(map, input, true)
if option == nil then
return invalid{"exp-commands-parse.string-options", table.concat(table.get_keys(map), ", ")}
else
return valid(option)
end
end)
--- A string with a maximum length, takes one argument which is the maximum length of a string
add("string-max-length", function(input, _, maximum)
if input:len() > maximum then
return invalid{"exp-commands-parse.string-max-length", maximum}
else
return valid(input)
end
end)
--- A number
add("number", function(input)
local number = tonumber(input)
if number == nil then
return invalid{"exp-commands-parse.number"}
else
return valid(number)
end
end)
--- An integer, number which has been floored
add("integer", function(input)
local number = tonumber(input)
if number == nil then
return invalid{"exp-commands-parse.number"}
else
return valid(math.floor(number))
end
end)
--- A number in a given inclusive range
add("number-range", function(input, _, minimum, maximum)
local success, status, number = parse("number", input)
if not success then
return status, number
elseif number < minimum or number > maximum then
return invalid{"exp-commands-parse.number-range", minimum, maximum}
else
return valid(number)
end
end)
--- An integer in a given inclusive range
add("integer-range", function(input, _, minimum, maximum)
local success, status, number = parse("integer", input)
if not success then
return status, number
elseif number < minimum or number > maximum then
return invalid{"exp-commands-parse.number-range", minimum, maximum}
else
return valid(number)
end
end)
--- A player who has joined the game at least once
add("player", function(input)
local player = game.get_player(input)
if player == nil then
return invalid{"exp-commands-parse.player", input}
else
return valid(player)
end
end)
--- A player who is online
add("player-online", function(input)
local success, status, player = parse("player", input)
if not success then
return status, player
elseif player.connected == false then
return invalid{"exp-commands-parse.player-online"}
else
return valid(player)
end
end)
--- A player who is online and alive
add("player-alive", function(input)
local success, status, player = parse("player-online", input)
if not success then
return status, player
elseif player.character == nil or player.character.health <= 0 then
return invalid{"exp-commands-parse.player-alive"}
else
return valid(player)
end
end)
--- A force within the game
add("force", function(input)
local force = game.forces[input]
if force == nil then
return invalid{"exp-commands-parse.force"}
else
return valid(force)
end
end)
--- A surface within the game
add("surface", function(input)
local surface = game.surfaces[input]
if surface == nil then
return invalid{"exp-commands-parse.surface"}
else
return valid(surface)
end
end)
--- A name of a color from the predefined list, too many colours to use string-key
add("color", function(input)
local color = ExpUtil.auto_complete(Commands.color, input, true)
if color == nil then
return invalid{"exp-commands-parse.color"}
else
return valid(color)
end
end)

View File

@@ -0,0 +1,81 @@
--[[-- Command Module - Help
Game command to list and search all registered commands in a nice format
@commands _system-ipc
@usage-- Get all messages related to banning a player
/commands ban
-- Get the second page of results
/commands ban 2
]]
local Global = require("modules/exp_util/global")
local Commands = require("modules/exp_commands")
local PAGE_SIZE = 5
local search_cache = {}
Global.register(search_cache, function(tbl)
search_cache = tbl
end)
--- Format commands into a strings across multiple pages
local function format_as_pages(commands, page_size)
local pages = { {} }
local page_length = 0
local current_page = 1
local total = 0
for _, command in pairs(commands) do
total = total + 1
page_length = page_length + 1
if page_length > page_size then
current_page = current_page + 1
pages[current_page] = {}
page_length = 1
end
local aliases = #command.aliases > 0 and {"exp-commands-help.aliases", table.concat(command.aliases, ", ")} or ""
pages[current_page][page_length] = { "exp-commands-help.format", command.name, command.description, command.help, aliases }
end
return pages, total
end
Commands.new("commands", "List and search all commands for a keyword")
:add_aliases{ "chelp", "helpp" }
:argument("keyword", "string")
:optional("page", "integer")
:defaults{ page = 1 }
:register(function(player, keyword, page)
keyword = keyword:lower()
local pages, found
local cache = search_cache[player.index]
if cache and cache.keyword == keyword then
-- Cached value found, no search is needed
pages = cache.pages
found = cache.found
else
-- No cached value, so a search needs to be done
local commands = Commands.search_for_player(keyword, player)
pages, found = format_as_pages(commands, PAGE_SIZE)
search_cache[player.index] = { keyword = keyword, pages = pages, found = found }
end
-- Error if no pages found
if found == 0 then
return Commands.status.success{ "exp-commands-help.no-results" }
end
local page_data = pages[page]
if page_data == nil then
-- Page number was out of range for this search
return Commands.status.invalid_input{"exp-commands-help.out-of-range", page, #pages }
end
-- Print selected page to the player
Commands.print{ "exp-commands-help.header", keyword == '' and '<all>' or keyword }
for _, command in pairs(page_data) do
Commands.print(command)
end
return Commands.status.success{ "exp-commands-help.footer", found, page, #pages }
end)

View File

@@ -0,0 +1,25 @@
--[[-- Command Module - IPC
System command which sends an object to the clustorio api, should be used for debugging / echo commands
@commands _system-ipc
@usage-- Send a message on your custom channel, message is a json string
/_ipc myChannel { "myProperty": "foo", "playerName": "Cooldude2606" }
]]
local Commands = require("modules/exp_commands")
local Clustorio = require("modules/clusterio/api")
Commands.new("_ipc", "Send an IPC message on the selected channel")
:add_flags{ "system_only" }
:enable_auto_concatenation()
:argument("channel", "string")
:argument("message", "string")
:register(function(_, channel, message)
local tbl = game.json_to_table(message)
if tbl == nil then
return Commands.status.invalid_input("Invalid json string")
else
Clustorio.send_json(channel, tbl)
return Commands.status.success()
end
end)

View File

@@ -0,0 +1,91 @@
--[[-- Command Module - Default permission authorities
The default permission authorities controlled by the flags: admin_only, system_only, no_rcon, disabled
@usage-- Unlock system commands for debugging purposes
/c require("modules/exp-commands").unlock_system_commands(game.player)
@usage-- Disable a command for all players because it is not functioning correctly
/c require("modules/exp-commands").disable("my-command")
]]
local Global = require("modules/exp_util/global")
local Commands = require("modules/exp_commands")
local add, allow, deny = Commands.add_permission_authority, Commands.status.success, Commands.status.unauthorised
local permission_authorities = {}
local system_players = {}
local disabled_commands = {}
Global.register({
system_players,
disabled_commands,
}, function(tbl)
system_players = tbl[1]
disabled_commands = tbl[2]
end)
--- Allow a player access to system commands, use for debug purposes only
-- @tparam[opt] string player_name The name of the player to give access to, default is the current player
function Commands.unlock_system_commands(player_name)
system_players[player_name or game.player.name] = true
end
--- Remove access from system commands for a player, use for debug purposes only
-- @tparam[opt] string player_name The name of the player to give access to, default is the current player
function Commands.lock_system_commands(player_name)
system_players[player_name or game.player.name] = nil
end
--- Get a list of all players who have system commands unlocked
function Commands.get_system_command_players()
return table.get_keys(system_players)
end
--- Stops a command from be used by any one
-- @tparam string command_name The name of the command to disable
function Commands.disable(command_name)
disabled_commands[command_name] = true
end
--- Allows a command to be used again after disable was used
-- @tparam string command_name The name of the command to enable
function Commands.enable(command_name)
disabled_commands[command_name] = nil
end
--- Get a list of all players who have system commands unlocked
function Commands.get_disabled_commands()
return table.get_keys(disabled_commands)
end
--- If a command has the flag "admin_only" then only admins can use the command#
permission_authorities.admin_only =
add(function(player, command)
if command.flags.admin_only and not player.admin then
return deny{"exp-commands-permissions.admin-only"}
else
return allow()
end
end)
--- If a command has the flag "system_only" then only rcon connections can use the command
permission_authorities.system_only =
add(function(player, command)
if command.flags.system_only and not system_players[player.name] then
return deny{"exp-commands-permissions.system-only"}
else
return allow()
end
end)
--- If Commands.disable was called then no one can use the command
permission_authorities.disabled =
add(function(_, command)
if disabled_commands[command.name] then
return deny{"exp-commands-permissions.disabled"}
else
return allow()
end
end)
return permission_authorities

View File

@@ -0,0 +1,82 @@
--[[-- Command Module - Rcon
System command which runs arbitrary code within a custom (not sandboxed) environment
@commands _system-rcon
@usage-- Get the names of all online players, using rcon
/_system-rcon local names = {}; for index, player in pairs(game.connected_player) do names[index] = player.name end; return names;
@usage-- Get the names of all online players, using clustorio ipcs
/_system-rcon local names = {}; for index, player in pairs(game.connected_player) do names[index] = player.name end; ipc("online-players", names);
]]
local ExpUtil = require("modules/exp_util")
local Async = require("modules/exp_util/async")
local Global = require("modules/exp_util/global")
local Commands = require("modules/exp_commands")
local Clustorio = require("modules/clusterio/api")
local rcon_env = {}
local rcon_statics = {}
local rcon_callbacks = {}
setmetatable(rcon_statics, { __index = _G })
setmetatable(rcon_env, { __index = rcon_statics })
--- Some common static values which can be added now
rcon_statics.Async = Async
rcon_statics.ExpUtil = ExpUtil
rcon_statics.Commands = Commands
rcon_statics.Clustorio = Clustorio
rcon_statics.output = Commands.print
rcon_statics.ipc = Clustorio.send_json
--- Some common callback values which are useful when a player uses the command
function rcon_callbacks.player(player) return player end
function rcon_callbacks.surface(player) return player and player.surface end
function rcon_callbacks.force(player) return player and player.force end
function rcon_callbacks.position(player) return player and player.position end
function rcon_callbacks.entity(player) return player and player.selected end
function rcon_callbacks.tile(player) return player and player.surface.get_tile(player.position) end
--- The rcon env is saved between command runs to prevent desyncs
Global.register(rcon_env, function(tbl)
rcon_env = setmetatable(tbl, { __index = rcon_statics })
end)
--- Static values can be added to the rcon env which are not stored in global such as modules
function Commands.add_rcon_static(name, value)
ExpUtil.assert_not_runtime()
rcon_statics[name] = value
end
--- Callback values can be added to the rcon env, these are called on each invocation and should return one value
function Commands.add_rcon_callback(name, callback)
ExpUtil.assert_not_runtime()
rcon_callbacks[name] = callback
end
Commands.new("_rcon", "Execute arbitrary code within a custom environment")
:add_flags{ "system_only" }
:enable_auto_concatenation()
:argument("invocation", "string")
:register(function(player, invocation_string)
-- Construct the environment the command will run within
local env = setmetatable({}, { __index = rcon_env, __newindex = rcon_env })
for name, callback in pairs(rcon_callbacks) do
local _, rtn = pcall(callback, player.index > 0 and player or nil)
rawset(env, name, rtn)
end
-- Compile and run the invocation string
local invocation, compile_error = load(invocation_string, "rcon-invocation", "t", env)
if compile_error then
return Commands.status.invalid_input(compile_error)
else
local success, rtn = xpcall(invocation, debug.traceback)
if success == false then
local err = rtn:gsub('%.%.%..-/temp/currently%-playing/', '')
return Commands.status.error(err)
else
return Commands.status.success(rtn)
end
end
end)

View File

@@ -0,0 +1,25 @@
--[[-- Command Module - Sudo
System command to execute a command as another player using their permissions (except for permissions group actions)
@commands _system-sudo
@usage-- Run the example command as another player
-- As Cooldude2606: /repeat 5
/_system-sudo Cooldude2606 repeat 5
]]
local Commands = require("modules/exp_commands")
Commands.new("_sudo", "Run a command as another player")
:add_flags{ "system_only" }
:enable_auto_concatenation()
:argument("player", "player")
:argument("command", "string-key", Commands.registered_commands)
:argument("arguments", "string")
:register(function(_, player, command, parameter)
return Commands._event_handler{
name = command.name,
tick = game.tick,
player_index = player.index,
parameter = parameter
}
end)

View File

@@ -0,0 +1,38 @@
color-tag=[color=__1__]__2__[/color]
[exp-commands]
command-help=__1__ - __2__
success=Command Complete.
error=Command failed to run: __1__
error-default=Please check you gave the correct arguments.
unauthorized=Unauthorized: __1__
unauthorized-default=Access is denied due to insufficient permissions.
invalid-usage=Wrong number of arguments, usage: /__1__ __2__
invalid-input=Invalid input: Please ensure everything is formated correctly.
invalid-argument=Invalid argument "__1__"; __2__
internal-error=Internal Error, Please contact an admin: __1__
[exp-commands-parse]
string-options=Invalid Option, Must be one of: __1__
string-max-length=Invalid Length, Max: __1__
number=Invalid Number.
number-range=Invalid Range, Min (inclusive): __1__, Max (inclusive): __2__
player=Invalid Player Name, __1__ ,try using tab key to auto-complete the name
player-online=Player is offline.
player-alive=Player is dead.
force=Invalid Force Name.
surface=Invalid Surface Name.
color=Invalid Color Name.
[exp-commands-permissions]
admin-only=This command is for game admins only.
system-only=This command can not be ran by players.
disabled=This command is currently disabled.
[exp-commands-help]
header=Help results for "__1__":
footer=[__1__ results found: page __2__ of __3__]
format=/__1__ __2__ - __3__ __4__
aliases=Aliaies: __1__
out-of-range=__1__ is an invalid page number. Last page: __2__
no-results=No commands were found

View File

@@ -0,0 +1,15 @@
{
"name": "exp_commands",
"require": [
"commands/data_types.lua",
"commands/permission_authorities.lua",
"commands/help.lua",
"commands/rcon.lua",
"commands/sudo.lua",
"commands/ipc.lua"
],
"dependencies": {
"clusterio": "*",
"exp_util": "*"
}
}

View File

@@ -0,0 +1,686 @@
--[[-- Core Module - Commands
- Factorio command making module that makes commands with better parse and more modularity
@core Commands
@alias Commands
@usage-- Adding a permission authority
-- You are only required to return a boolean, but by using the unauthorised status you can provide better feedback to the user
Commands.add_permission_authority(function(player, command)
if command.flags.admin_only and not player.admin then
return Commands.status.unauthorised("This command requires in-game admin")
end
return Commands.status.success()
end)
@usage-- Adding a data type
-- You can not return nil from this function, doing so will raise an error, you must return a status
Commands.add_data_type("integer", function(input, player)
local number = tonumber(input)
if number == nil then
return Commands.status.invalid_input("Value must be a valid number")
else
return Commands.status.success(number)
end
end)
-- It is recommend to use exiting parsers within your own to simplify checks, but make sure to propagate failures
Commands.add_data_type("integer-range", function(input, player, minimum, maximum)
local success, status, integer = Commands.parse_data_type("integer", input, player)
if not success then return status, number end
if integer < minimum or integer > maximum then
return Commands.status.invalid_input(string.format("Integer must be in range: %d to %d", minimum, maximum))
else
return Commands.status.success(integer)
end
end)
@usage-- Adding a command
Commands.new("repeat", "This is my new command, it will repeat a message a number of times")
:add_flags{ "admin_only" } -- Using the permission authority above, this makes the command admin only
:add_aliases{ "repeat-message" } -- You can add as many aliases as you want
:enable_auto_concatenation() -- This allows the final argument to be any length
:argument("count", "integer-range", 1, 10) -- Allow any value between 1 and 10
:optional("message", "string") -- This is an optional argument
:defaults{
-- Defaults don't need to be functions, one is used here to demonstrate their use, remember player can be nil for the server
message = function(player)
return player and "Hello, "..player.name or "Hello, World!"
end
}
:register(function(player, count, message)
for i = 1, count do
Commands.print("#"..i.." "..message)
end
end)
]]
local ExpUtil = require("modules/exp_util")
local Color = require("modules/exp_util/include/color")
local Commands = {
color = Color, -- A useful reference to the color utils to be used with command outputs
_prototype = {}, -- Contains the methods for the command object
registered_commands = {}, -- Stores a reference to all registered commands
permission_authorities = {}, -- Stores a reference to all active permission authorities
data_types = {}, -- Stores all input parsers and validators for different data types
status = {}, -- Contains the different status values a command can return
}
Commands._metatable = {
__index = Commands._prototype,
__class = "ExpCommand"
}
Commands.player_server = setmetatable({
index = 0,
color = Color.white,
chat_color = Color.white,
name = "<server>",
tag = "",
connected = true,
admin = true,
afk_time = 0,
online_time = 0,
last_online = 0,
spectator = true,
show_on_map = false,
valid = true,
object_name = "LuaPlayer"
}, {
__index = function(_, key)
if key == "__self" or type(key) == "number" then return nil end
Commands.error("Command does not support rcon usage, requires reading player." .. key)
error("Command does not support rcon usage, requires reading player." .. key)
end,
__newindex = function(_, key)
Commands.error("Command does not support rcon usage, requires reading player." .. key)
error("Command does not support rcon usage, requires setting player." .. key)
end
})
--- Status Returns.
-- Return values used by command callbacks
-- @section command-status
--- Used to signal success from a command, data type parser, or permission authority
-- @tparam[opt] LocaleString|string msg An optional message to be included when a command completes (only has an effect in command callbacks)
function Commands.status.success(msg)
return Commands.status.success, msg or {'exp-commands.success'}
end
--- Used to signal an error has occurred in a command, data type parser, or permission authority
-- For data type parsers and permission authority, an error return will prevent the command from being executed
-- @tparam[opt] LocaleString|string msg An optional error message to be included in the output, a generic message is used if not provided
function Commands.status.error(msg)
return Commands.status.error, {'exp-commands.error', msg or {'exp-commands.error-default'}}
end
--- Used to signal the player is unauthorised to use a command, primarily used by permission authorities but can be used in a command callback
-- For permission authorities, an error return will prevent the command from being executed
-- @tparam[opt] LocaleString|string msg An optional error message to be included in the output, a generic message is used if not provided
function Commands.status.unauthorised(msg)
return Commands.status.unauthorised, msg or {'exp-commands.unauthorized', msg or {'exp-commands.unauthorized-default'}}
end
--- Used to signal the player provided invalid input to an command, primarily used by data type parsers but can be used in a command callback
-- For data type parsers, an error return will prevent the command from being executed
-- @tparam[opt] LocaleString|string msg An optional error message to be included in the output, a generic message is used if not provided
function Commands.status.invalid_input(msg)
return Commands.status.invalid_input, msg or {'exp-commands.invalid-input'}
end
--- Used to signal an internal error has occurred, this is reserved for internal use
-- @tparam LocaleString|string msg A message detailing the error which has occurred, will be logged and outputted
function Commands.status.internal_error(msg)
return Commands.status.internal_error, {'exp-commands.internal-error', msg}
end
local valid_command_status = {} -- Hashmap lookup for testing if a status is valid
for name, status in pairs(Commands.status) do
valid_command_status[status] = name
end
--- Permission Authority.
-- Functions that control who can use commands
-- @section permission-authority
--- Add a permission authority, a permission authority is a function which provides access control for commands, multiple can be active at once
-- When multiple are active, all authorities must give permission for the command to execute, if any deny access then the command is not ran
-- @tparam function permission_authority The function to provide access control to commands, see module usage.
-- @treturn function The function which was provided as the first argument
function Commands.add_permission_authority(permission_authority)
local next_index = #Commands.permission_authorities + 1
Commands.permission_authorities[next_index] = permission_authority
return permission_authority
end
--- Remove a permission authority, must be the same function reference which was passed to add_permission_authority
-- @tparam function permission_authority The access control function to remove as a permission authority
function Commands.remove_permission_authority(permission_authority)
local pms = Commands.permission_authorities
for index, value in pairs(pms) do
if value == permission_authority then
local last = #pms
pms[index] = pms[last]
pms[last] = nil
return
end
end
end
--- Check if a player has permission to use a command, calling all permission authorities
-- @tparam LuaPlayer player The player to test the permission of, nil represents the server and always returns true
-- @tparam Command command The command the player is attempting to use
-- @treturn boolean true if the player has permission to use the command
-- @treturn LocaleString|string when permission is denied, this is the reason permission was denied
function Commands.player_has_permission(player, command)
if player == nil or player == Commands.player_server then return true end
for _, permission_authority in ipairs(Commands.permission_authorities) do
local status, msg = permission_authority(player, command)
if type(status) == "boolean" then
if status == false then
local _, rtn_msg = Commands.status.unauthorised(msg)
return false, rtn_msg
end
elseif valid_command_status[status] then
if status ~= Commands.status.success then
return false, msg
end
else
return false, "Permission authority returned unexpected value"
end
end
return true, nil
end
--- Data Type Parsing.
-- Functions that parse and validate player input
-- @section input-parse-and-validation
--- Add a new input parser to the command library, this allows use of a data type without needing to pass the function directly
-- @tparam string data_type The name of the data type the input parser reads in and validates
-- @tparam function parser The function used to parse and validate the data type
-- @treturn string The data type passed as the first argument
function Commands.add_data_type(data_type, parser)
if Commands.data_types[data_type] then
error("Data type \""..tostring(data_type).."\" already has a parser registered", 2)
end
Commands.data_types[data_type] = parser
return data_type
end
--- Remove an input parser for a data type, must be the same string that was passed to add_input_parser
-- @tparam string data_type The data type for which you want to remove the input parser of
function Commands.remove_data_type(data_type)
Commands.data_types[data_type] = nil
end
--- Parse and validate an input string as a given data type
-- @tparam string|function data_type The name of the data type parser to use to read and validate the input text
-- @tparam string input The input string that will be read by the parser
-- @param ... Any other arguments that the parser is expecting
-- @treturn boolean true when the input was successfully parsed and validated to be the correct type
-- @return When The error status for why parsing failed, otherwise it is the parsed value
-- @return When first is false, this is the error message, otherwise this is the parsed value
function Commands.parse_data_type(data_type, input, ...)
local parser = Commands.data_types[data_type]
if type(data_type) == "function" then
parser = data_type
elseif parser == nil then
return false, Commands.status.internal_error, {"exp-commands.internal-error" , "Data type \""..tostring(data_type).."\" does not have a registered parser"}
end
local status, parsed = parser(input, ...)
if status == nil then
return Commands.status.internal_error, {"exp-commands.internal-error" , "Parser for data type \""..tostring(data_type).."\" returned a nil value"}
elseif valid_command_status[status] then
if status ~= Commands.status.success then
return false, status, parsed -- error_type, error_msg
else
return true, status, parsed -- success, parsed_data
end
else
return true, Commands.status.success, status -- success, parsed_data
end
end
--- List and Search
-- Functions used to list and search for commands
-- @section list-and-search
--- Returns a list of all registered custom commands
-- @treturn table An array of registered commands
function Commands.list_all()
return Commands.registered_commands
end
--- Returns a list of all registered custom commands which the given player has permission to use
-- @treturn table An array of registered commands
function Commands.list_for_player(player)
local rtn = {}
for name, command in pairs(Commands.registered_commands) do
if Commands.player_has_permission(player, command) then
rtn[name] = command
end
end
return rtn
end
--- Searches all game commands and the provided custom commands for the given keyword
local function search_commands(keyword, custom_commands)
keyword = keyword:lower()
local rtn = {}
-- Search all custom commands
for name, command in pairs(custom_commands) do
local search = string.format('%s %s %s', name, command.help, table.concat(command.aliases, ' '))
if search:lower():match(keyword) then
rtn[name] = command
end
end
-- Search all game commands
for name, description in pairs(commands.game_commands) do
local search = string.format('%s %s', name, description)
if search:lower():match(keyword) then
rtn[name] = {
name = name,
help = description,
description = "",
aliases = {}
}
end
end
return rtn
end
--- Searches all custom commands and game commands for the given keyword
-- @treturn table An array of registered commands
function Commands.search_all(keyword)
return search_commands(keyword, Commands.list_all())
end
--- Searches custom commands allowed for this player and all game commands for the given keyword
-- @treturn table An array of registered commands
function Commands.search_for_player(keyword, player)
return search_commands(keyword, Commands.list_for_player(player))
end
--- Command Output
-- Prints output to the player or rcon connection
-- @section player-print
--- Set the color of a message using rich text chat
-- @tparam string message The message to set the color of
-- @tparam Color color The color that the message should be
-- @treturn string The string which can be printed to game chat
function Commands.set_chat_message_color(message, color)
local color_tag = math.round(color.r, 3)..', '..math.round(color.g, 3)..', '..math.round(color.b, 3)
return string.format('[color=%s]%s[/color]', color_tag, message)
end
--- Set the color of a locale message using rich text chat
-- @tparam LocaleString message The message to set the color of
-- @tparam Color color The color that the message should be
-- @treturn LocaleString The locale string which can be printed to game chat
function Commands.set_locale_chat_message_color(message, color)
local color_tag = math.round(color.r, 3)..', '..math.round(color.g, 3)..', '..math.round(color.b, 3)
return {'color-tag', color_tag, message}
end
--- Get a string representing the name of the given player in their chat colour
-- @tparam LuaPlayer player The player to use the name and color of, nil represents the server
-- @treturn string The players name formatted as a string in their chat color
function Commands.format_player_name(player)
local player_name = player and player.name or "<server>"
local player_color = player and player.chat_color or Color.white
local color_tag = math.round(player_color.r, 3)..', '..math.round(player_color.g, 3)..', '..math.round(player_color.b, 3)
return string.format('[color=%s]%s[/color]', color_tag, player_name)
end
--- Get a locale string representing the name of the given player in their chat colour
-- @tparam LuaPlayer player The player to use the name and color of, nil represents the server
-- @treturn LocaleString The players name formatted as a locale string in their chat color
function Commands.format_locale_player_name(player)
local player_name = player and player.name or "<server>"
local player_color = player and player.chat_color or Color.white
local color_tag = math.round(player_color.r, 3)..', '..math.round(player_color.g, 3)..', '..math.round(player_color.b, 3)
return {'color-tag', color_tag, player_name}
end
--- Print a message to the user of a command, accepts any value and will print in a readable and safe format
-- @tparam any message The message / value to be printed
-- @tparam[opt] Color color The color the message should be printed in
-- @tparam[opt] string sound The sound path to be played when the message is printed
function Commands.print(message, color, sound)
local player = game.player
if not player then
rcon.print(ExpUtil.format_any(message))
else
local formatted = ExpUtil.format_any(message, nil, 20)
player.print(formatted, color or Color.white)
player.play_sound{ path = sound or 'utility/scenario_message' }
end
end
--- Print an error message to the user of a command, accepts any value and will print in a readable and safe format
-- @tparam any message The message / value to be printed
function Commands.error(message)
return Commands.print(message, Color.orange_red, 'utility/wire_pickup')
end
--- Command Prototype
-- The prototype defination for command objects
-- @section command-prototype
--- This is a default callback that should never be called
local function default_command_callback()
return Commands.status.internal_error('No callback registered')
end
--- Returns a new command object, this will not register the command to the game
-- @tparam string name The name of the command as it will be registered later
-- @tparam string help The help message / description of the command
-- @treturn Command A new command object which can be registered
function Commands.new(name, help)
ExpUtil.assert_argument_type(name, "string", 1, "name")
ExpUtil.assert_argument_type(help, "string", 2, "help")
if Commands.registered_commands[name] then
error("Command is already defined at: "..Commands.registered_commands[name].defined_at, 2)
end
return setmetatable({
name = name,
help = help,
callback = default_command_callback,
defined_at = ExpUtil.safe_file_path(2),
auto_concat = false,
min_arg_count = 0,
max_arg_count = 0,
flags = {}, -- stores flags that can be used by auth
aliases = {}, -- stores aliases to this command
arguments = {}, -- [{name: string, optional: boolean, default: any, data_type: function, parse_args: table}]
}, Commands._metatable)
end
--- Get the data type parser from a name, will raise an error if it doesnt exist
local function get_parser(data_type)
local rtn = Commands.data_types[data_type]
if rtn == nil then
error("Unknown data type: "..tostring(data_type), 3)
end
return data_type, rtn
end
--- Add a new required argument to the command of the given data type
-- @tparam string name The name of the argument being added
-- @tparam string data_type The data type of this argument, must have previously been registered with add_data_type
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:argument(name, data_type, ...)
if self.min_arg_count ~= self.max_arg_count then
error("Can not have required arguments after optional arguments", 2)
end
self.min_arg_count = self.min_arg_count + 1
self.max_arg_count = self.max_arg_count + 1
self.arguments[#self.arguments + 1] = {
name = name,
optional = false,
data_type = data_type,
data_type_parser = get_parser(data_type),
parse_args = {...}
}
return self
end
--- Add a new optional argument to the command of the given data type
-- @tparam string name The name of the argument being added
-- @tparam string data_type The data type of this argument, must have previously been registered with add_data_type
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:optional(name, data_type, ...)
self.max_arg_count = self.max_arg_count + 1
self.arguments[#self.arguments + 1] = {
name = name,
optional = true,
data_type = data_type,
data_type_parser = get_parser(data_type),
parse_args = {...}
}
return self
end
--- Set the defaults for optional arguments, any not provided will have their value as nil
-- @tparam table defaults A table who's keys are the argument names and values are the defaults or function which returns a default
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:defaults(defaults)
local matched = {}
for _, argument in ipairs(self.arguments) do
if defaults[argument.name] then
if not argument.optional then
error("Attempting to set default value for required argument: " .. argument.name)
end
argument.default = defaults[argument.name]
matched[argument.name] = true
end
end
-- Check that there are no extra values in the table
for name in pairs(defaults) do
if not matched[name] then
error("No argument with name: " .. name)
end
end
return self
end
--- Set the flags for the command, these can be accessed by permission authorities to check who should use a command
-- @tparam table flags An array of string flags, or a table who's keys are the flag names and values are the flag values
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:add_flags(flags)
for name, value in pairs(flags) do
if type(name) == "number" then
self.flags[value] = true
else
self.flags[name] = value
end
end
return self
end
--- Set the aliases for the command, these are alternative names that the command can be ran under
-- @tparam table aliases An array of string names to use as aliases to this command
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:add_aliases(aliases)
local start_index = #self.aliases
for index, alias in ipairs(aliases) do
self.aliases[start_index + index] = alias
end
return self
end
--- Enable concatenation of all arguments after the last, this should be used for user provided reason text
-- @treturn Command The command object to allow chaining method calls
function Commands._prototype:enable_auto_concatenation()
self.auto_concat = true
return self
end
--- Register the command to the game with the given callback, this must be the final step as the object becomes immutable afterwards
-- @tparam function callback The function which is called to perform the command action
function Commands._prototype:register(callback)
Commands.registered_commands[self.name] = self
self.callback = callback
-- Generates a description to be used
local description = {}
for index, argument in pairs(self.arguments) do
if argument.optional then
description[index] = "["..argument.name.."]"
else
description[index] = "<"..argument.name..">"
end
end
self.description = table.concat(description, " ")
-- Callback which is called by the game engine
local function command_callback(event)
event.name = self.name
local success, traceback = xpcall(Commands._event_handler, debug.traceback, event)
if not success and not traceback:find("Command does not support rcon usage") then
local _, msg = Commands.status.internal_error(event.tick)
Commands.error(msg)
log("Internal Command Error " .. event.tick .. "\n" .. traceback)
end
end
-- Registers the command under its own name
local help = {'exp-commands.command-help', self.description, self.help}
commands.add_command(self.name, help, command_callback)
-- Registers the command under its aliases
for _, alias in ipairs(self.aliases) do
commands.add_command(alias, help, command_callback)
end
end
--- Command Runner
-- Used internally to run commands
-- @section command-runner
--- Log that a command was attempted and its outcome (error / success)
local function log_command(comment, command, player, args, detail)
local player_name = player and player.name or '<Server>'
ExpUtil.write_json('log/commands.log', {
comment = comment,
detail = detail,
player_name = player_name,
command_name = command.name,
args = args
})
end
--- Extract the arguments from a string input string
local function extract_arguments(raw_input, max_args, auto_concat)
-- nil check when no input given
if raw_input == nil then return {} end
-- Extract quoted arguments
local quoted_arguments = {}
local input_string = raw_input:gsub('"[^"]-"', function(word)
local no_spaces = word:gsub('%s', '%%s')
quoted_arguments[no_spaces] = word:sub(2, -2)
return ' '..no_spaces..' '
end)
-- Extract all arguments
local index = 0
local arguments = {}
for word in input_string:gmatch('%S+') do
index = index + 1
if index > max_args then
-- concat the word onto the last argument
if auto_concat == false then
return nil -- too many args, exit early
elseif quoted_arguments[word] then
arguments[max_args] = arguments[max_args]..' "'..quoted_arguments[word]..'"'
else
arguments[max_args] = arguments[max_args]..' '..word
end
else
-- new argument to be added
if quoted_arguments[word] then
arguments[index] = quoted_arguments[word]
else
arguments[index] = word
end
end
end
return arguments
end
--- Internal event handler for the command event
function Commands._event_handler(event)
local command = Commands.registered_commands[event.name]
if command == nil then
error("Command not recognised: "..event.name)
end
local player = nil -- nil represents the server until the command is called
if event.player_index then
player = game.get_player(event.player_index)
end
-- Check if the player is allowed to use the command
local allowed, failure_msg = Commands.player_has_permission(player, command)
if not allowed then
log_command("Command not allowed", command, player, event.parameter)
return Commands.error(failure_msg)
end
-- Check the edge case of parameter being nil
if command.min_arg_count > 0 and event.parameter == nil then
log_command("Too few arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
return Commands.error{'exp-commands.invalid-usage', command.name, command.description}
end
-- Get the arguments for the command, returns nil if there are too many arguments
local raw_arguments = extract_arguments(event.parameter, command.max_arg_count, command.auto_concat)
if raw_arguments == nil then
log_command("Too many arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
return Commands.error{'exp-commands.invalid-usage', command.name, command.description}
end
-- Check the minimum number of arguments is fullfiled
if #raw_arguments < command.min_arg_count then
log_command("Too few arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
return Commands.error{'exp-commands.invalid-usage', command.name, command.description}
end
-- Parse the arguments, optional arguments will attempt to use a default if provided
local arguments = {}
for index, argument in ipairs(command.arguments) do
local input = raw_arguments[index]
if input == nil then
-- We know this is an optional argument because the mimimum count is satisfied
assert(argument.optional == true, "Argument was required")
if type(argument.default) == "function" then
arguments[index] = argument.default(player)
else
arguments[index] = argument.default
end
else
-- Parse the raw argument to get the correct data type
local success, status, parsed = Commands.parse_data_type(argument.data_type_parser, input, player, table.unpack(argument.parse_args))
if success == false then
log_command("Input parse failed", command, player, event.parameter, { status = valid_command_status[status], index = index, argument = argument, reason = parsed })
return Commands.error{'exp-commands.invalid-argument', argument.name, parsed}
else
arguments[index] = parsed
end
end
end
-- Run the command, dont need xpcall here because errors are caught in command_callback
local status, status_msg = command.callback(player or Commands.player_server, table.unpack(arguments))
if valid_command_status[status] then
if status ~= Commands.status.success then
log_command("Custom Error", command, player, event.parameter, status_msg)
return Commands.error(status_msg)
else
log_command("Command Ran", command, player, event.parameter)
return Commands.print(status_msg)
end
else
log_command("Command Ran", command, player, event.parameter)
local _, msg = Commands.status.success()
return Commands.print(msg)
end
end
return Commands

33
exp_commands/package.json Normal file
View File

@@ -0,0 +1,33 @@
{
"name": "@explosivegaming/commands",
"version": "0.0.1",
"description": "Clusterio module for command handling",
"author": "Cooldude2606 <https://github.com/Cooldude2606>",
"license": "MIT",
"repository": "explosivegaming/clustorio-exp-commands",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
},
"engines": {
"node": ">=18"
},
"peerDependencies": {
"@clusterio/lib": "workspace:*"
},
"devDependencies": {
"@clusterio/lib": "workspace:*",
"@types/node": "^20.14.9",
"typescript": "^5.5.3"
},
"dependencies": {
"@sinclair/typebox": "^0.30.4"
},
"publishConfig": {
"access": "public"
},
"keywords": [
"clusterio",
"factorio"
]
}

View File

@@ -0,0 +1,6 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
]
}

View File

@@ -0,0 +1,8 @@
{
"extends": "../../../tsconfig.node.json",
"references": [
{ "path": "../../../packages/lib/tsconfig.node.json" },
],
"include": ["./**/*.ts"],
"exclude": ["test/*", "./dist/*"],
}

View File

@@ -0,0 +1,32 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.jsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_commands",
library: { type: "var", name: "plugin_exp_commands" },
exposes: {
"./info": "./dist/plugin/info.js",
"./package.json": "./package.json",
"./web": "./web/index.jsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
"antd": { import: false },
"react": { import: false },
"react-dom": { import: false },
},
}),
],
});

282
exp_groups/controller.ts Normal file
View File

@@ -0,0 +1,282 @@
import * as lib from "@clusterio/lib";
import { BaseControllerPlugin, InstanceInfo } from "@clusterio/controller";
import {
PermissionStrings, PermissionStringsUpdate,
PermissionGroup, PermissionGroupUpdate,
InstancePermissionGroups,
PermissionInstanceId,
PermissionGroupEditEvent,
} from "./messages";
import path from "path";
import fs from "fs-extra";
export class ControllerPlugin extends BaseControllerPlugin {
static permissionGroupsPath = "exp_groups.json";
static userGroupsPath = "exp_user_groups.json";
userToGroup: Map<lib.User["id"], PermissionGroup> = new Map(); // TODO this needs to be per instance
permissionStrings!: Map<PermissionStrings["id"], PermissionStrings>;
permissionGroups!: Map<InstancePermissionGroups["id"], InstancePermissionGroups>;
async init() {
this.controller.handle(PermissionStringsUpdate, this.handlePermissionStringsUpdate.bind(this));
this.controller.handle(PermissionGroupUpdate, this.handlePermissionGroupUpdate.bind(this));
this.controller.handle(PermissionGroupEditEvent, this.handlePermissionGroupEditEvent.bind(this));
this.controller.subscriptions.handle(PermissionStringsUpdate, this.handlePermissionStringsSubscription.bind(this));
this.controller.subscriptions.handle(PermissionGroupUpdate, this.handlePermissionGroupSubscription.bind(this));
this.controller.subscriptions.handle(PermissionGroupEditEvent);
this.permissionStrings = new Map([["Global", new PermissionStrings("Global", new Set())]]);
this.permissionGroups = new Map([["Global", new InstancePermissionGroups("Global")]]);
await this.loadData();
// Add the default group if missing and add any missing cluster roles
const clusterRoles = [...this.controller.userManager.roles.values()]
for (const instanceGroups of this.permissionGroups.values()) {
const groups = instanceGroups.groups;
const instanceRoles = [...groups.values()].flatMap(group => [...group.roleIds.values()]);
const missingRoles = clusterRoles.filter(role => instanceRoles.includes(role.id));
const defaultGroup = groups.get("Default");
if (defaultGroup) {
for (const role of missingRoles) {
defaultGroup.roleIds.add(role.id)
}
} else {
groups.set("Default", new PermissionGroup(
instanceGroups.instanceId,
"Default",
groups.size,
new Set(missingRoles.map(role => role.id))
));
}
}
}
async onControllerConfigFieldChanged(field: string, curr: unknown, prev: unknown) {
if (field === "exp_groups.allow_role_inconsistency") {
// Do something with this.userToGroup
}
}
async onInstanceConfigFieldChanged(instance: InstanceInfo, field: string, curr: unknown, prev: unknown) {
this.logger.info(`controller::onInstanceConfigFieldChanged ${instance.id} ${field}`);
if (field === "exp_groups.sync_permission_groups") {
const updates = []
const now = Date.now();
if (curr) {
// Global sync enabled, we dont need the instance config
const instanceGroups = this.permissionGroups.get(instance.id);
if (instanceGroups) {
this.permissionGroups.delete(instance.id);
for (const group of instanceGroups.groups.values()) {
group.updatedAtMs = now;
group.isDeleted = true;
updates.push(group);
}
}
} else {
// Global sync disabled, make a copy of the global config as a base
const global = this.permissionGroups.get("Global")!;
const oldInstanceGroups = this.permissionGroups.get(instance.id);
const instanceGroups = new InstancePermissionGroups(
instance.id, new Map([...global.groups.values()].map(group => [group.name, group.copy(instance.id)]))
)
this.permissionGroups.set(instance.id, instanceGroups);
for (const group of instanceGroups.groups.values()) {
group.updatedAtMs = now;
updates.push(group);
}
// If it has an old config (unexpected) then deal with it
if (oldInstanceGroups) {
for (const group of oldInstanceGroups.groups.values()) {
if (!instanceGroups.groups.has(group.name)) {
group.updatedAtMs = now;
group.isDeleted = true;
updates.push(group);
}
}
}
}
// Send the updates to all instances and controls
if (updates.length) {
this.controller.subscriptions.broadcast(new PermissionGroupUpdate(updates));
}
}
}
async loadPermissionGroups() {
const file = path.resolve(this.controller.config.get("controller.database_directory"), ControllerPlugin.permissionGroupsPath);
this.logger.verbose(`Loading ${file}`);
try {
const content = await fs.readFile(file, { encoding: "utf8" });
for (const groupRaw of JSON.parse(content)) {
const group = PermissionGroup.fromJSON(groupRaw);
const instanceGroups = this.permissionGroups.get(group.instanceId);
if (instanceGroups) {
instanceGroups.groups.set(group.name, group);
} else {
this.permissionGroups.set(group.instanceId,
new InstancePermissionGroups(group.instanceId, new Map([[group.name, group]]))
);
}
};
} catch (err: any) {
if (err.code === "ENOENT") {
this.logger.verbose("Creating new permission group database");
return;
}
throw err;
}
}
async savePermissionGroups() {
const file = path.resolve(this.controller.config.get("controller.database_directory"), ControllerPlugin.permissionGroupsPath);
this.logger.verbose(`Writing ${file}`);
await lib.safeOutputFile(file, JSON.stringify(
[...this.permissionGroups.values()].flatMap(instanceGroups => [...instanceGroups.groups.values()])
));
}
async loadUserGroups() {
if (!this.controller.config.get("exp_groups.allow_role_inconsistency")) return;
const file = path.resolve(this.controller.config.get("controller.database_directory"), ControllerPlugin.userGroupsPath);
this.logger.verbose(`Loading ${file}`);
try {
const content = await fs.readFile(file, { encoding: "utf8" });
this.userToGroup = new Map(JSON.parse(content));
} catch (err: any) {
if (err.code === "ENOENT") {
this.logger.verbose("Creating new user group database");
return;
}
throw err;
}
}
async saveUserGroups() {
if (!this.controller.config.get("exp_groups.allow_role_inconsistency")) return;
const file = path.resolve(this.controller.config.get("controller.database_directory"), ControllerPlugin.userGroupsPath);
this.logger.verbose(`Writing ${file}`);
await lib.safeOutputFile(file, JSON.stringify([...this.permissionGroups.entries()]));
}
async loadData() {
await Promise.all([
this.loadPermissionGroups(),
this.loadUserGroups(),
])
}
async onSaveData() {
await Promise.all([
this.savePermissionGroups(),
this.saveUserGroups(),
])
}
addPermisisonGroup(instanceId: PermissionInstanceId, name: string, permissions = new Set<string>(), silent = false) {
const instanceGroups = this.permissionGroups.get(instanceId);
if (!instanceGroups) {
throw new Error("Instance ID does not exist");
}
if (instanceGroups.groups.has(name)) {
return instanceGroups.groups.get(name)!;
}
for (const group of instanceGroups.groups.values()) {
group.order += 1;
}
const group = new PermissionGroup(instanceId, name, 0, new Set(), permissions, Date.now(), false);
instanceGroups.groups.set(group.id, group);
if (!silent) {
this.controller.subscriptions.broadcast(new PermissionGroupUpdate([group]));
}
return group;
}
removePermissionGroup(instanceId: PermissionInstanceId, name: string, silent = false) {
const instanceGroups = this.permissionGroups.get(instanceId);
if (!instanceGroups) {
throw new Error("Instance ID does not exist");
}
const group = instanceGroups.groups.get(name)
if (!group) {
return null;
}
for (const nextGroup of instanceGroups.groups.values()) {
if (nextGroup.order > group.order) {
nextGroup.order -= 1;
}
}
instanceGroups.groups.delete(group.id);
group.updatedAtMs = Date.now();
group.isDeleted = true;
if (!silent) {
this.controller.subscriptions.broadcast(new PermissionGroupUpdate([group]));
}
return group;
}
async handlePermissionGroupEditEvent(event: PermissionGroupEditEvent) {
// TODO
}
async handlePermissionStringsUpdate(event: PermissionStringsUpdate) {
for (const update of event.updates) {
const global = this.permissionStrings.get("Global")!
this.permissionStrings.set(update.instanceId as number, update)
global.updatedAtMs = Math.max(global.updatedAtMs, update.updatedAtMs)
for (const permission of update.permissions) {
global.permissions.add(permission)
}
// TODO maybe check if changes have happened rather than always pushing updates
this.controller.subscriptions.broadcast(new PermissionStringsUpdate([global, update]))
}
}
async handlePermissionGroupUpdate(event: PermissionGroupUpdate) {
const updates = [];
for (const group of event.updates) {
const groups = this.permissionGroups.get(group.instanceId);
if (!groups) continue;
const existingGroup = groups.groups.get(group.id);
let update
if (!existingGroup) {
update = this.addPermisisonGroup(group.instanceId, group.name, group.permissions, true);
} else if (group.isDeleted) {
update = this.removePermissionGroup(group.instanceId, group.name, true);
} else {
existingGroup.permissions = group.permissions;
existingGroup.updatedAtMs = Date.now();
update = existingGroup;
}
if (update) updates.push(update);
}
this.controller.subscriptions.broadcast(new PermissionGroupUpdate(updates));
}
async handlePermissionStringsSubscription(request: lib.SubscriptionRequest, src: lib.Address) {
const updates = [ ...this.permissionStrings.values() ]
.filter(
value => value.updatedAtMs > request.lastRequestTimeMs,
)
return updates.length ? new PermissionStringsUpdate(updates) : null;
}
async handlePermissionGroupSubscription(request: lib.SubscriptionRequest, src: lib.Address) {
const updates = [ ...this.permissionGroups.values() ]
.flatMap(instanceGroups => [...instanceGroups.groups.values()])
.filter(
value => value.updatedAtMs > request.lastRequestTimeMs,
)
if (src.type === lib.Address.instance) {
const instanceUpdates = updates.filter(group => group.instanceId === src.id || group.instanceId === "Global");
this.logger.info(JSON.stringify(updates))
this.logger.info(JSON.stringify(instanceUpdates))
return instanceUpdates.length ? new PermissionGroupUpdate(instanceUpdates) : null;
}
return updates.length ? new PermissionGroupUpdate(updates) : null;
}
}

84
exp_groups/index.ts Normal file
View File

@@ -0,0 +1,84 @@
import * as lib from "@clusterio/lib";
import * as Messages from "./messages";
lib.definePermission({
name: "exp_groups.create_delete_groups",
title: "Create and delete permission groups",
description: "Create and delete permission groups.",
});
lib.definePermission({
name: "exp_groups.reorder_groups",
title: "Reorder permission groups",
description: "Reorder groups and link them to user roles.",
});
lib.definePermission({
name: "exp_groups.modify_permissions",
title: "Modify permission groups",
description: "Modify game permissions for groups.",
});
lib.definePermission({
name: "exp_groups.assign_players",
title: "Change player group",
description: "Change the permission group of a player",
});
lib.definePermission({
name: "exp_groups.list",
title: "View permission groups",
description: "View permission groups.",
});
lib.definePermission({
name: "exp_groups.list.subscribe",
title: "Subscribe to permission group updates",
description: "Subscribe to permission group updates.",
});
declare module "@clusterio/lib" {
export interface ControllerConfigFields {
"exp_groups.allow_role_inconsistency": boolean;
}
export interface InstanceConfigFields {
"exp_groups.sync_permission_groups": boolean;
}
}
export const plugin: lib.PluginDeclaration = {
name: "exp_groups",
title: "exp_groups",
description: "Create, modify, and link factorio permission groups to clusterio user roles.",
controllerEntrypoint: "./dist/node/controller",
controllerConfigFields: {
"exp_groups.allow_role_inconsistency": {
title: "Allow User Role Inconsistency",
description: "When true, users can be assgined to any group regardless of their roles",
type: "boolean",
initialValue: false,
},
},
instanceEntrypoint: "./dist/node/instance",
instanceConfigFields: {
"exp_groups.sync_permission_groups": {
title: "Sync Permission Groups",
description: "When true, the instance cannot deviate from the global group settings and will be hidden from the sellection dropdown.",
type: "boolean",
initialValue: true,
},
},
messages: [
Messages.PermissionGroupEditEvent,
Messages.PermissionStringsUpdate,
Messages.PermissionGroupUpdate,
],
webEntrypoint: "./web",
routes: [
"/exp_groups",
],
};

129
exp_groups/instance.ts Normal file
View File

@@ -0,0 +1,129 @@
import * as lib from "@clusterio/lib";
import { BaseInstancePlugin } from "@clusterio/host";
import {
PermissionGroup, PermissionGroupEditEvent, PermissionGroupEditType,
PermissionGroupUpdate, PermissionInstanceId, PermissionStrings, PermissionStringsUpdate
} from "./messages";
const rconBase = "/sc local Groups = package.loaded['modules/exp_groups/module_exports'];"
type EditIPC = {
type: PermissionGroupEditType,
changes: string[],
group: string,
};
type CreateIPC = {
group: string,
defiantion: [boolean, string[] | {}]
}
type DeleteIPC = {
group: string,
}
export class InstancePlugin extends BaseInstancePlugin {
permissions: Set<string> = new Set();
permissionGroups = new lib.EventSubscriber(PermissionGroupUpdate, this.instance);
permissionGroupUpdates = new lib.EventSubscriber(PermissionGroupEditEvent, this.instance);
syncId: PermissionInstanceId = this.instance.config.get("exp_groups.sync_permission_groups") ? "Global" : this.instance.id;
async init() {
this.instance.server.handle("exp_groups-permission_group_edit", this.handleEditIPC.bind(this));
this.instance.server.handle("exp_groups-permission_group_create", this.handleCreateIPC.bind(this));
this.instance.server.handle("exp_groups-permission_group_delete", this.handleDeleteIPC.bind(this));
}
async onStart() {
// Send the most recent version of the permission string
const permissionsString = await this.sendRcon(rconBase + "rcon.print(Groups.get_actions_json())");
this.permissions = new Set(JSON.parse(permissionsString));
this.instance.sendTo("controller", new PermissionStringsUpdate([
new PermissionStrings(this.instance.id, this.permissions, Date.now())
]));
// Subscribe to get updates for permission groups
this.permissionGroups.subscribe(this.onPermissionGroupsUpdate.bind(this));
this.permissionGroupUpdates.subscribe(this.onPermissionGroupUpdate.bind(this));
}
async onControllerConnectionEvent(event: any) {
this.permissionGroups.handleConnectionEvent(event);
}
async onInstanceConfigFieldChanged(field: string, curr: unknown, prev: unknown) {
if (field === "exp_groups.sync_permission_groups") {
this.syncId = curr ? "Global" : this.instance.id;
const [snapshot, synced] = this.permissionGroups.getSnapshot();
if (synced && this.instance.status !== "running") await this.syncPermissionGroups(snapshot.values());
}
}
async onPermissionGroupsUpdate(event: PermissionGroupUpdate | null, synced: boolean) {
if (!synced || this.instance.status !== "running" || !event?.updates.length) return;
await this.syncPermissionGroups(event.updates);
}
async syncPermissionGroups(groups: Iterable<PermissionGroup>) {
const updateCommands = [rconBase];
for (const group of groups) {
if (group.instanceId === this.syncId && group.updatedAtMs > (this.permissionGroups.values.get(group.id)?.updatedAtMs ?? 0)) {
if (group.isDeleted) {
updateCommands.push(`Groups.destroy_group('${group.name}')`);
} else if (group.permissions.size < this.permissions.size / 2) {
updateCommands.push(`Groups.get_or_create('${group.name}'):from_json('${JSON.stringify([false, [...this.permissions.values()]])}')`);
} else {
const inverted = [...this.permissions.values()].filter(permission => !group.permissions.has(permission));
updateCommands.push(`Groups.get_or_create('${group.name}'):from_json('${JSON.stringify([true, inverted])}')`);
}
}
}
await this.sendRcon(updateCommands.join(";"), true);
}
async onPermissionGroupUpdate(event: PermissionGroupEditEvent | null, synced: boolean) {
if (!synced || this.instance.status !== "running" || !event) return;
if (event.src.equals(lib.Address.fromShorthand({ instanceId: this.instance.id }))) return;
const getCmd = `Groups.get_or_create('${event.group}')`;
if (event.type === "add_permissions") {
await this.sendRcon(rconBase + getCmd + `:allow_actions(Groups.json_to_actions('${JSON.stringify(event.changes)}'))`);
} else if (event.type === "remove_permissions") {
await this.sendRcon(rconBase + getCmd + `:disallow_actions(Groups.json_to_actions('${JSON.stringify(event.changes)}'))`);
} else if (event.type === "assign_players") {
await this.sendRcon(rconBase + getCmd + `:add_players(game.json_to_table('${JSON.stringify(event.changes)}'))`);
}
}
async handleEditIPC(event: EditIPC) {
this.logger.info(JSON.stringify(event))
this.instance.sendTo("controller", new PermissionGroupEditEvent(
lib.Address.fromShorthand({ instanceId: this.instance.id }),
event.type, event.group, event.changes
))
}
async handleCreateIPC(event: CreateIPC) {
this.logger.info(JSON.stringify(event))
if (!this.permissionGroups.synced) return;
let [defaultAllow, permissionsRaw] = event.defiantion;
if (!Array.isArray(permissionsRaw)) {
permissionsRaw = [] // lua outputs {} for empty arrays
}
const permissions = [...this.permissions.values()]
.filter(permission => defaultAllow !== (permissionsRaw as String[]).includes(permission));
this.instance.sendTo("controller", new PermissionGroupUpdate([ new PermissionGroup(
this.syncId, event.group, 0, new Set(), new Set(permissions)
) ]));
}
async handleDeleteIPC(event: DeleteIPC) {
if (!this.permissionGroups.synced) return;
const group = [...this.permissionGroups.values.values()]
.find(group => group.instanceId === this.syncId && group.name === event.group);
if (group) {
group.updatedAtMs = Date.now();
group.isDeleted = true;
this.instance.sendTo("controller", new PermissionGroupUpdate([ group ]));
}
}
}

239
exp_groups/messages.ts Normal file
View File

@@ -0,0 +1,239 @@
import { User, InstanceDetails, IControllerUser, Link, MessageRequest, StringEnum, PermissionError, Address } from "@clusterio/lib";
import { Type, Static } from "@sinclair/typebox";
export const PermissionInstanceIdSchema = Type.Union([InstanceDetails.jsonSchema.properties.id, Type.Literal("Global")])
export type PermissionInstanceId = InstanceDetails["id"] | "Global"
export type GamePermission = string; // todo: maybe enum this?
/**
* Data class for permission groups
*/
export class PermissionGroup {
constructor(
public instanceId: PermissionInstanceId,
public name: string,
/** A lower order assumes a lower permission group */
public order: number = 0,
/** A role will use the highest order group it is apart of */
public roleIds: User["roleIds"] = new Set(),
public permissions: Set<GamePermission> = new Set(),
public updatedAtMs: number = 0,
public isDeleted: boolean = false,
) {
}
static jsonSchema = Type.Object({
instanceId: PermissionInstanceIdSchema,
name: Type.String(),
order: Type.Number(),
roleIds: Type.Array(Type.Number()),
permissions: Type.Array(Type.String()),
updatedAtMs: Type.Optional(Type.Number()),
isDeleted: Type.Optional(Type.Boolean()),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.instanceId,
json.name,
json.order,
new Set(json.roleIds),
new Set(json.permissions),
json.updatedAtMs,
json.isDeleted
);
}
toJSON(): Static<typeof PermissionGroup.jsonSchema> {
return {
instanceId: this.instanceId,
name: this.name,
order: this.order,
roleIds: [...this.roleIds.values()],
permissions: [...this.permissions.values()],
updatedAtMs: this.updatedAtMs > 0 ? this.updatedAtMs : undefined,
isDeleted: this.isDeleted ? this.isDeleted : undefined,
}
}
get id() {
return `${this.instanceId}:${this.name}`;
}
copy(newInstanceId: PermissionInstanceId) {
return new PermissionGroup(
newInstanceId,
this.name,
this.order,
new Set(this.roleIds),
new Set(this.permissions),
Date.now(),
false
)
}
}
export class InstancePermissionGroups {
constructor(
public instanceId: PermissionInstanceId,
public groups: Map<PermissionGroup["name"], PermissionGroup> = new Map(),
) {
}
static jsonSchema = Type.Object({
instanceId: PermissionInstanceIdSchema,
permissionsGroups: Type.Array(PermissionGroup.jsonSchema),
});
static fromJSON(json: Static<typeof InstancePermissionGroups.jsonSchema>) {
return new InstancePermissionGroups(
json.instanceId,
new Map(json.permissionsGroups.map(group => [group.name, PermissionGroup.fromJSON(group)])),
);
}
toJSON() {
return {
instanceId: this.instanceId,
permissionsGroups: [...this.groups.values()],
}
}
getUserGroup(user: User) {
const groups = [...user.roleIds.values()].map(roleId =>
// There will always be one and only one group for each role
[...this.groups.values()].find(group => group.roleIds.has(roleId))!
);
return groups.reduce((highest, group) => highest.order > group.order ? highest : group);
}
get id() {
return this.instanceId;
}
}
export class PermissionGroupUpdate {
declare ["constructor"]: typeof PermissionGroupUpdate;
static type = "event" as const;
static src = ["controller", "instance"] as const;
static dst = ["control", "instance", "controller"] as const;
static plugin = "exp_groups" as const;
static permission = "exp_groups.list.subscribe";
constructor(
public updates: PermissionGroup[],
) { }
static jsonSchema = Type.Object({
"updates": Type.Array(PermissionGroup.jsonSchema),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.updates.map(update => PermissionGroup.fromJSON(update))
);
}
}
export type PermissionGroupEditType = "assign_players" | "add_permissions" | "remove_permissions";
export class PermissionGroupEditEvent {
declare ["constructor"]: typeof PermissionGroupEditEvent;
static type = "event" as const;
static src = ["instance", "controller"] as const;
static dst = ["control", "instance", "controller"] as const;
static plugin = "exp_groups" as const;
static permission(user: IControllerUser, message: MessageRequest) {
if (typeof message.data === "object" && message.data !== null) {
const data = message.data as Static<typeof PermissionGroupEditEvent.jsonSchema>;
if (data.type === "add_permissions" || data.type === "remove_permissions") {
user.checkPermission("exp_groups.modify_permissions")
} else if (data.type === "assign_players") {
user.checkPermission("exp_groups.assign_players")
} else {
throw new PermissionError("Permission denied");
}
};
}
constructor(
public src: Address,
public type: PermissionGroupEditType,
public group: string,
public changes: String[],
) { }
static jsonSchema = Type.Object({
"src": Address.jsonSchema,
"type": StringEnum(["assign_players", "add_permissions", "remove_permissions"]),
"group": Type.String(),
"changes": Type.Array(Type.String()),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(Address.fromJSON(json.src), json.type, json.group, json.changes);
}
}
export class PermissionStrings {
constructor(
public instanceId: PermissionInstanceId,
public permissions: Set<GamePermission>,
public updatedAtMs: number = 0,
public isDeleted: boolean = false,
) {
}
static jsonSchema = Type.Object({
instanceId: PermissionInstanceIdSchema,
permissions: Type.Array(Type.String()),
updatedAtMs: Type.Optional(Type.Number()),
isDeleted: Type.Optional(Type.Boolean()),
});
static fromJSON(json: Static<typeof PermissionStrings.jsonSchema>) {
return new PermissionStrings(
json.instanceId,
new Set(json.permissions),
json.updatedAtMs,
json.isDeleted
);
}
toJSON() {
return {
instanceId: this.instanceId,
permissions: [...this.permissions.values()],
updatedAtMs: this.updatedAtMs > 0 ? this.updatedAtMs : undefined,
isDeleted: this.isDeleted ? this.isDeleted : undefined,
}
}
get id() {
return this.instanceId
}
}
export class PermissionStringsUpdate {
declare ["constructor"]: typeof PermissionStringsUpdate;
static type = "event" as const;
static src = ["instance", "controller"] as const;
static dst = ["controller", "control"] as const;
static plugin = "exp_groups" as const;
static permission = "exp_groups.list.subscribe";
constructor(
public updates: PermissionStrings[],
) { }
static jsonSchema = Type.Object({
"updates": Type.Array(PermissionStrings.jsonSchema),
});
static fromJSON(json: Static<typeof this.jsonSchema>) {
return new this(
json.updates.map(update => PermissionStrings.fromJSON(update))
);
}
}

View File

@@ -0,0 +1,125 @@
local clusterio_api = require("modules/clusterio/api")
local Global = require("modules/exp_util/global")
local Groups = require("modules/exp_groups")
local pending_updates = {}
Global.register(pending_updates, function(tbl)
pending_updates = tbl
end)
local function on_permission_group_added(event)
if not event.player_index then return end
pending_updates[event.group.name] = {
created = true,
sync_all = true,
tick = event.tick,
permissions = {},
players = {},
}
end
local function on_permission_group_deleted(event)
if not event.player_index then return end
local existing = pending_updates[event.group_name]
pending_updates[event.group_name] = nil
if not existing or not existing.created then
clusterio_api.send_json("exp_groups-permission_group_delete", {
group = event.group_name,
})
end
end
local function on_permission_group_edited(event)
if not event.player_index then return end
local pending = pending_updates[event.group.name]
if not pending then
pending = {
tick = event.tick,
permissions = {},
players = {},
}
pending_updates[event.group.name] = pending
end
pending.tick = event.tick
if event.type == "add-permission" then
if not pending.sync_all then
pending.permissions[event.action] = true
end
elseif event.type == "remove-permission" then
if not pending.sync_all then
pending.permissions[event.action] = false
end
elseif event.type == "enable-all" then
pending.sync_all = true
elseif event.type == "disable-all" then
pending.sync_all = true
elseif event.type == "add-player" then
local player = game.get_player(event.other_player_index) --- @cast player -nil
pending.players[player.name] = true
elseif event.type == "remove-player" then
local player = game.get_player(event.other_player_index) --- @cast player -nil
pending.players[player.name] = nil
elseif event.type == "rename" then
pending.created = true
pending.sync_all = true
local old = pending_updates[event.old_name]
if old then pending.players = old.players end
on_permission_group_deleted{
tick = event.tick, player_index = event.player_index, group_name = event.old_name
}
end
end
local function send_updates()
local tick = game.tick - 600 -- 10 Seconds
local done = {}
for group_name, pending in pairs(pending_updates) do
if pending.tick < tick then
done[group_name] = true
if pending.sync_all then
clusterio_api.send_json("exp_groups-permission_group_create", {
group = group_name, defiantion = Groups.get_group(group_name):to_json(true)
})
else
if next(pending.players) then
clusterio_api.send_json("exp_groups-permission_group_edit", {
type = "assign_players", group = group_name, changes = table.get_keys(pending.players)
})
end
local add, remove = {}, {}
for permission, state in pairs(pending.permissions) do
if state then
add[#add + 1] = permission
else
remove[#remove + 1] = permission
end
end
if next(add) then
clusterio_api.send_json("exp_groups-permission_group_edit", {
type = "add_permissions", group = group_name, changes = Groups.actions_to_names(add)
})
end
if next(remove) then
clusterio_api.send_json("exp_groups-permission_group_edit", {
type = "remove_permissions", group = group_name, changes = Groups.actions_to_names(remove)
})
end
end
end
end
for group_name in pairs(done) do
pending_updates[group_name] = nil
end
end
return {
events = {
[defines.events.on_permission_group_added] = on_permission_group_added,
[defines.events.on_permission_group_deleted] = on_permission_group_deleted,
[defines.events.on_permission_group_edited] = on_permission_group_edited,
},
on_nth_tick = {
[300] = send_updates,
}
}

View File

@@ -0,0 +1,12 @@
{
"name": "exp_groups",
"load": [
"control.lua"
],
"require": [
],
"dependencies": {
"clusterio": "*",
"exp_util": "*"
}
}

View File

@@ -0,0 +1,276 @@
local Async = require("modules/exp_util/async")
--- Top level module table, contains event handlers and public methods
local Groups = {}
---@class ExpGroup
---@field group LuaPermissionGroup The permission group for this group proxy
Groups._prototype = {}
Groups._metatable = {
__index = setmetatable(Groups._prototype, {
__index = function(self, key)
return self.group[key]
end
}),
__class = "ExpGroup"
}
local action_to_name = {}
for name, action in pairs(defines.input_action) do
action_to_name[action] = name
end
--- Async Functions
-- These are required to allow bypassing edit_permission_group
--- Add a player to a permission group, requires edit_permission_group
---@param player LuaPlayer Player to add to the group
---@param group LuaPermissionGroup Group to add the player to
local function add_player_to_group(player, group)
return group.add_player(player)
end
--- Add a players to a permission group, requires edit_permission_group
---@param players LuaPlayer[] Players to add to the group
---@param group LuaPermissionGroup Group to add the players to
local function add_players_to_group(players, group)
local add_player = group.add_player
if not add_player(players[1]) then
return false
end
for i = 2, #players do
add_player(players[i])
end
return true
end
-- Async will bypass edit_permission_group but takes at least one tick
local add_player_to_group_async = Async.register(add_player_to_group)
local add_players_to_group_async = Async.register(add_players_to_group)
--- Static methods for gettings, creating and removing permission groups
--- Gets the permission group proxy with the given name or group ID.
---@param group_name string|uint32 The name or id of the permission group
function Groups.get_group(group_name)
local group = game.permissions.get_group(group_name)
if group == nil then return nil end
return setmetatable({
group = group
}, Groups._metatable)
end
--- Gets the permission group proxy for a players group
---@param player LuaPlayer The player to get the group of
function Groups.get_player_group(player)
local group = player.permission_group
if group == nil then return nil end
return setmetatable({
group = group
}, Groups._metatable)
end
--- Creates a new permission group, requires add_permission_group
---@param group_name string Name of the group to create
function Groups.new_group(group_name)
local group = game.permissions.get_group(group_name)
assert(group == nil, "Group already exists with name: " .. group_name)
group = game.permissions.create_group(group_name)
assert(group ~= nil, "Requires permission add_permission_group")
return setmetatable({
group = group
}, Groups._metatable)
end
--- Get or create a permisison group, must use the group name not the group id
---@param group_name string Name of the group to create
function Groups.get_or_create(group_name)
local group = game.permissions.get_group(group_name)
if group then
return setmetatable({
group = group
}, Groups._metatable)
else
group = game.permissions.create_group(group_name)
assert(group ~= nil, "Requires permission add_permission_group")
return setmetatable({
group = group
}, Groups._metatable)
end
end
--- Destory a permission group, moves all players to default group
---@param group_name string|uint32 The name or id of the permission group to destroy
---@param move_to_name string|uint32? The name or id of the permission group to move players to
function Groups.destroy_group(group_name, move_to_name)
local group = game.permissions.get_group(group_name)
if group == nil then return nil end
local players = group.players
if #players > 0 then
local move_to = game.permissions.get_group(move_to_name or "Default")
for _, player in ipairs(players) do
player.permission_group = move_to
end
end
local success = group.destroy()
assert(success, "Requires permission delete_permission_group")
end
--- Prototype methods for modifying and working with permission groups
--- Add a player to the permission group
---@param player LuaPlayer The player to add to the group
function Groups._prototype:add_player(player)
return add_player_to_group(player, self.group) or add_player_to_group_async(player, self.group)
end
--- Add players to the permission group
---@param players LuaPlayer[] The player to add to the group
function Groups._prototype:add_players(players)
return add_players_to_group(players, self.group) or add_players_to_group_async(players, self.group)
end
--- Move all players to another group
---@param other_group ExpGroup The group to move players to, default is the Default group
function Groups._prototype:move_players(other_group)
return add_players_to_group(self.group.players, other_group.group) or add_players_to_group_async(self.group.players, other_group.group)
end
--- Allow a set of actions for this group
---@param actions defines.input_action[] Actions to allow
function Groups._prototype:allow_actions(actions)
local set_allow = self.group.set_allows_action
for _, action in ipairs(actions) do
set_allow(action, true)
end
return self
end
--- Disallow a set of actions for this group
---@param actions defines.input_action[] Actions to disallow
function Groups._prototype:disallow_actions(actions)
local set_allow = self.group.set_allows_action
for _, action in ipairs(actions) do
set_allow(action, false)
end
return self
end
--- Reset the allowed state of all actions
---@param allowed boolean? default true for allow all actions, false to disallow all actions
function Groups._prototype:reset(allowed)
local set_allow = self.group.set_allows_action
if allowed == nil then allowed = true end
for _, action in pairs(defines.input_action) do
set_allow(action, allowed)
end
return self
end
--- Returns if the group is allowed a given action
---@param action string|defines.input_action Actions to test
function Groups._prototype:allows(action)
if type(action) == "string" then
return self.group.allows_action(defines.input_action[action])
end
return self.group.allows_action(action)
end
--- Print a message to all players in the group
function Groups._prototype:print(...)
for _, player in ipairs(self.group.players) do
player.print(...)
end
end
--- Static and Prototype methods for use with IPC
--- Convert an array of strings into an array of action names
---@param actions_names string[] An array of action names
local function names_to_actions(actions_names)
local actions, invalid, invalid_i = {}, {}, 1
for i, action_name in ipairs(actions_names) do
local action = defines.input_action[action_name]
if action then
actions[i] = action
else
invalid[invalid_i] = i
invalid_i = invalid_i + 1
end
end
local last = #actions
for _, i in ipairs(invalid) do
actions[i] = actions[last]
last = last - 1
end
return actions
end
--- Get the action names from the action numbers
function Groups.actions_to_names(actions)
local names = {}
for i, action in ipairs(actions) do
names[i] = action_to_name[action]
end
return names
end
--- Get all input actions that are defined
function Groups.get_actions_json()
local rtn, rtn_i = {}, 1
for name in pairs(defines.input_action) do
rtn[rtn_i] = name
rtn_i = rtn_i + 1
end
return game.table_to_json(rtn)
end
--- Convert a json string array into an array of input actions
---@param json string A json string representing a string array of actions
function Groups.json_to_actions(json)
local tbl = game.json_to_table(json)
assert(tbl, "Invalid Json String")
---@cast tbl string[]
return names_to_actions(tbl)
end
--- Returns the shortest defination of the allowed actions
-- The first value of the return can be passed to :reset
function Groups._prototype:to_json(raw)
local allow, disallow = {}, {}
local allow_i, disallow_i = 1, 1
local allows = self.group.allows_action
for name, action in pairs(defines.input_action) do
if allows(action) then
allow[allow_i] = name
allow_i = allow_i + 1
else
disallow[disallow_i] = name
disallow_i = disallow_i + 1
end
end
if allow_i >= disallow_i then
return raw and {true, disallow} or game.table_to_json{ true, disallow }
end
return raw and {false, allow} or game.table_to_json{ false, allow }
end
--- Restores this group to the state given in a json string
---@param json string The json string to restore from
function Groups._prototype:from_json(json)
local tbl = game.json_to_table(json)
assert(tbl and type(tbl[1]) == "boolean" and type(tbl[2]) == "table", "Invalid Json String")
if tbl[1] then
return self:reset(true):disallow_actions(names_to_actions(tbl[2]))
end
return self:reset(false):allow_actions(names_to_actions(tbl[2]))
end
return Groups

40
exp_groups/package.json Normal file
View File

@@ -0,0 +1,40 @@
{
"name": "exp_groups",
"version": "0.1.0",
"description": "Example Description. Package. Change me in package.json",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
},
"peerDependencies": {
"@clusterio/lib": "workspace:*"
},
"devDependencies": {
"@clusterio/lib": "workspace:*",
"@clusterio/web_ui": "workspace:*",
"@types/fs-extra": "^11.0.1",
"@types/node": "^20.4.5",
"@types/react": "^18.2.21",
"antd": "^5.13.0",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"typescript": "^5.5.3",
"webpack": "^5.88.2",
"webpack-cli": "^5.1.4",
"webpack-merge": "^5.9.0"
},
"dependencies": {
"@sinclair/typebox": "^0.30.4",
"fs-extra": "^11.2.0"
},
"publishConfig": {
"access": "public"
},
"keywords": [
"clusterio",
"factorio"
]
}

View File

@@ -0,0 +1,8 @@
{
"extends": "../../../tsconfig.browser.json",
"references": [
{ "path": "../../../packages/lib/tsconfig.browser.json" },
{ "path": "../../../packages/web_ui/tsconfig.browser.json" },
],
"include": [ "web/**/*.tsx", "web/**/*.ts", "messages.ts", "package.json" ],
}

7
exp_groups/tsconfig.json Normal file
View File

@@ -0,0 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.browser.json" },
{ "path": "./tsconfig.node.json" }
]
}

View File

@@ -0,0 +1,8 @@
{
"extends": "../../../tsconfig.node.json",
"references": [
{ "path": "../../../packages/lib/tsconfig.node.json" },
],
"include": ["./**/*.ts"],
"exclude": ["test/*", "./dist/*"],
}

View File

@@ -0,0 +1,129 @@
import React, { useState } from 'react';
import { Tree } from 'antd';
import type { TreeDataNode, TreeProps } from 'antd';
const defaultData: TreeDataNode[] = [
{
title: "Group 1",
key: "G-1",
icon: false,
children: [
{
title: "Role 1",
key: "R-1"
},
{
title: "Role 2",
key: "R-2"
},
{
title: "Role 3",
key: "R-3"
}
]
},
{
title: "Group 2",
key: "G-2",
icon: false,
children: [
{
title: "Role 4",
key: "R-4"
},
{
title: "Role 5",
key: "R-5"
}
]
},
{
title: "Default",
key: "G-3",
icon: false,
children: [
{
title: "Role 6",
key: "R-6"
}
]
}
];
export function GroupTree() {
const [gData, setGData] = useState(defaultData);
const onDrop: TreeProps['onDrop'] = (info) => {
const dropKey = info.node.key;
const dragKey = info.dragNode.key;
const dropPos = info.node.pos.split('-');
const dropPosition = info.dropPosition - Number(dropPos[dropPos.length - 1]); // the drop position relative to the drop node, inside 0, top -1, bottom 1
const findKey = (
data: TreeDataNode[],
key: React.Key,
callback: (node: TreeDataNode, i: number, data: TreeDataNode[]) => void,
) => {
for (let i = 0; i < data.length; i++) {
if (data[i].key === key) {
return callback(data[i], i, data);
}
if (data[i].children) {
findKey(data[i].children!, key, callback);
}
}
};
const data = [...gData]
// Find dragObject
let dragObj: TreeDataNode;
findKey(data, dragKey, (item, index, arr) => {
arr.splice(index, 1);
dragObj = item;
});
if (!info.dropToGap) {
// Drop on the content
findKey(data, dropKey, (item) => {
item.children = item.children || [];
// where to insert. New item was inserted to the start of the array in this example, but can be anywhere
item.children.unshift(dragObj);
});
} else {
let ar: TreeDataNode[] = [];
let i: number;
findKey(data, dropKey, (_item, index, arr) => {
ar = arr;
i = index;
});
if (dropPosition === -1) {
// Drop on the top of the drop node
ar.splice(i!, 0, dragObj!);
} else {
// Drop on the bottom of the drop node
ar.splice(i! + 1, 0, dragObj!);
}
}
setGData(data)
};
const allowDrop: TreeProps['allowDrop'] = ({dragNode, dropNode, dropPosition}) => {
const dragType = (dragNode.key as string).charAt(0);
const dropType = (dropNode.key as string).charAt(0);
return dropType === dragType && dropPosition != 0 || dragType === "R" && dropType === "G" && dropPosition == 0
}
return (
<Tree
className="draggable-tree"
defaultExpandAll={true}
draggable
blockNode
onDrop={onDrop}
allowDrop={allowDrop}
treeData={gData}
/>
);
};

82
exp_groups/web/index.tsx Normal file
View File

@@ -0,0 +1,82 @@
import React, {
useContext, useEffect, useState,
useCallback, useSyncExternalStore,
} from "react";
// import {
//
// } from "antd";
import {
BaseWebPlugin, PageLayout, PageHeader, Control, ControlContext, notifyErrorHandler,
useInstances,
} from "@clusterio/web_ui";
import { PermissionGroupUpdate, PermissionInstanceId, PermissionStringsUpdate } from "../messages";
import * as lib from "@clusterio/lib";
import { GroupTree } from "./components/groupTree";
function MyTemplatePage() {
const control = useContext(ControlContext);
const plugin = control.plugins.get("exp_groups") as WebPlugin;
const [permissionStrings, permissionStringsSynced] = plugin.usePermissionStrings();
const [permissionGroups, permissionGroupsSynced] = plugin.usePermissionGroups();
const [instances, instancesSync] = useInstances();
let [roles, setRoles] = useState<lib.Role[]>([]);
useEffect(() => {
control.send(new lib.RoleListRequest()).then(newRoles => {
setRoles(newRoles);
}).catch(notifyErrorHandler("Error fetching role list"));
}, []);
return <PageLayout nav={[{ name: "exp_groups" }]}>
<PageHeader title="exp_groups" />
Permission Strings: {String(permissionStringsSynced)} {JSON.stringify([...permissionStrings.values()])} <br/>
Permission Groups: {String(permissionGroupsSynced)} {JSON.stringify([...permissionGroups.values()])} <br/>
Instances: {String(instancesSync)} {JSON.stringify([...instances.values()].map(instance => [instance.id, instance.name]))} <br/>
Roles: {JSON.stringify([...roles.values()].map(role => [role.id, role.name]))} <br/>
<GroupTree/>
</PageLayout>;
}
export class WebPlugin extends BaseWebPlugin {
permissionStrings = new lib.EventSubscriber(PermissionStringsUpdate, this.control);
permissionGroups = new lib.EventSubscriber(PermissionGroupUpdate, this.control);
async init() {
this.pages = [
{
path: "/exp_groups",
sidebarName: "exp_groups",
permission: "exp_groups.list",
content: <MyTemplatePage/>,
},
];
}
useInstancePermissionStrings(instanceId?: PermissionInstanceId) {
const [permissionStrings, synced] = this.usePermissionStrings();
return [instanceId !== undefined ? permissionStrings.get(instanceId) : undefined, synced] as const;
}
usePermissionStrings() {
const control = useContext(ControlContext);
const subscribe = useCallback((callback: () => void) => this.permissionStrings.subscribe(callback), [control]);
return useSyncExternalStore(subscribe, () => this.permissionStrings.getSnapshot());
}
useInstancePermissionGroups(instanceId?: PermissionInstanceId) {
const [permissionGroups, synced] = this.usePermissionGroups();
return [instanceId !== undefined ? [...permissionGroups.values()].filter(group => group.instanceId === instanceId) : undefined, synced] as const;
}
usePermissionGroups() {
const control = useContext(ControlContext);
const subscribe = useCallback((callback: () => void) => this.permissionGroups.subscribe(callback), [control]);
return useSyncExternalStore(subscribe, () => this.permissionGroups.getSnapshot());
}
}

View File

@@ -0,0 +1,32 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_groups",
library: { type: "window", name: "plugin_exp_groups" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
"antd": { import: false },
"react": { import: false },
"react-dom": { import: false },
},
}),
],
});

8
exp_util/index.ts Normal file
View File

@@ -0,0 +1,8 @@
import * as lib from "@clusterio/lib";
export const plugin: lib.PluginDeclaration = {
name: "exp_util",
title: "ExpGaming Module Utilities",
description: "Provides extensions and overrides of base Lua library functions, and provides utility modules for improved module compatibly",
instanceEntrypoint: "./dist/node/instance",
};

7
exp_util/instance.ts Normal file
View File

@@ -0,0 +1,7 @@
import * as lib from "@clusterio/lib";
import { BaseInstancePlugin } from "@clusterio/host";
export class InstancePlugin extends BaseInstancePlugin {
// This class is empty because an instance plugin must be defined for a module to be injected
// This requirement may change in the future to allow for standalone modules
}

326
exp_util/module/async.lua Normal file
View File

@@ -0,0 +1,326 @@
--[[-- Util Module - Async
- Provides a method of spreading work across multiple ticks and running functions at a later time
@core Async
@alias Async
@usage-- Bypass permission groups
-- This is a simple example, you should have some kind of validation to prevent security flaws
local function setAdmin(player, state)
player.admin = state
end
local setAdminAsync = Async.register(setAdmin)
setAdminAsync(game.players[1], true)
@usage-- Functions stored in global table
-- This can be used to create run time configurable callbacks, although this is not recommended
global.myCallback = Async.register(function()
game.print("I got called!")
end)
-- The function can be called just like any other function
global.myCallback()
@usage-- Creating singleton tasks (best used with global data)
-- This allows you to split large tasks across multiple ticks to prevent lag
local myTask = Async.register(function(remainingWork)
game.print("Working... " .. remainingWork)
if remainingWork > 0 then
return Async.status.continue(remainingWork - 1)
end
end)
myTask:start_task(10) -- Queues the task
myTask:start_task(10) -- Does nothing, task is already running
myTask:start_now(10) -- Ignores the already running instance and starts a second one
@usage-- Actions with variable delays
-- on_nth_tick is great for consistent delays, but tasks allow for variable delays
local linearBackoff = Async.register(function(startingDelay, remainingWork)
game.print("Working... " .. remainingWork)
if remainingWork > 0 then
local newDelay = startingDelay + 1
return Async.status.delay(newDelay, newDelay, remainingWork - 1)
end
end)
linearBackoff(1, 10)
@usage-- Getting return values
-- you can capture the return values of an async function using the event
local fillTableAsync = Async.register(function(tbl, val, remainingWork)
table.insert(tbl, val)
if remainingWork > 0 then
return Async.status.continue(tbl, val, remainingWork - 1)
else
return Async.status.complete(tbl)
end
end)
local function on_function_complete(event)
if event.async_id ~= fillTableAsync.id then return end
local filledTable = table.unpack(event.return_values)
game.print("Table has length of " .. #filledTable)
end
fillTableAsync({}, "foo", 10) -- Puts 10 lots of foo into the table
]]
local Clustorio = require("modules/clusterio/api")
local ExpUtil = require("modules.exp_util.common") --- @dep exp_util.common
local Async = {
status = {}, -- Stores the allowed return types from a async function
events = {}, -- Stores all event handlers for this module
_prototype = {}, -- Prototype of the async function type
_queue_pressure = {}, -- Stores the count of each function in the queue to avoid queue iteration during start_task
_functions = {}, -- Stores a reference to all registered functions
--- Raised when any async function has finished execution
-- @event on_function_complete
-- @tparam AsyncFunction async_id The function which finished execution, comparable to the return of register
-- @tparam table return_values An array representing the values returned by the completed function
on_function_complete = script.generate_event_name()
}
Async._metatable = {
__call = function(self, ...) Async._prototype.start_soon(self, ...) end,
__index = Async._prototype,
__class = "AsyncFunction"
}
script.register_metatable("AsyncFunction", Async._metatable)
--- Globals
local async_next -- Stores a queue of async functions to be executed on the next tick
local async_queue -- Stores a queue of async functions to be executed on a later tick
local on_tick_mutex = false -- It is not safe to modify the globals while this value is true
--- Insert an item into the priority queue
local function add_to_queue(pending)
local tick = pending.tick
for index = #async_queue, 1, -1 do
if async_queue[index].tick >= tick then
async_queue[index + 1] = pending
return
else
async_queue[index + 1] = async_queue[index]
end
end
async_queue[1] = pending
end
--- Static Methods.
-- Static methods of the class
-- @section async-static
--- Register a new async function
-- @tparam function func The function which becomes the async function
-- @treturn AsyncFunction The newly registered async function
function Async.register(func)
ExpUtil.assert_not_runtime()
ExpUtil.assert_argument_type(func, "function", 1, "func")
local id = ExpUtil.get_function_name(func)
Async._functions[id] = func
Async._queue_pressure[id] = 0
return setmetatable({ id = id }, Async._metatable)
end
--- Prototype Methods.
-- Prototype methods of the class instances
-- @section async-prototype
--- Run an async function on the next tick, this is the default and can be used to bypass permission groups
-- @param ... The arguments to call the function with
function Async._prototype:start_soon(...)
assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
assert(Async._functions[self.id], "Async function is not registered")
Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
async_next[#async_next + 1] = {
id = self.id,
args = {...}
}
end
--- Run an async function after the given number of ticks
-- @tparam number ticks The number of ticks to call the function after
-- @param ... The arguments to call the function with
function Async._prototype:start_after(ticks, ...)
ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
assert(Async._functions[self.id], "Async function is not registered")
Async._queue_pressure[self.id] = Async._queue_pressure[self.id] + 1
add_to_queue({
id = self.id,
args = {...},
tick = game.tick + ticks
})
end
--- Run an async function on the next tick if the function is not already queued, allows singleton task/thread behaviour
-- @param ... The arguments to call the function with
function Async._prototype:start_task(...)
assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
assert(Async._functions[self.id], "Async function is not registered")
if Async._queue_pressure[self.id] > 0 then return end
self:start_soon(...)
end
--- Run an async function on this tick, then queue it based on its return value
-- @param ... The arguments to call the function with
function Async._prototype:start_now(...)
assert(not on_tick_mutex, "Cannot queue new async call during execution of another")
assert(Async._functions[self.id], "Async function is not registered")
local status, rtn1, rtn2 = Async._functions[self.id](...)
if status == Async.status.continue then
self:start_soon(table.unpack(rtn1))
elseif status == Async.status.delay then
self:start_after(rtn1, table.unpack(rtn2))
elseif status == Async.status.complete or status == nil then
-- The function has finished execution, raise the custom event
script.raise_event(Async.on_function_complete, {
event = Async.on_function_complete,
tick = game.tick,
async_id = self.id,
returned = rtn1
})
else
error("Async function " .. self.id .. " returned an invalid status: " .. table.inspect(status))
end
end
--- Status Returns.
-- Return values used by async functions
-- @section async-status
local empty_table = setmetatable({}, {
__index = function() error("Field 'Returned' is Immutable") end
}) -- File scope to allow for reuse
--- Default status, will raise on_function_complete
-- @param ... The return value of the async call
function Async.status.complete(...)
if ... == nil then
return Async.status.complete, empty_table
end
return Async.status.complete, {...}
end
--- Will queue the function to be called again on the next tick using the new arguments
-- @param ... The arguments to call the function with
function Async.status.continue(...)
if ... == nil then
return Async.status.continue, empty_table
end
return Async.status.continue, {...}
end
--- Will queue the function to be called again on a later tick using the new arguments
-- @param ... The arguments to call the function with
function Async.status.delay(ticks, ...)
ExpUtil.assert_argument_type(ticks, "number", 1, "ticks")
if ... == nil then
return Async.status.continue, ticks, empty_table
end
return Async.status.delay, ticks, {...}
end
--- Executes an async function and processes the return value
local function exec(pending, tick, new_next, new_queue)
local status, rtn1, rtn2 = Async._functions[pending.id](table.unpack(pending.args))
if status == Async.status.continue then
new_next[#new_next + 1] = pending
pending.tick = nil
pending.args = rtn1
elseif status == Async.status.delay then
new_queue[#new_queue + 1] = pending
pending.tick = tick + rtn1
pending.args = rtn2
elseif status == Async.status.complete or status == nil then
-- The function has finished execution, raise the custom event
Async._queue_pressure[pending.id] = Async._queue_pressure[pending.id] - 1
script.raise_event(Async.on_function_complete, {
event = Async.on_function_complete,
tick = tick,
async_id = pending.id,
returned = rtn1
})
else
error("Async function " .. pending.id .. " returned an invalid status: " .. table.inspect(status))
end
end
local new_next, new_queue = {}, {} -- File scope to allow for reuse
--- Each tick, run all next tick functions, then check if any in the queue need to be executed
local function on_tick()
if async_next == nil then return end
local tick = game.tick
-- Execute all pending functions
for index = 1, #async_next, 1 do
exec(async_next[index], tick, new_next, new_queue)
async_next[index] = nil
end
for index = #async_queue, 1, -1 do
local pending = async_queue[index]
if pending.tick > tick then
break;
end
exec(pending, tick, new_next, new_queue)
async_queue[index] = nil
end
-- Queue any functions that did not complete
for index = 1, #new_next, 1 do
async_next[index] = new_next[index]
new_next[index] = nil
end
for index = 1, #new_queue, 1 do
add_to_queue(new_next[index])
new_next[index] = nil
end
end
--- On load, check the queue status and update the pressure values
local function on_load()
if global.exp_async_next == nil then return end
async_next = global.exp_async_next
async_queue = global.exp_async_queue
for _, pending in ipairs(async_next) do
local count = Async._queue_pressure[pending.id]
if count == nil then
log("Warning: Pending async function missing after load: " .. pending.id)
Async._functions[pending.id] = function() end -- NOP
count = 0
end
Async._queue_pressure[pending.id] = count + 1
end
for _, pending in ipairs(async_queue) do
local count = Async._queue_pressure[pending.id]
if count == nil then
log("Warning: Pending async function missing after load: " .. pending.id)
Async._functions[pending.id] = function() end -- NOP
count = 0
end
Async._queue_pressure[pending.id] = count + 1
end
end
--- On server startup initialise the global data
local function on_server_startup()
if global.exp_async_next == nil then
global.exp_async_next = {}
global.exp_async_queue = {}
end
on_load()
end
Async.on_load = on_load
Async.on_init = on_server_startup
Async.events[defines.events.on_tick] = on_tick
Async.events[Clustorio.events.on_server_startup] = on_server_startup
return Async

384
exp_util/module/common.lua Normal file
View File

@@ -0,0 +1,384 @@
--[[-- Util Module - Common
- Adds some commonly used functions used in many modules
@core Common
@alias Common
]]
local assert = assert
--local getlocal = debug.getlocal
--local getupvalue = debug.getupvalue
local getinfo = debug.getinfo
local traceback = debug.traceback
local floor = math.floor
local concat = table.concat
local Common = {
--- A large mapping of colour rgb values by their common name
color = require 'modules.exp_util.include.color'
}
--- Raise an error if we are not in runtime
function Common.assert_not_runtime()
assert(package.lifecycle ~= package.lifecycle_stage.runtime, "Can not be called during runtime")
end
--[[local assert_not_closure_fmt = "Can not be called with the closure %s at runtime"
--- Raise an error if a function is a closure and we are in runtime
-- @tparam function func The function to assert is not a closure if we are in runtime
function Common.assert_not_closure(func)
assert(package.lifecycle ~= package.lifecycle_stage.runtime, "Can not be called during runtime")
local info = getinfo(2, "nu")
for i = 1, info.nups do
if getupvalue(func, i) ~= "_ENV" then
error(assert_not_closure_fmt:format(info.name or "<anonymous>"))
end
end
end]]
local assert_type_fmt = "%s expected to be of type %s but got %s"
--- Raise an error if the type of a value is not as expected
-- @param value The value to assert the type of
-- @tparam string type_name The name of the type that value is expected to be
-- @tparam[opt=Value] string value_name The name of the value being tested, this is included in the error message
function Common.assert_type(value, type_name, value_name)
if value == nil or type(value) ~= type_name then
error(assert_type_fmt:format(value_name or "Value", type_name, type(value)), 2)
end
end
local assert_argument_fmt = "Bad argument #%d to %s; %s expected to be of type %s but got %s"
--[[--- Raise an error if the type of any argument is not as expected, can be costly, for frequent callers see assert_argument_type
-- @tparam string ... The type for each argument of the calling function
function Common.assert_argument_types(...)
local arg_types = {...}
local info = getinfo(2, "nu")
for arg_index = 1, info.nparams do
local arg_name, arg_value = getlocal(2, arg_index)
if arg_types[arg_index] and (arg_value == nil or type(arg_value) ~= arg_types[arg_index]) then
error(assert_argument_fmt:format(arg_index, info.name or "<anonymous>", arg_name, arg_types[arg_index]), 2)
end
end
end]]
--- Raise an error if the type of any argument is not as expected, more performant than assert_argument_types, but requires more manual input
-- @param arg_value The argument to assert the type of
-- @tparam string type_name The name of the type that value is expected to be
-- @tparam number arg_index The index of the argument being tested, this is included in the error message
-- @tparam[opt=Argument] string arg_name The name of the argument being tested, this is included in the error message
function Common.assert_argument_type(arg_value, type_name, arg_index, arg_name)
if arg_value == nil or type(arg_value) ~= type_name then
local func_name = getinfo(2, "n").name or "<anonymous>"
error(assert_argument_fmt:format(arg_index, func_name, arg_name or "Argument", type_name), 2)
end
end
--- Write a luu table to a file as a json string, note the defaults are different to game.write_file
-- @tparam string path The path to write the json to
-- @tparam table value The table to write to file
-- @tparam[opt=false] boolean overwrite When true the json replaces the full contents of the file
-- @tparam[opt=0] number player_index The player's machine to write on, -1 means all, 0 means host only
function Common.write_json(path, tbl, overwrite, player_index)
if player_index == -1 then
return game.write_file(path, game.table_to_json(tbl).."\n", not overwrite)
end
return game.write_file(path, game.table_to_json(tbl).."\n", not overwrite, player_index or 0)
end
--- Clear a file by replacing its contents with an empty string
-- @tparam string path The path to clear the contents of
-- @tparam[opt=0] number player_index The player's machine to write on, -1 means all, 0 means host only
function Common.clear_file(path, player_index)
if player_index == -1 then
return game.write_file(path, "", false)
end
return game.write_file(path, "", false, player_index or 0)
end
--- Same as require but will return nil if the module does not exist, all other errors will propagate to the caller
-- @tparam string module_path The path to the module to require, same syntax as normal require
-- @return The contents of the module, or nil if the module does not exist or did not return a value
function Common.optional_require(module_path)
local success, rtn = xpcall(require, traceback, module_path)
if success then return rtn end
if not rtn:find("not found; no such file", 0, true) then
error(rtn, 2)
end
end
--- Returns a desync sale filepath for a given stack frame, default is the current file
-- @tparam number level The level of the stack to get the file of, a value of 1 is the caller of this function
-- @treturn string The relative filepath of the given stack frame
function Common.safe_file_path(level)
level = level or 1
return getinfo(level+1, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
end
--- Returns the name of your module, this assumes your module is stored within /modules (which it is for clustorio)
-- @tparam[opt=1] number level The level of the stack to get the module of, a value of 1 is the caller of this function
-- @treturn string The name of the module at the given stack frame
function Common.get_module_name(level)
local file_within_module = getinfo((level or 1)+1, 'S').source:match('^.+/currently%-playing/modules/(.+)$'):sub(1, -5)
local next_slash = file_within_module:find("/")
if next_slash then
return file_within_module:sub(1, next_slash-1)
else
return file_within_module
end
end
--- Returns the name of a function in a safe and consistent format
-- @tparam number|function func The level of the stack to get the name of, a value of 1 is the caller of this function
-- @tparam boolean raw When true there will not be any < > around the name
-- @treturn string The name of the function at the given stack frame or provided as an argument
function Common.get_function_name(func, raw)
local debug_info = getinfo(func, "Sn")
local safe_source = debug_info.source:match('^.+/currently%-playing/(.+)$')
local file_name = safe_source and safe_source:sub(1, -5) or debug_info.source
local func_name = debug_info.name or debug_info.linedefined
if raw then return file_name .. ":" .. func_name end
return "<" .. file_name .. ":" .. func_name .. ">"
end
--- Attempt a simple autocomplete search from a set of options
-- @tparam table options The table representing the possible options which can be selected
-- @tparam string input The user input string which should be matched to an option
-- @tparam[opt=false] boolean use_key When true the keys will be searched, when false the values will be searched
-- @tparam[opt=false] boolean rtn_key When true the selected key will be returned, when false the selected value will be returned
-- @return The selected key or value which first matches the input text
function Common.auto_complete(options, input, use_key, rtn_key)
input = input:lower()
if use_key then
for k, v in pairs(options) do
if k:lower():find(input) then
if rtn_key then return k else return v end
end
end
else
for k, v in pairs(options) do
if v:lower():find(input) then
if rtn_key then return k else return v end
end
end
end
end
--- Formats any value into a safe representation, useful with table.insert
-- @param value The value to be formated
-- @return The formated version of the value
-- @return True if value is a locale string, nil otherwise
function Common.safe_value(value)
if type(value) == "table" or type(value) == "userdata" then
if type(value.__self) == "userdata" or type(value) == "userdata" then
local success, rtn = pcall(function() -- some userdata doesnt contain "valid"
if value.valid then -- userdata
return "<userdata:"..value.object_name..">"
else -- invalid userdata
return "<userdata:"..value.object_name..":invalid>"
end
end)
return success and rtn or "<userdata:"..value.object_name..">"
elseif type(value[1]) == "string" and string.find(value[1], ".+[.].+") and not string.find(value[1], "%s") then
return value, true -- locale string
elseif tostring(value) ~= "table" then
return tostring(value) -- has __tostring metamethod
else -- plain table
return value
end
elseif type(value) == "function" then -- function
return "<function:"..Common.get_function_name(value, true)..">"
else -- not: table, userdata, or function
return tostring(value)
end
end
--- Formats any value to be presented in a safe and human readable format
-- @param value The value to be formated
-- @param[opt] tableAsJson If table values should be returned as json
-- @param[opt] maxLineCount If table newline count exceeds provided then it will be inlined
-- @return The formated version of the value
function Common.format_any(value, tableAsJson, maxLineCount)
local formatted, is_locale_string = Common.safe_value(value)
if type(formatted) == "table" and not is_locale_string then
if tableAsJson then
local success, rtn = pcall(game.table_to_json, value)
if success then return rtn end
end
local rtn = table.inspect(value, {depth=5, indent=' ', newline='\n', process=Common.safe_value})
if maxLineCount == nil or select(2, rtn:gsub("\n", "")) < maxLineCount then return rtn end
return table.inspect(value, {depth=5, indent='', newline='', process=Common.safe_value})
end
return formatted
end
--- Format a tick value into one of a selection of pre-defined formats (short, long, clock)
-- @tparam number ticks The number of ticks which will be represented, can be any duration or time value
-- @tparam string format The format to display, must be one of: short, long, clock
-- @tparam[opt] table units A table selecting which units should be displayed, options are: days, hours, minutes, seconds
-- @treturn string The ticks formatted into a string of the desired format
function Common.format_time(ticks, format, units)
units = units or { days = false, hours = true, minutes = true, seconds = false }
local rtn_days, rtn_hours, rtn_minutes, rtn_seconds = "--", "--", "--", "--"
if ticks ~= nil then
-- Calculate the values to be determine the display values
local max_days, max_hours, max_minutes, max_seconds = ticks/5184000, ticks/216000, ticks/3600, ticks/60
local days, hours = max_days, max_hours-floor(max_days)*24
local minutes, seconds = max_minutes-floor(max_hours)*60, max_seconds-floor(max_minutes)*60
-- Calculate rhw units to be displayed
rtn_days, rtn_hours, rtn_minutes, rtn_seconds = floor(days), floor(hours), floor(minutes), floor(seconds)
if not units.days then rtn_hours = rtn_hours + rtn_days*24 end
if not units.hours then rtn_minutes = rtn_minutes + rtn_hours*60 end
if not units.minutes then rtn_seconds = rtn_seconds + rtn_minutes*60 end
end
local rtn = {}
if format == "clock" then
-- Example 12:34:56 or --:--:--
if units.days then rtn[#rtn+1] = rtn_days end
if units.hours then rtn[#rtn+1] = rtn_hours end
if units.minutes then rtn[#rtn+1] = rtn_minutes end
if units.seconds then rtn[#rtn+1] = rtn_seconds end
return concat(rtn, ":")
elseif format == "short" then
-- Example 12d 34h 56m or --d --h --m
if units.days then rtn[#rtn+1] = rtn_days.."d" end
if units.hours then rtn[#rtn+1] = rtn_hours.."h" end
if units.minutes then rtn[#rtn+1] = rtn_minutes.."m" end
if units.seconds then rtn[#rtn+1] = rtn_seconds.."s" end
return concat(rtn, " ")
else
-- Example 12 days, 34 hours, and 56 minutes or -- days, -- hours, and -- minutes
if units.days then rtn[#rtn+1] = rtn_days.." days" end
if units.hours then rtn[#rtn+1] = rtn_hours.." hours" end
if units.minutes then rtn[#rtn+1] = rtn_minutes.." minutes" end
if units.seconds then rtn[#rtn+1] = rtn_seconds.." seconds" end
rtn[#rtn] = "and "..rtn[#rtn]
return concat(rtn, ", ")
end
end
--- Format a tick value into one of a selection of pre-defined formats (short, long, clock)
-- @tparam number ticks The number of ticks which will be represented, can be any duration or time value
-- @tparam string format The format to display, must be one of: short, long, clock
-- @tparam[opt] table units A table selecting which units should be displayed, options are: days, hours, minutes, seconds
-- @treturn LocaleString The ticks formatted into a LocaleString of the desired format
function Common.format_locale_time(ticks, format, units)
units = units or { days = false, hours = true, minutes = true, seconds = false }
local rtn_days, rtn_hours, rtn_minutes, rtn_seconds = "--", "--", "--", "--"
if ticks ~= nil then
-- Calculate the values to be determine the display values
local max_days, max_hours, max_minutes, max_seconds = ticks/5184000, ticks/216000, ticks/3600, ticks/60
local days, hours = max_days, max_hours-floor(max_days)*24
local minutes, seconds = max_minutes-floor(max_hours)*60, max_seconds-floor(max_minutes)*60
-- Calculate rhw units to be displayed
rtn_days, rtn_hours, rtn_minutes, rtn_seconds = floor(days), floor(hours), floor(minutes), floor(seconds)
if not units.days then rtn_hours = rtn_hours + rtn_days*24 end
if not units.hours then rtn_minutes = rtn_minutes + rtn_hours*60 end
if not units.minutes then rtn_seconds = rtn_seconds + rtn_minutes*60 end
end
local rtn = {}
local join = ", "
if format == "clock" then
-- Example 12:34:56 or --:--:--
if units.days then rtn[#rtn+1] = rtn_days end
if units.hours then rtn[#rtn+1] = rtn_hours end
if units.minutes then rtn[#rtn+1] = rtn_minutes end
if units.seconds then rtn[#rtn+1] = rtn_seconds end
join = { "colon" }
elseif format == "short" then
-- Example 12d 34h 56m or --d --h --m
if units.days then rtn[#rtn+1] = {"?", {"time-symbol-days-short", rtn_days}, rtn_days.."d"} end
if units.hours then rtn[#rtn+1] = {"time-symbol-hours-short", rtn_hours} end
if units.minutes then rtn[#rtn+1] = {"time-symbol-minutes-short", rtn_minutes} end
if units.seconds then rtn[#rtn+1] = {"time-symbol-seconds-short", rtn_seconds} end
join = " "
else
-- Example 12 days, 34 hours, and 56 minutes or -- days, -- hours, and -- minutes
if units.days then rtn[#rtn+1] = {"days", rtn_days} end
if units.hours then rtn[#rtn+1] = {"hours", rtn_hours} end
if units.minutes then rtn[#rtn+1] = {"minutes", rtn_minutes} end
if units.seconds then rtn[#rtn+1] = {"seconds", rtn_seconds} end
rtn[#rtn] = {"", { "and" }, " ", rtn[#rtn]}
end
local joined = { "" }
for k, v in ipairs(rtn) do
joined[2*k] = v
joined[2*k+1] = join
end
return joined
end
--- Insert a copy of the given items into the found / created entities. If no entities are found then they will be created if possible.
-- @tparam table items The items which are to be inserted into the entities, an array of LuaItemStack
-- @tparam LuaSurface surface The surface which will be searched to find the entities
-- @tparam table options A table of various optional options similar to find_entities_filtered
-- position + radius or area can be used to define a search area on the surface
-- type can be used to find all entities of a given type, such as a chest
-- name can be used to further specify which entity to insert into, this field is required if entity creation is desired
-- allow_creation is a boolean which when true will allow the function to create new entities in order to insert all items
-- force is the force which new entities will be created to, the default is the neutral force
-- @treturn LuaEntity the last entity that had items inserted into it
function Common.insert_item_stacks(items, surface, options)
local entities = surface.find_entities_filtered(options)
local count, current, last_entity = #entities, 0, nil
for _, item in ipairs(items) do
if item.valid_for_read then
local inserted = false
-- Attempt to insert the items
for i = 1, count do
local entity = entities[((current+i-1)%count)+1]
if entity.can_insert(item) then
last_entity = entity
current = current + 1
entity.insert(item)
inserted = true
end
end
-- If it was not inserted then a new entity is needed
if not inserted then
if not options.allow_creation then error("Unable to insert items into a valid entity, consider enabling allow_creation") end
if options.name == nil then error("Name must be provided to allow creation of new entities") end
local position
if options.position then
position = surface.find_non_colliding_position(options.name, options.position, options.radius, 1, true)
elseif options.area then
position = surface.find_non_colliding_position_in_box(options.name, options.area, 1, true)
else
position = surface.find_non_colliding_position(options.name, {0,0}, 0, 1, true)
end
last_entity = surface.create_entity{name = options.name, position = position, force = options.force or "neutral"}
count = count + 1
entities[count] = last_entity
last_entity.insert(item)
end
end
end
return last_entity
end
--- Move the given items into the found / created entities. If no entities are found then they will be created if possible.
-- @tparam table items The items which are to be inserted into the entities, an array of LuaItemStack
-- @tparam LuaSurface surface The surface which will be searched to find the entities
-- @tparam table options A table of various optional options similar to find_entities_filtered
-- position + radius or area can be used to define a search area on the surface
-- type can be used to find all entities of a given type, such as a chest
-- name can be used to further specify which entity to insert into, this field is required if entity creation is desired
-- allow_creation is a boolean which when true will allow the function to create new entities in order to insert all items
-- @treturn LuaEntity the last entity that had items inserted into it
function Common.transfer_item_stacks(inventory, surface, options)
Common.insert_item_stacks(inventory, surface, options)
inventory.clear()
end
return Common

View File

@@ -0,0 +1,180 @@
--[[-- Util Module - FloatingText
- Provides a method of creating floating text and tags in the world
@core FloatingText
@alias FloatingText
@usage-- Show player chat message in world
local function on_console_chat(event)
local player = game.get_player(event.player_index)
FloatingText.print_as_player(player, event.message)
end
@usage-- Show player tags above their characters
local function on_player_respawned(event)
local player = game.get_player(event.player_index)
FloatingText.create_tag_as_player(player, player.tag)
end
@usage-- Show placed an entity in alt mode
local function on_built_entity(event)
local entity = event.created_entity
local player = game.get_player(event.player_index)
FloatingText.create_tag_above_entity(entity, player.name, player.color, true)
end
]]
local FloatingText = {}
FloatingText.color = require("modules.exp_util.include.color")
--- Print Messages.
-- Short lived messages that last at most a few seconds
-- @section floating-text_print
--- Print floating text at the given position on the given surface
-- @tparam LuaSurface surface The surface where the floating text will be created
-- @tparam MapPosition position The position to create the floating text at
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.print(surface, position, text, color)
return surface.create_entity{
text = text,
name = 'tutorial-flying-text',
color = color or FloatingText.color.white,
position = position
}
end
--- Print floating text above the given entity
-- @tparam LuaEntity The entity to create the text above
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.print_above_entity(entity, text, color)
local size_y = entity.bounding_box.left_top.y - entity.bounding_box.right_bottom.y
return entity.surface.create_entity{
text = text,
name = 'tutorial-flying-text',
color = color or FloatingText.color.white,
position = {
x = entity.position.x,
y = entity.position.y - size_y * 0.25
}
}
end
--- Print floating text above the given player
-- @tparam LuaPlayer The player to create the text above
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.print_above_player(player, text, color)
return player.surface.create_entity{
text = text,
name = 'tutorial-flying-text',
color = color or FloatingText.color.white,
position = {
x = player.position.x,
y = player.position.y - 1.5
}
}
end
--- Print floating text above the given player in their chat color
-- @tparam LuaPlayer The player to create the text above
-- @tparam string text The text which will be printed
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.print_as_player(player, text)
return player.surface.create_entity{
text = text,
name = 'tutorial-flying-text',
color = player.chat_color,
position = {
x = player.position.x,
y = player.position.y - 1.5
}
}
end
--- Tag Messages.
-- Long lived messages that last until their are removed
-- @section floating-text_tags
--- Create floating text at the given position on the given surface
-- @tparam LuaSurface surface The surface where the floating text will be created
-- @tparam MapPosition position The position to create the floating text at
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @tparam[opt=false] boolean alt_mode When true, the text will only appear when a player is in alt mode
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.create_tag(surface, position, text, color, alt_mode)
return rendering.draw_text{
text = text,
surface = surface,
color = color or FloatingText.color.white,
only_in_alt_mode = alt_mode,
target = position
}
end
--- Create floating text above the given entity
-- @tparam LuaEntity The entity to create the text above
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @tparam[opt=false] boolean alt_mode When true, the text will only appear when a player is in alt mode
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.create_tag_above_entity(entity, text, color, alt_mode)
return rendering.draw_text{
text = text,
surface = entity.surface,
color = color or FloatingText.color.white,
only_in_alt_mode = alt_mode,
target = entity,
target_offset = {
x = 0,
y = (entity.bounding_box.left_top.y - entity.bounding_box.right_bottom.y) * -0.25
}
}
end
--- Create floating text above the given player
-- @tparam LuaPlayer The player to create the text above
-- @tparam string text The text which will be printed
-- @tparam[opt=FloatingText.color.white] Color color The colour to print the text in
-- @tparam[opt=false] boolean alt_mode When true, the text will only appear when a player is in alt mode
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.create_tag_above_player(player, text, color, alt_mode)
return rendering.draw_text{
text = text,
surface = player.surface,
color = color or FloatingText.color.white,
only_in_alt_mode = alt_mode,
target = player.character,
target_offset = {
x = 0,
y = -1.5
}
}
end
--- Create floating text above the given player in their character color
-- @tparam LuaPlayer The player to create the text above
-- @tparam string text The text which will be printed
-- @tparam[opt=false] boolean alt_mode When true, the text will only appear when a player is in alt mode
-- @treturn LuaEntity The floating text entity which was created for the message
function FloatingText.create_tag_as_player(player, text, alt_mode)
return rendering.draw_text{
text = text,
surface = player.surface,
color = player.color,
only_in_alt_mode = alt_mode,
target = player.character,
target_offset = {
x = 0,
y = -1.5
}
}
end
return FloatingText

101
exp_util/module/global.lua Normal file
View File

@@ -0,0 +1,101 @@
--[[-- Util Module - Global
- Provides a method of using global with the guarantee that keys will not conflict
@core Global
@alias Global
@usage--- Drop in boiler plate:
-- Below is a drop in boiler plate which ensures your global access will not conflict with other modules
local global = {}
Global.register(global, function(tbl)
global = tbl
end)
@usage--- Registering new global tables:
-- The boiler plate above is not recommend because it is not descriptive in its function
-- Best practice is to list out all variables you are storing in global and their function
local MyModule = {
public_data = {} -- Stores data which other modules can access
}
local private_data = {} -- Stores data which other modules cant access
local more_private_data = {} -- Stores more data which other modules cant access
-- You can not store a whole module in global because not all data types are serialisable
Global.register({
MyModule.public_data,
private_data,
more_private_data
}, function(tbl)
-- You can also use this callback to set metatable on class instances you have stored in global
MyModule.public_data = tbl[1]
private_data = tbl[2]
more_private_data = tbl[3]
end)
]]
local Clustorio = require("modules/clusterio/api")
local ExpUtil = require("modules.exp_util.common")
local Global = {
registered = {}, -- Map of all registered values and their initial values
}
--- Register a new table to be stored in global, can only be called once per file, can not be called during runtime
-- @tparam table tbl The initial value for the table you are registering, this should be a local variable
-- @tparam function callback The callback used to replace local references and metatables
function Global.register(tbl, callback)
ExpUtil.assert_not_runtime()
ExpUtil.assert_argument_type(tbl, "table", 1, "tbl")
ExpUtil.assert_argument_type(callback, "function", 2, "callback")
local name = ExpUtil.safe_file_path(2)
if Global.registered[name] then
error("Global.register can only be called once per file", 2)
end
Global.registered[name] = {
init = tbl,
callback = callback
}
end
--- Register a metatable which will be automatically restored during on_load
-- @tparam string name The name of the metatable to register, must be unique within your module
function Global.register_metatable(name, tbl)
local module_name = ExpUtil.get_module_name(2)
script.register_metatable(module_name.."."..name, tbl)
end
--- Restore aliases on load, we do not need to initialise data during this event
function Global.on_load()
local globals = global.exp_global
if globals == nil then return end
for name, data in pairs(Global.registered) do
if globals[name] ~= nil then
data.callback(globals[name])
end
end
end
--- Event Handler, sets initial values if needed and calls all callbacks
local function on_server_startup()
local globals = global.exp_global
if globals == nil then
globals = {}
global.exp_global = globals
end
for name, data in pairs(Global.registered) do
if globals[name] == nil then
globals[name] = data.init
end
data.callback(globals[name])
end
end
Global.on_init = on_server_startup
Global.events = {
[Clustorio.events.on_server_startup] = on_server_startup
}
return Global

View File

@@ -0,0 +1,147 @@
-- source: https://www.rapidtables.com/web/color/RGB_Color.html
return {
maroon = {r = 128, g = 0, b = 0},
dark_red = {r = 139, g = 0, b = 0},
brown = {r = 165, g = 42, b = 42},
firebrick = {r = 178, g = 34, b = 34},
crimson = {r = 220, g = 20, b = 60},
red = {r = 255, g = 0, b = 0},
tomato = {r = 255, g = 99, b = 71},
coral = {r = 255, g = 127, b = 80},
indian_red = {r = 205, g = 92, b = 92},
light_coral = {r = 240, g = 128, b = 128},
dark_salmon = {r = 233, g = 150, b = 122},
salmon = {r = 250, g = 128, b = 114},
light_salmon = {r = 255, g = 160, b = 122},
orange_red = {r = 255, g = 69, b = 0},
dark_orange = {r = 255, g = 140, b = 0},
orange = {r = 255, g = 165, b = 0},
gold = {r = 255, g = 215, b = 0},
dark_golden_rod = {r = 184, g = 134, b = 11},
golden_rod = {r = 218, g = 165, b = 32},
pale_golden_rod = {r = 238, g = 232, b = 170},
dark_khaki = {r = 189, g = 183, b = 107},
khaki = {r = 240, g = 230, b = 140},
olive = {r = 128, g = 128, b = 0},
yellow = {r = 255, g = 255, b = 0},
yellow_green = {r = 154, g = 205, b = 50},
dark_olive_green = {r = 85, g = 107, b = 47},
olive_drab = {r = 107, g = 142, b = 35},
lawn_green = {r = 124, g = 252, b = 0},
chart_reuse = {r = 127, g = 255, b = 0},
green_yellow = {r = 173, g = 255, b = 47},
dark_green = {r = 0, g = 100, b = 0},
green = {r = 0, g = 128, b = 0},
forest_green = {r = 34, g = 139, b = 34},
lime = {r = 0, g = 255, b = 0},
lime_green = {r = 50, g = 205, b = 50},
light_green = {r = 144, g = 238, b = 144},
pale_green = {r = 152, g = 251, b = 152},
dark_sea_green = {r = 143, g = 188, b = 143},
medium_spring_green = {r = 0, g = 250, b = 154},
spring_green = {r = 0, g = 255, b = 127},
sea_green = {r = 46, g = 139, b = 87},
medium_aqua_marine = {r = 102, g = 205, b = 170},
medium_sea_green = {r = 60, g = 179, b = 113},
light_sea_green = {r = 32, g = 178, b = 170},
dark_slate_gray = {r = 47, g = 79, b = 79},
teal = {r = 0, g = 128, b = 128},
dark_cyan = {r = 0, g = 139, b = 139},
aqua = {r = 0, g = 255, b = 255},
cyan = {r = 0, g = 255, b = 255},
light_cyan = {r = 224, g = 255, b = 255},
dark_turquoise = {r = 0, g = 206, b = 209},
turquoise = {r = 64, g = 224, b = 208},
medium_turquoise = {r = 72, g = 209, b = 204},
pale_turquoise = {r = 175, g = 238, b = 238},
aqua_marine = {r = 127, g = 255, b = 212},
powder_blue = {r = 176, g = 224, b = 230},
cadet_blue = {r = 95, g = 158, b = 160},
steel_blue = {r = 70, g = 130, b = 180},
corn_flower_blue = {r = 100, g = 149, b = 237},
deep_sky_blue = {r = 0, g = 191, b = 255},
dodger_blue = {r = 30, g = 144, b = 255},
light_blue = {r = 173, g = 216, b = 230},
sky_blue = {r = 135, g = 206, b = 235},
light_sky_blue = {r = 135, g = 206, b = 250},
midnight_blue = {r = 25, g = 25, b = 112},
navy = {r = 0, g = 0, b = 128},
dark_blue = {r = 0, g = 0, b = 139},
medium_blue = {r = 0, g = 0, b = 205},
blue = {r = 0, g = 0, b = 255},
royal_blue = {r = 65, g = 105, b = 225},
blue_violet = {r = 138, g = 43, b = 226},
indigo = {r = 75, g = 0, b = 130},
dark_slate_blue = {r = 72, g = 61, b = 139},
slate_blue = {r = 106, g = 90, b = 205},
medium_slate_blue = {r = 123, g = 104, b = 238},
medium_purple = {r = 147, g = 112, b = 219},
dark_magenta = {r = 139, g = 0, b = 139},
dark_violet = {r = 148, g = 0, b = 211},
dark_orchid = {r = 153, g = 50, b = 204},
medium_orchid = {r = 186, g = 85, b = 211},
purple = {r = 128, g = 0, b = 128},
thistle = {r = 216, g = 191, b = 216},
plum = {r = 221, g = 160, b = 221},
violet = {r = 238, g = 130, b = 238},
magenta = {r = 255, g = 0, b = 255},
fuchsia = {r = 255, g = 0, b = 255},
orchid = {r = 218, g = 112, b = 214},
medium_violet_red = {r = 199, g = 21, b = 133},
pale_violet_red = {r = 219, g = 112, b = 147},
deep_pink = {r = 255, g = 20, b = 147},
hot_pink = {r = 255, g = 105, b = 180},
light_pink = {r = 255, g = 182, b = 193},
pink = {r = 255, g = 192, b = 203},
antique_white = {r = 250, g = 235, b = 215},
beige = {r = 245, g = 245, b = 220},
bisque = {r = 255, g = 228, b = 196},
blanched_almond = {r = 255, g = 235, b = 205},
wheat = {r = 245, g = 222, b = 179},
corn_silk = {r = 255, g = 248, b = 220},
lemon_chiffon = {r = 255, g = 250, b = 205},
light_golden_rod_yellow = {r = 250, g = 250, b = 210},
light_yellow = {r = 255, g = 255, b = 224},
saddle_brown = {r = 139, g = 69, b = 19},
sienna = {r = 160, g = 82, b = 45},
chocolate = {r = 210, g = 105, b = 30},
peru = {r = 205, g = 133, b = 63},
sandy_brown = {r = 244, g = 164, b = 96},
burly_wood = {r = 222, g = 184, b = 135},
tan = {r = 210, g = 180, b = 140},
rosy_brown = {r = 188, g = 143, b = 143},
moccasin = {r = 255, g = 228, b = 181},
navajo_white = {r = 255, g = 222, b = 173},
peach_puff = {r = 255, g = 218, b = 185},
misty_rose = {r = 255, g = 228, b = 225},
lavender_blush = {r = 255, g = 240, b = 245},
linen = {r = 250, g = 240, b = 230},
old_lace = {r = 253, g = 245, b = 230},
papaya_whip = {r = 255, g = 239, b = 213},
sea_shell = {r = 255, g = 245, b = 238},
mint_cream = {r = 245, g = 255, b = 250},
slate_gray = {r = 112, g = 128, b = 144},
light_slate_gray = {r = 119, g = 136, b = 153},
light_steel_blue = {r = 176, g = 196, b = 222},
lavender = {r = 230, g = 230, b = 250},
floral_white = {r = 255, g = 250, b = 240},
alice_blue = {r = 240, g = 248, b = 255},
ghost_white = {r = 248, g = 248, b = 255},
honeydew = {r = 240, g = 255, b = 240},
ivory = {r = 255, g = 255, b = 240},
azure = {r = 240, g = 255, b = 255},
snow = {r = 255, g = 250, b = 250},
black = {r = 0, g = 0, b = 0},
silver = {r = 192, g = 192, b = 192},
dim_grey = {r = 105, g = 105, b = 105},
grey = {r = 128, g = 128, b = 128},
dark_grey = {r = 169, g = 169, b = 169},
light_grey = {r = 211, g = 211, b = 211},
gainsboro = {r = 220, g = 220, b = 220},
white_smoke = {r = 245, g = 245, b = 245},
white = {r = 255, g = 255, b = 255},
success = {r = 0, g = 255, b = 0},
warning = {r = 255, g = 255, b = 0},
fail = {r = 255, g = 0, b = 0},
info = {r = 255, g = 255, b = 255}
}

View File

@@ -0,0 +1,342 @@
local inspect = {
_VERSION = 'inspect.lua 3.1.0',
_URL = 'http://github.com/kikito/inspect.lua',
_DESCRIPTION = 'human-readable representations of tables',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2013 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
local tostring = tostring
inspect.KEY = setmetatable({}, {__tostring = function() return 'inspect.KEY' end})
inspect.METATABLE = setmetatable({}, {__tostring = function() return 'inspect.METATABLE' end})
-- Apostrophizes the string if it has quotes, but not aphostrophes
-- Otherwise, it returns a regular quoted string
local function smartQuote(str)
if str:match('"') and not str:match("'") then
return "'" .. str .. "'"
end
return '"' .. str:gsub('"', '\\"') .. '"'
end
-- \a => '\\a', \0 => '\\0', 31 => '\31'
local shortControlCharEscapes = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
}
local longControlCharEscapes = {} -- \a => nil, \0 => \000, 31 => \031
for i=0, 31 do
local ch = string.char(i)
if not shortControlCharEscapes[ch] then
shortControlCharEscapes[ch] = "\\"..i
longControlCharEscapes[ch] = string.format("\\%03d", i)
end
end
local function escape(str)
return (str:gsub("\\", "\\\\")
:gsub("(%c)%f[0-9]", longControlCharEscapes)
:gsub("%c", shortControlCharEscapes))
end
local function isIdentifier(str)
return type(str) == 'string' and str:match( "^[_%a][_%a%d]*$" )
end
local function isSequenceKey(k, sequenceLength)
return type(k) == 'number'
and 1 <= k
and k <= sequenceLength
and math.floor(k) == k
end
local defaultTypeOrders = {
['number'] = 1, ['boolean'] = 2, ['string'] = 3, ['table'] = 4,
['function'] = 5, ['userdata'] = 6, ['thread'] = 7
}
local function sortKeys(a, b)
local ta, tb = type(a), type(b)
-- strings and numbers are sorted numerically/alphabetically
if ta == tb and (ta == 'string' or ta == 'number') then return a < b end
local dta, dtb = defaultTypeOrders[ta], defaultTypeOrders[tb]
-- Two default types are compared according to the defaultTypeOrders table
if dta and dtb then return defaultTypeOrders[ta] < defaultTypeOrders[tb]
elseif dta then return true -- default types before custom ones
elseif dtb then return false -- custom types after default ones
end
-- custom types are sorted out alphabetically
return ta < tb
end
-- For implementation reasons, the behavior of rawlen & # is "undefined" when
-- tables aren't pure sequences. So we implement our own # operator.
local function getSequenceLength(t)
local len = 1
local v = rawget(t, len)
while v ~= nil do
len = len + 1
v = rawget(t, len)
end
return len - 1
end
local function getNonSequentialKeys(t)
local keys = {}
local sequenceLength = getSequenceLength(t)
for k, _ in pairs(t) do
if not isSequenceKey(k, sequenceLength) then table.insert(keys, k) end
end
table.sort(keys, sortKeys)
return keys, sequenceLength
end
local function getToStringResultSafely(t, mt)
local __tostring = type(mt) == 'table' and rawget(mt, '__tostring')
local str, ok
if type(__tostring) == 'function' then
ok, str = pcall(__tostring, t)
str = ok and str or 'error: ' .. tostring(str)
end
if type(str) == 'string' and #str > 0 then return str end
end
local function countTableAppearances(t, tableAppearances)
tableAppearances = tableAppearances or {}
if type(t) == 'table' then
if not tableAppearances[t] then
tableAppearances[t] = 1
for k, v in pairs(t) do
countTableAppearances(k, tableAppearances)
countTableAppearances(v, tableAppearances)
end
countTableAppearances(getmetatable(t), tableAppearances)
else
tableAppearances[t] = tableAppearances[t] + 1
end
end
return tableAppearances
end
local copySequence = function(s)
local copy, len = {}, #s
for i=1, len do copy[i] = s[i] end
return copy, len
end
local function makePath(path, ...)
local keys = {...}
local newPath, len = copySequence(path)
for i=1, #keys do
newPath[len + i] = keys[i]
end
return newPath
end
-- Cooldude2606: Modified this to respect the depth option
local function processRecursive(process, item, path, visited, depth)
if item == nil then return nil end
if visited[item] then return visited[item] end
local processed = process(item, path)
if type(processed) == 'table' and (depth == nil or depth > 0) then
local processedCopy = {}
visited[item] = processedCopy
local processedKey
for k, v in pairs(processed) do
processedKey = processRecursive(process, k, makePath(path, k, inspect.KEY), visited, depth and depth - 1)
if processedKey ~= nil then
processedCopy[processedKey] = processRecursive(process, v, makePath(path, processedKey), visited, depth and depth - 1)
end
end
local mt = processRecursive(process, getmetatable(processed), makePath(path, inspect.METATABLE), visited, depth and depth - 1)
setmetatable(processedCopy, mt)
processed = processedCopy
end
return processed
end
-------------------------------------------------------------------
local Inspector = {}
local Inspector_mt = {__index = Inspector}
function Inspector:puts(...)
local args = {...}
local buffer = self.buffer
local len = #buffer
for i=1, #args do
len = len + 1
buffer[len] = args[i]
end
end
function Inspector:down(f)
self.level = self.level + 1
f()
self.level = self.level - 1
end
function Inspector:tabify()
self:puts(self.newline, string.rep(self.indent, self.level))
end
function Inspector:alreadyVisited(v)
return self.ids[v] ~= nil
end
function Inspector:getId(v)
local id = self.ids[v]
if not id then
local tv = type(v)
id = (self.maxIds[tv] or 0) + 1
self.maxIds[tv] = id
self.ids[v] = id
end
return tostring(id)
end
function Inspector:putKey(k)
if isIdentifier(k) then return self:puts(k) end
self:puts("[")
self:putValue(k)
self:puts("]")
end
function Inspector:putTable(t)
if t == inspect.KEY or t == inspect.METATABLE then
self:puts(tostring(t))
elseif self:alreadyVisited(t) then
self:puts('<table ', self:getId(t), '>')
elseif self.level >= self.depth then
self:puts('{...}')
else
if self.tableAppearances[t] > 1 then self:puts('<', self:getId(t), '>') end
local nonSequentialKeys, sequenceLength = getNonSequentialKeys(t)
local mt = getmetatable(t)
local toStringResult = getToStringResultSafely(t, mt)
self:puts('{')
self:down(function()
if toStringResult then
self:puts(' -- ', escape(toStringResult))
if sequenceLength >= 1 then self:tabify() end
end
local count = 0
for i=1, sequenceLength do
if count > 0 then self:puts(', ') end
self:puts(' ')
self:putValue(t[i])
count = count + 1
end
for _, k in ipairs(nonSequentialKeys) do
if count > 0 then self:puts(', ') end
self:tabify()
self:putKey(k)
self:puts(' = ')
self:putValue(t[k])
count = count + 1
end
if mt then
if count > 0 then self:puts(', ') end
self:tabify()
self:puts('<metatable> = ')
self:putValue(mt)
end
end)
if #nonSequentialKeys > 0 or mt then -- result is multi-lined. Justify closing }
self:tabify()
elseif sequenceLength > 0 then -- array tables have one extra space before closing }
self:puts(' ')
end
self:puts('}')
end
end
function Inspector:putValue(v)
local tv = type(v)
if tv == 'string' then
self:puts(smartQuote(escape(v)))
elseif tv == 'number' or tv == 'boolean' or tv == 'nil' or
tv == 'cdata' or tv == 'ctype' then
self:puts(tostring(v))
elseif tv == 'table' then
self:putTable(v)
else
self:puts('<', tv, ' ', self:getId(v), '>')
end
end
-------------------------------------------------------------------
function inspect.inspect(root, options)
options = options or {}
local depth = options.depth or math.huge
local newline = options.newline or '\n'
local indent = options.indent or ' '
local process = options.process
if process then
root = processRecursive(process, root, {}, {})
end
local inspector = setmetatable({
depth = depth,
level = 0,
buffer = {},
ids = {},
maxIds = {},
newline = newline,
indent = indent,
tableAppearances = countTableAppearances(root)
}, Inspector_mt)
inspector:putValue(root)
return table.concat(inspector.buffer)
end
setmetatable(inspect, { __call = function(_, ...) return inspect.inspect(...) end })
return inspect

View File

@@ -0,0 +1,64 @@
--luacheck:ignore global math
local floor = math.floor
local abs = math.abs
--- Constant value representing the square root of 2
math.sqrt2 = math.sqrt(2)
--- Constant value representing the reciprocal of square root of 2
math.inv_sqrt2 = 1 / math.sqrt2
--- Constant value representing the value of Tau aka 2*Pi
math.tau = 2 * math.pi
--- Rounds a number to certain number of decimal places, does not work on significant figures
-- @tparam number num The number to be rounded
-- @tparam[opt=0] number idp The number of decimal places to round to
-- @treturn number The input number rounded to the given number of decimal places
math.round = function(num, idp)
local mult = 10 ^ (idp or 0)
return floor(num * mult + 0.5) / mult
end
--- Clamp a number better a minimum and maximum value, preserves NaN (not the same as nil)
-- @tparam number num The number to be clamped
-- @tparam number min The lower bound of the accepted range
-- @tparam number max The upper bound of the accepted range
-- @treturn number The input number clamped to the given range
math.clamp = function(num, min, max)
if num < min then
return min
elseif num > max then
return max
else
return num
end
end
--- Returns the slope / gradient of a line given two points on the line
-- @tparam number x1 The X coordinate of the first point on the line
-- @tparam number y1 The Y coordinate of the first point on the line
-- @tparam number x2 The X coordinate of the second point on the line
-- @tparam number y2 The Y coordinate of the second point on the line
-- @treturn number The slope of the line
math.slope = function(x1, y1, x2, y2)
return abs((y2 - y1) / (x2 - x1))
end
--- Returns the y-intercept of a line given ibe point on the line and its slope
-- @tparam number x The X coordinate of point on the line
-- @tparam number y The Y coordinate of point on the line
-- @tparam number slope The slope / gradient of the line
-- @treturn number The y-intercept of the line
math.y_intercept = function(x, y, slope)
return y - (slope * x)
end
local deg_to_rad = math.tau / 360
--- Returns the angle x (given in radians) in degrees
math.degrees = function(x)
return x * deg_to_rad
end
return math

View File

@@ -0,0 +1,33 @@
--luacheck:ignore global package
local Clustorio = require("modules/clusterio/api")
--- Enum values for the different lifecycle stages within a factorio module
-- Info on the data lifecycle and how we use it: https://lua-api.factorio.com/latest/auxiliary/data-lifecycle.html
-- We start in control stage and so values 1 thorough 3 are only present for completeness
package.lifecycle_stage = {
settings = 1,
data = 2,
migration = 3,
control = 4,
init = 5,
load = 6,
config_change = 7,
runtime = 8
}
--- Stores the current lifecycle stage we are in, compare values against package.lifecycle_stage
package.lifecycle = package.lifecycle_stage.control
return setmetatable({
on_init = function() package.lifecycle = package.lifecycle_stage.init end,
on_load = function() package.lifecycle = package.lifecycle_stage.load end,
on_configuration_changed = function() package.lifecycle = package.lifecycle_stage.config_change end,
events = {
-- TODO find a reliable way to set to runtime because currently it will desync if accessed before player joined
[defines.events.on_player_joined_game] = function() package.lifecycle = package.lifecycle_stage.runtime end,
[Clustorio.events.on_server_startup] = function() package.lifecycle = package.lifecycle_stage.runtime end,
}
}, {
__index = package
})

View File

@@ -0,0 +1,23 @@
--luacheck:ignore global require
local package = require 'modules.exp_util.include.package'
local loaded = package.loaded
local _require = require
-- This replace function is used to avoid additional lines in stack traces during control stage
local function replace()
require = function(path)
if package.lifecycle == package.lifecycle_stage.runtime then
return loaded[path] or loaded[path:gsub(".", "/")] or error('Can only require files at runtime that have been required in the control stage.', 2)
else
return _require(path)
end
end
end
return setmetatable({
on_init = replace,
on_load = replace,
}, {
__call = _require
})

View File

@@ -0,0 +1,427 @@
--luacheck:ignore global table
local random = math.random
local floor = math.floor
local remove = table.remove
local tonumber = tonumber
local pairs = pairs
local table_size = table_size
--- Adds all keys of the source table to destination table as a shallow copy
-- @tparam table dst The table to insert into
-- @tparam table src The table to insert from
function table.merge(dst, src)
local dst_len = #dst
for k, v in pairs(src) do
if tonumber(k) then
dst_len = dst_len + 1
dst[dst_len] = v
else
dst[k] = v
end
end
end
--[[-- Much faster method for inserting items into an array
@tparam table tbl the table that will have the values added to it
@tparam[opt] number start_index the index at which values will be added, nil means end of the array
@tparam table values the new values that will be added to the table
@treturn table the table that was passed as the first argument
@usage-- Adding 1000 values into the middle of the array
local tbl = {}
local values = {}
for i = 1, 1000 do tbl[i] = i values[i] = i end
table.array_insert(tbl, 500, values) -- around 0.4ms
]]
function table.array_insert(tbl, start_index, values)
if not values then
values = start_index
start_index = nil
end
if start_index then
local starting_length = #tbl
local adding_length = #values
local move_to = start_index+adding_length+1
for offset = starting_length-start_index, 0, -1 do
tbl[move_to+offset] = tbl[starting_length+offset]
end
start_index = start_index-1
else
start_index = #tbl
end
for offset, item in ipairs(values) do
tbl[start_index+offset] = item
end
return tbl
end
--[[-- Much faster method for inserting keys into a table
@tparam table tbl the table that will have keys added to it
@tparam[opt] number start_index the index at which values will be added, nil means end of the array, numbered indexs only
@tparam table tbl2 the table that may contain both string and numbered keys
@treturn table the table passed as the first argument
@usage-- Merging two tables
local tbl = {}
local tbl2 = {}
for i = 1, 100 do tbl[i] = i tbl['_'..i] = i tbl2[i] = i tbl2['__'..i] = i end
table.table_insert(tbl, 50, tbl2)
]]
function table.table_insert(tbl, start_index, tbl2)
if not tbl2 then
tbl2 = start_index
start_index = nil
end
table.array_insert(tbl, start_index, tbl2)
for key, value in pairs(tbl2) do
if not tonumber(key) then
tbl[key] = value
end
end
return tbl
end
--- Searches an array to remove a specific element without an index
-- @tparam table tbl The array to remove the element from
-- @param element The element to search for
function table.remove_element(tbl, element)
for k, v in pairs(tbl) do
if v == element then
remove(tbl, k)
break
end
end
end
--- Removes an item from an array in O(1) time. Does not guarantee the order of elements.
-- @tparam table tbl The array to remove the element from
-- @tparam number index Must be >= 0. The case where index > #tbl is handled.
function table.remove_index(tbl, index)
local count = #tbl
if index > count then
return
end
tbl[index] = tbl[count]
tbl[count] = nil
end
--- Removes an item from an array in O(1) time. Does not guarantee the order of elements.
-- @tparam table tbl The array to remove the element from
-- @tparam number index Must be >= 0. The case where index > #tbl is handled.
table.fast_remove = table.remove_index
--- Return the key which holds this element element
-- @tparam table tbl The table to search
-- @param element The element to find
-- @return The key of the element or nil
function table.get_key(tbl, element)
for k, v in pairs(tbl) do
if v == element then
return k
end
end
return nil
end
--- Checks if the arrayed portion of a table contains an element
-- @tparam table tbl The table to search
-- @param element The element to find
-- @treturn ?number The index of the element or nil
function table.get_index(tbl, element)
for i = 1, #tbl do
if tbl[i] == element then
return i
end
end
return nil
end
--- Checks if a table contains an element
-- @tparam table tbl The table to search
-- @param e The element to find
-- @treturn boolean True if the element was found
function table.contains(tbl, element)
return table.get_key(tbl, element) and true or false
end
--- Checks if the arrayed portion of a table contains an element
-- @tparam table tbl The table to search
-- @param e The element to find
-- @treturn boolean True if the element was found
function table.array_contains(tbl, element)
return table.get_index(tbl, element) and true or false
end
--[[-- Extracts certain keys from a table, similar to deconstruction in other languages
@tparam table tbl table the which contains the keys
@tparam string ... the names of the keys you want extracted
@return the keys in the order given
@usage -- Deconstruction of a required module
local format_number, distance = table.deconstruct(require('util'), 'format_number', 'distance')
]]
function table.deconstruct(tbl, ...)
local values = {}
for _, key in pairs({...}) do
table.insert(values, tbl[key])
end
return table.unpack(values)
end
--- Chooses a random entry from a table, can only be used during runtime
-- @tparam table tbl The table to select from
-- @tparam[opt=false] boolean key When true the key will be returned rather than the value
-- @return The selected element from the table
function table.get_random(tbl, key)
local target_index = random(1, table_size(tbl))
local count = 1
for k, v in pairs(tbl) do
if target_index == count then
if key then
return k
else
return v
end
end
count = count + 1
end
end
--- Chooses a random entry from a weighted table, can only be used during runtime
-- @tparam table weighted_table The table of items and their weights
-- @param[opt=1] item_key The index / key of items within each element
-- @param[opt=2] weight_key The index / key of the weights within each element
-- @return The selected element from the table
function table.get_random_weighted(weighted_table, item_key, weight_index)
local total_weight = 0
item_key = item_key or 1
weight_index = weight_index or 2
for _, w in pairs(weighted_table) do
total_weight = total_weight + w[weight_index]
end
local index = random() * total_weight
local weight_sum = 0
for _, w in pairs(weighted_table) do
weight_sum = weight_sum + w[weight_index]
if weight_sum >= index then
return w[item_key]
end
end
end
--- Clears all existing entries in a table
-- @tparam table tbl The table to clear
-- @tparam[opt=false] boolean array When true only the array portion of the table is cleared
function table.clear(t, array)
if array then
for i = 1, #t do
t[i] = nil
end
else
for i in pairs(t) do
t[i] = nil
end
end
end
--- Creates a fisher-yates shuffle of a sequential number-indexed table
-- because this uses math.random, it cannot be used outside of events if no rng is supplied
-- from: http://www.sdknews.com/cross-platform/corona/tutorial-how-to-shuffle-table-items
-- @tparam table tbl The table to shuffle
-- @tparam[opt=math.random] function rng The function to provide random numbers
function table.shuffle(t, rng)
local rand = rng or math.random
local iterations = #t
if iterations == 0 then
error('Not a sequential table')
return
end
local j
for i = iterations, 2, -1 do
j = rand(i)
t[i], t[j] = t[j], t[i]
end
end
--- Default table comparator sort function.
-- @local
-- @param x one comparator operand
-- @param y the other comparator operand
-- @return true if x logically comes before y in a list, false otherwise
local function sortFunc(x, y) --sorts tables with mixed index types.
local tx = type(x)
local ty = type(y)
if tx == ty then
if type(x) == 'string' then
return string.lower(x) < string.lower(y)
else
return x < y
end
elseif tx == 'number' then
return true --only x is a number and goes first
else
return false --only y is a number and goes first
end
end
--- Returns a copy of all of the values in the table.
-- @tparam table tbl the to copy the keys from, or an empty table if tbl is nil
-- @tparam[opt] boolean sorted whether to sort the keys (slower) or keep the random order from pairs()
-- @tparam[opt] boolean as_string whether to try and parse the values as strings, or leave them as their existing type
-- @treturn array an array with a copy of all the values in the table
function table.get_values(tbl, sorted, as_string)
if not tbl then return {} end
local valueset = {}
local n = 0
if as_string then --checking as_string /before/ looping is faster
for _, v in pairs(tbl) do
n = n + 1
valueset[n] = tostring(v)
end
else
for _, v in pairs(tbl) do
n = n + 1
valueset[n] = v
end
end
if sorted then
table.sort(valueset, sortFunc)
end
return valueset
end
--- Returns a copy of all of the keys in the table.
-- @tparam table tbl the to copy the keys from, or an empty table if tbl is nil
-- @tparam[opt] boolean sorted whether to sort the keys (slower) or keep the random order from pairs()
-- @tparam[opt] boolean as_string whether to try and parse the keys as strings, or leave them as their existing type
-- @treturn array an array with a copy of all the keys in the table
function table.get_keys(tbl, sorted, as_string)
if not tbl then return {} end
local keyset = {}
local n = 0
if as_string then --checking as_string /before/ looping is faster
for k, _ in pairs(tbl) do
n = n + 1
keyset[n] = tostring(k)
end
else
for k, _ in pairs(tbl) do
n = n + 1
keyset[n] = k
end
end
if sorted then
table.sort(keyset, sortFunc)
end
return keyset
end
--- Returns the list is a sorted way that would be expected by people (this is by key)
-- @tparam table tbl the table to be sorted
-- @treturn table the sorted table
function table.alphanum_sort(tbl)
local o = table.get_keys(tbl)
local function padnum(d) local dec, n = string.match(d, "(%.?)0*(.+)")
return #dec > 0 and ("%.12f"):format(d) or ("%s%03d%s"):format(dec, #n, n) end
table.sort(o, function(a, b)
return tostring(a):gsub("%.?%d+", padnum)..("%3d"):format(#b)
< tostring(b):gsub("%.?%d+", padnum)..("%3d"):format(#a) end)
local _tbl = {}
for _, k in pairs(o) do _tbl[k] = tbl[k] end
return _tbl
end
--- Returns the list is a sorted way that would be expected by people (this is by key) (faster alternative than above)
-- @tparam table tbl the table to be sorted
-- @treturn table the sorted table
function table.key_sort(tbl)
local o = table.get_keys(tbl, true)
local _tbl = {}
for _, k in pairs(o) do _tbl[k] = tbl[k] end
return _tbl
end
--[[
Returns the index where t[index] == target.
If there is no such index, returns a negative value such that bit32.bnot(value) is
the index that the value should be inserted to keep the list ordered.
t must be a list in ascending order for the return value to be valid.
Usage example:
local t = {1, 3,5, 7,9}
local x = 5
local index = table.binary_search(t, x)
if index < 0 then
game.print("value not found, smallest index where t[index] > x is: " .. bit32.bnot(index))
else
game.print("value found at index: " .. index)
end
]]
function table.binary_search(t, target)
--For some reason bit32.bnot doesn't return negative numbers so I'm using ~x = -1 - x instead.
local lower = 1
local upper = #t
if upper == 0 then
return -2 -- ~1
end
repeat
local mid = floor((lower + upper) * 0.5)
local value = t[mid]
if value == target then
return mid
elseif value < target then
lower = mid + 1
else
upper = mid - 1
end
until lower > upper
return -1 - lower -- ~lower
end
-- add table-related functions that exist in base factorio/util to the 'table' table
require 'util'
--- Similar to serpent.block, returns a string with a pretty representation of a table.
-- Notice: This method is not appropriate for saving/restoring tables. It is meant to be used by the programmer mainly while debugging a program.
-- @tparam table root tTe table to serialize
-- @tparam table options Options are depth, newline, indent, process
-- depth sets the maximum depth that will be printed out. When the max depth is reached, inspect will stop parsing tables and just return {...}
-- process is a function which allow altering the passed object before transforming it into a string.
-- A typical way to use it would be to remove certain values so that they don't appear at all.
-- return <string> the prettied table
table.inspect = require 'modules.exp_util.include.inspect' --- @dep modules.exp_util.includes.inspect
--- Takes a table and returns the number of entries in the table. (Slower than #table, faster than iterating via pairs)
table.size = table_size
--- Creates a deepcopy of a table. Metatables and LuaObjects inside the table are shallow copies.
-- Shallow copies meaning it copies the reference to the object instead of the object itself.
-- @tparam table object The object to copy
-- @treturn table The copied object
table.deep_copy = table.deepcopy -- added by util
--- Merges multiple tables. Tables later in the list will overwrite entries from tables earlier in the list.
-- Ex. merge({{1, 2, 3}, {[2] = 0}, {[3] = 0}}) will return {1, 0, 0}
-- @tparam table tables A table of tables to merge
-- @treturn table The merged table
table.deep_merge = util.merge
--- Determines if two tables are structurally equal.
-- Notice: tables that are LuaObjects or contain LuaObjects won't be compared correctly, use == operator for LuaObjects
-- @tparam table tbl1 The first table
-- @tparam table tbl2 The second table
-- @treturn boolean True if the tables are equal
table.equals = table.compare -- added by util
return table

View File

@@ -0,0 +1 @@
time-symbol-days-short=__1__d

View File

@@ -0,0 +1,16 @@
{
"name": "exp_util",
"load": [
"include/package.lua",
"include/require.lua",
"global.lua",
"async.lua"
],
"require": [
"include/math.lua",
"include/table.lua"
],
"dependencies": {
"clusterio": "*"
}
}

View File

@@ -0,0 +1 @@
return require("modules/exp_util/common")

33
exp_util/package.json Normal file
View File

@@ -0,0 +1,33 @@
{
"name": "@explosivegaming/util",
"version": "0.0.1",
"description": "Clusterio module for Lua overrides and compatibility utils",
"author": "Cooldude2606 <https://github.com/Cooldude2606>",
"license": "MIT",
"repository": "explosivegaming/clustorio-exp-util",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
},
"engines": {
"node": ">=18"
},
"peerDependencies": {
"@clusterio/lib": "workspace:*"
},
"devDependencies": {
"@clusterio/lib": "workspace:*",
"@types/node": "^20.14.9",
"typescript": "^5.5.3"
},
"dependencies": {
"@sinclair/typebox": "^0.30.4"
},
"publishConfig": {
"access": "public"
},
"keywords": [
"clusterio",
"factorio"
]
}

6
exp_util/tsconfig.json Normal file
View File

@@ -0,0 +1,6 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
]
}

View File

@@ -0,0 +1,11 @@
{
"extends": "../../../tsconfig.node.json",
"references": [
{ "path": "../../../packages/lib/tsconfig.node.json" },
],
"include": ["./**/*.ts"],
"exclude": ["test/*", "./dist/*"],
"compilerOptions": {
"outDir": "dist/node",
},
}