Merge branch 'release/5.6.0' into dev

This commit is contained in:
Cooldude2606
2019-05-31 00:46:01 +01:00
153 changed files with 15443 additions and 8935 deletions

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@@ -1,18 +1,24 @@
---
name: Bug report
about: Create a report to help us improve
about: Report a bug which does not crash the game, any bug from the latest major scenario version
---
**Describe the bug**
**Factorio version**
Version number: X.Y.Z
**Scenario version**
Version number: X.Y.Z
**Bug description**
A clear and concise description of what the bug is.
**To Reproduce**
**Reproduction method**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
4. See error in log
**Expected behavior**
A clear and concise description of what you expected to happen.
@@ -20,9 +26,5 @@ A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Other information (please complete the following information):**
- OS: [e.g. iOS, Windows, Linux]
- Factorio Version: [e.g. 0.16.30]
**Additional context**
Add any other context about the problem here.

24
.github/ISSUE_TEMPLATE/Desync_report.md vendored Normal file
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@@ -0,0 +1,24 @@
---
name: Desync report
about: Report a desync, latest version of scenario only including patches
---
**Factorio version**
Version number: X.Y.Z
**Scenario version**
Version number: X.Y.Z
**Desync description**
A clear and concise description of what you believe causes the desync.
**Reproduction method**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error in log
**Additional context**
Add any other context about the problem here.

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@@ -1,33 +1,35 @@
---
name: Error/Desync Report
about: Create a report on a bug which gives an error or desync
name: Error report
about: Report a bug which cases the game to crash, any bug from the latest major scenario version
---
**Error Message**
Error: insert error message
**Factorio version**
Version number: X.Y.Z
**Known Causes**
Know causes that will result in error:
- Cause 1
- Cause 2
**Scenario version**
Version number: X.Y.Z
**To Reproduce (please give for each cause outlined above)**
**Error message**
```
error message and stacktrace back
```
**Error description**
A clear and concise description of what you believe causes the crash.
**Reproduction method**
Steps to reproduce the behavior:
- Cause 1
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
- Cause 2
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
4. See error in log
**Other information (please complete the following information):**
- OS: [e.g. iOS, Windows, Linux]
- Factorio Version: [e.g. 0.16.30]
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Additional context**
Add any other context about the problem here.

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@@ -1,17 +1,18 @@
---
name: Feature request
about: Suggest an idea for this project
about: Suggest a new idea to be worked on
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Feature overview**
Name: name-here
TL;DR: a few words about what the feature is
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Details**
A detailed description of what the new feature is.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Possible methods**
Any ideas you have had about how to implement the feature or any problems that may arise.
**Additional context**
Add any other context or screenshots about the feature request here.

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@@ -56,7 +56,8 @@ All are welcome to make pull requests and issues for this scenario, if you are i
| Scenario Version* | Version Name | Factorio Version** |
|---|---|---|
| [v5.5](s5.5) | Gui System | [v0.17.35](f0.17.35) |
| [v5.6](s5.6) | Information Guis | [v0.17.44](f0.17.44) |
| [v5.5](s5.5) | Gui System | [v0.17.43](f0.17.43) |
| [v5.4](s5.4) | Admin Controls | [v0.17.32](f0.17.32) |
| [v5.3](s5.3) | Custom Roles | [v0.17.28](f0.17.28) |
| [v5.2](s5.2) | Quality of life | [v0.17.22](f0.17.22) |
@@ -71,6 +72,7 @@ All are welcome to make pull requests and issues for this scenario, if you are i
\** Factorio versions show the version they were made for, often the minimum requirement.
[s5.6]: https://github.com/explosivegaming/scenario/releases/tag/5.6.0
[s5.5]: https://github.com/explosivegaming/scenario/releases/tag/5.5.0
[s5.4]: https://github.com/explosivegaming/scenario/releases/tag/5.4.0
[s5.3]: https://github.com/explosivegaming/scenario/releases/tag/5.3.0
@@ -83,7 +85,7 @@ All are welcome to make pull requests and issues for this scenario, if you are i
[s1.0]: https://github.com/explosivegaming/scenario/releases/tag/v1.0
[s0.1]: https://github.com/explosivegaming/scenario/releases/tag/v0.1
[f0.17.35]: https://wiki.factorio.com/Version_history/0.17.0#0.17.35
[f0.17.44]: https://wiki.factorio.com/Version_history/0.17.0#0.17.44
[f0.17.32]: https://wiki.factorio.com/Version_history/0.17.0#0.17.32
[f0.17.28]: https://wiki.factorio.com/Version_history/0.17.0#0.17.28
[f0.17.22]: https://wiki.factorio.com/Version_history/0.17.0#0.17.22

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@@ -1,3 +1,8 @@
--- Config for the different action buttons that show on the player list
-- each button has the button define(s) given along side an auth function, and optional reason callback
-- if a reason callback is used then Store.set_child(action_name_store,player.name,'BUTTON_NAME') should be called during on_click
-- buttons can be removed from the gui by commenting them out of the config at the bottom of this file
-- the key used for the name of the button is the permision name used by the role system
local Gui = require 'expcore.gui'
local Roles = require 'expcore.roles'
local Store = require 'expcore.store'
@@ -5,17 +10,20 @@ local Game = require 'utils.game'
local Reports = require 'modules.addons.reports-control'
local Warnings = require 'modules.addons.warnings-control'
local Jail = require 'modules.addons.jail-control'
local Colors = require 'resources.color_presets'
local format_chat_player_name = ext_require('expcore.common','format_chat_player_name')
local action_player_store = 'gui.left.player-list.action-player'
local action_name_store = 'gui.left.player-list.action-name'
-- common style used by all action buttons
local function tool_button_style(style)
Gui.set_padding_style(style,-1,-1,-1,-1)
style.height = 28
style.width = 28
end
-- auth that will only allow when on player's of lower roles
local function auth_lower_role(player,action_player_name)
local player_highest = Roles.get_player_highest_role(player)
local action_player_highest = Roles.get_player_highest_role(action_player_name)
@@ -24,13 +32,15 @@ local function auth_lower_role(player,action_player_name)
end
end
local function get_action_player(player)
-- gets the action player and a coloured name for the action to be used on
local function get_action_player_name(player)
local action_player_name = Store.get_child(action_player_store,player.name)
local action_player = Game.get_player_from_any(action_player_name)
local action_player_name_color = format_chat_player_name(action_player)
return action_player,action_player_name_color
end
-- telports one player to another
local function teleport(from_player,to_player)
local surface = to_player.surface
local position = surface.find_non_colliding_position('character',to_player.position,32,1)
@@ -40,55 +50,78 @@ local function teleport(from_player,to_player)
return true
end
-- teleports the user to the action player
local goto_player =
Gui.new_button()
:set_sprites('utility/export')
:set_tooltip{'player-list.goto-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player = get_action_player(player)
local action_player_name = get_action_player_name(player)
local action_player = Game.get_player_from_any(action_player_name)
if not player.character or not action_player.character then
player.print({'expcore-commands.reject-player-alive'},Colors.orange_red)
else
teleport(player,action_player)
end
end)
-- teleports the action player to the user
local bring_player =
Gui.new_button()
:set_sprites('utility/import')
:set_tooltip{'player-list.bring-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player = get_action_player(player)
local action_player_name = get_action_player_name(player)
local action_player = Game.get_player_from_any(action_player_name)
if not player.character or not action_player.character then
player.print({'expcore-commands.reject-player-alive'},Colors.orange_red)
else
teleport(action_player,player)
end
end)
-- kills the action player, if there are alive
local kill_player =
Gui.new_button()
:set_sprites('utility/too_far')
:set_tooltip{'player-list.kill-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player = get_action_player(player)
local action_player_name = get_action_player_name(player)
local action_player = Game.get_player_from_any(action_player_name)
if action_player.character then
action_player.character.die()
else
player.print({'expcom-kill.already-dead'},Colors.orange_red)
end
end)
-- reports the action player, requires a reason to be given
local report_player =
Gui.new_button()
:set_sprites('utility/spawn_flag')
:set_tooltip{'player-list.report-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player_name = get_action_player_name(player)
if Reports.player_is_reported_by(action_player_name,player.name) then
player.print({'expcom-report.already-reported'},Colors.orange_red)
else
Store.set_child(action_name_store,player.name,'command/report')
end
end)
local function report_player_callback(player,reason)
local action_player,action_player_name_color = get_action_player(player)
local action_player_name,action_player_name_color = get_action_player_name(player)
local by_player_name_color = format_chat_player_name(player)
game.print{'expcom-report.non-admin',action_player_name_color,reason}
Roles.print_to_roles_higher('Trainee',{'expcom-report.admin',action_player_name_color,by_player_name_color,reason})
Reports.report_player(action_player,reason,player.name)
Reports.report_player(action_player_name,reason,player.name)
end
-- gives the action player a warning, requires a reason
local warn_player =
Gui.new_button()
:set_sprites('utility/spawn_flag')
@@ -99,42 +132,57 @@ Gui.new_button()
end)
local function warn_player_callback(player,reason)
local action_player,action_player_name_color = get_action_player(player)
local action_player_name,action_player_name_color = get_action_player_name(player)
local by_player_name_color = format_chat_player_name(player)
game.print{'expcom-warnings.received',action_player_name_color,by_player_name_color,reason}
Warnings.add_warnings(action_player,player.name)
Warnings.add_warnings(action_player_name,player.name)
end
-- jails the action player, requires a reason
local jail_player =
Gui.new_button()
:set_sprites('utility/item_editor_icon')
:set_tooltip{'player-list.jail-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player_name,action_player_name_color = get_action_player_name(player)
if Roles.player_has_role(action_player_name,'Jail') then
player.print({'expcom-jail.already-jailed',action_player_name_color},Colors.orange_red)
else
Store.set_child(action_name_store,player.name,'command/jail')
end
end)
local function jail_player_callback(player,reason)
local action_player,action_player_name_color = get_action_player(player)
local action_player_name,action_player_name_color = get_action_player_name(player)
local by_player_name_color = format_chat_player_name(player)
game.print{'expcom-jail.give',action_player_name_color,by_player_name_color,reason}
Jail.jail_player(action_player,player.name)
Jail.jail_player(action_player_name,player.name)
end
-- temp bans the action player, requires a reason
local temp_ban_player =
Gui.new_button()
:set_sprites('utility/clock')
:set_tooltip{'player-list.temp-ban-player'}
:set_style('tool_button',tool_button_style)
:on_click(function(player,element)
local action_player_name,action_player_name_color = get_action_player_name(player)
if Roles.player_has_role(action_player_name,'Jail') then
player.print({'expcom-jail.already-banned',action_player_name_color},Colors.orange_red)
else
Store.set_child(action_name_store,player.name,'command/temp-ban')
end
end)
local function temp_ban_player_callback(player,reason)
local action_player = get_action_player(player)
local action_player,action_player_name_color = get_action_player_name(player)
local by_player_name_color = format_chat_player_name(player)
game.print{'expcom-jail.temp-ban',action_player_name_color,by_player_name_color,reason}
Jail.temp_ban_player(action_player,player.name,reason)
end
-- kicks the action player, requires a reason
local kick_player =
Gui.new_button()
:set_sprites('utility/warning_icon')
@@ -145,10 +193,11 @@ Gui.new_button()
end)
local function kick_player_callback(player,reason)
local action_player = get_action_player(player)
local action_player = get_action_player_name(player)
game.kick_player(action_player,reason)
end
-- bans the action player, requires a reason
local ban_player =
Gui.new_button()
:set_sprites('utility/danger_icon')
@@ -159,39 +208,39 @@ Gui.new_button()
end)
local function ban_player_callback(player,reason)
local action_player = get_action_player(player)
local action_player = get_action_player_name(player)
game.ban_player(action_player,reason)
end
return {
['command/teleport'] = {
auth=function(player,action_player_name)
return player.name ~= action_player_name
end,
auth=function(player,action_player)
return player.name ~= action_player.name
end, -- cant teleport to your self
goto_player,
bring_player
},
['command/kill'] = {
auth=function(player,action_player_name)
if player.name == action_player_name then
auth=function(player,action_player)
if player.name == action_player.name then
return true
elseif Roles.player_allowed(player,'command/kill/always') then
return auth_lower_role(player,action_player_name)
return auth_lower_role(player,action_player)
end
end,
end, -- player must be lower role, or your self
kill_player
},
['command/report'] = {
auth=function(player,action_player_name)
auth=function(player,action_player)
if not Roles.player_allowed(player,'command/give-warning') then
return not Roles.player_has_flag(action_player_name,'report-immune')
return not Roles.player_has_flag(action_player,'report-immune')
end
end,
end, -- can report any player that isnt immune and you arnt able to give warnings
reason_callback=report_player_callback,
report_player
},
['command/give-warning'] = {
auth=auth_lower_role,
auth=auth_lower_role, -- warn a lower user, replaces report
reason_callback=warn_player_callback,
warn_player
},

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@@ -1,3 +1,4 @@
-- config file for the compliatrons including where they spawn and what messages they show
return {
message_cycle=60*15, -- 15 seconds default, how often (in ticks) the messages will cycle
locations={ -- defines the spawn locations for all compilatrons

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@@ -1,3 +1,4 @@
-- preset colours that players get when they join the server, if not in the list then will be given a random colour (which isnt disallowed)
return {
players={
BADgamerNL={r=255,g=20,b=147},

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@@ -1,13 +1,14 @@
-- config file for the repair command
return {
disallow = {
disallow = { -- items in this list will never be repaired
['loader']=true,
['fast-loader']=true,
['express-loader']=true,
['electric-energy-interface']=true,
['infinity-chest']=true
},
max_range=50,
allow_blueprint_repair=false,
allow_ghost_revive=true,
allow_heal_entities=true
max_range=50, -- the max range that can be used with the repair command
allow_blueprint_repair=false, -- when true will allow blueprints (things not destroied by biters) to be build instently using the repair command
allow_ghost_revive=true, -- when true will allow ghosts (things destoried by biters) to be build instently using the repair command
allow_heal_entities=true -- when true will heal entities to full health that are within range
}

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@@ -1,5 +1,8 @@
return {
show_eta=true,
-- config file for the science info gui
return { -- list of all science packs to be shown in the gui
show_eta=true, -- when true the eta for research completion will be shown
required_for_green=5, -- the amount required for the text to show as green
required_for_red=-5, -- the amount required for the text to show as red
'automation-science-pack',
'logistic-science-pack',
'military-science-pack',

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@@ -108,6 +108,7 @@ return {
['rocket-silo']=true,
['pumpjack']=true,
['electric-mining-drill']=true,
['roboport']=true
['roboport']=true,
['accumulator']=true
}
}

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@@ -1,3 +1,4 @@
-- config file for the tasks gui
return {
only_admins_can_edit = false, -- true will hide the edit and delete buttons from non (game) admins
edit_tasks_role_permision = 'gui/task-list/edit' -- value used with custom permision system

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@@ -30,25 +30,62 @@
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="modules/FSM.html">FSM</a></li>
<li><a href="modules/ExpGamingCore.Command.html">ExpGamingCore.Command</a></li>
<li><a href="modules/ExpGamingCore.Gui.html">ExpGamingCore.Gui</a></li>
<li><a href="modules/ExpGamingCore.Gui.Center.html">ExpGamingCore.Gui.Center</a></li>
<li><a href="modules/ExpGamingCore.Gui.Inputs.html">ExpGamingCore.Gui.Inputs</a></li>
<li><a href="modules/ExpGamingCore.Gui.Left.html">ExpGamingCore.Gui.Left</a></li>
<li><a href="modules/ExpGamingCore.Gui.Popup.html">ExpGamingCore.Gui.Popup</a></li>
<li><a href="modules/ExpGamingCore.Gui.Test.html">ExpGamingCore.Gui.Test</a></li>
<li><a href="modules/ExpGamingCore.Gui.Toolbar.html">ExpGamingCore.Gui.Toolbar</a></li>
<li><a href="modules/ExpGamingCore.Role.html">ExpGamingCore.Role</a></li>
<li><a href="modules/ExpGamingCore.Server.html">ExpGamingCore.Server</a></li>
<li><a href="modules/ExpGamingCore.Sync.html">ExpGamingCore.Sync</a></li>
<li><a href="modules/ExpGamingLib.html">ExpGamingLib</a></li>
<li><a href="modules/StdLib.Color.html">StdLib.Color</a></li>
<li><a href="modules/StdLib.Game.html">StdLib.Game</a></li>
<li><a href="modules/StdLib.String.html">StdLib.String</a></li>
<li><a href="modules/StdLib.Table.html">StdLib.Table</a></li>
<li><a href="modules/StdLib.Time.html">StdLib.Time</a></li>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="modules/config.rockets.html">config.rockets</a></li>
<li><a href="modules/config.roles.html">config.roles</a></li>
<li><a href="modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="modules/config.warnings.html">config.warnings</a></li>
<li><a href="modules/control.html">control</a></li>
<li><a href="modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="modules/expcore.common.html">expcore.common</a></li>
<li><a href="modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="modules/expcore.store.html">expcore.store</a></li>
<li><a href="modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="modules/utils.core.html">utils.core</a></li>
<li><a href="modules/utils.debug.html">utils.debug</a></li>
<li><a href="modules/utils.event.html">utils.event</a></li>
<li><a href="modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="modules/utils.math.html">utils.math</a></li>
<li><a href="modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="modules/utils.table.html">utils.table</a></li>
<li><a href="modules/utils.task.html">utils.task</a></li>
<li><a href="modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
@@ -60,84 +97,279 @@
<h2>Modules</h2>
<table class="module_list">
<tr>
<td class="name" nowrap><a href="modules/FSM.html">FSM</a></td>
<td class="summary">Factorio Softmod Manager</td>
<td class="name" nowrap><a href="modules/config._file_loader.html">config._file_loader</a></td>
<td class="summary">This contains a list of all files that will be loaded and the order they are loaded in
to stop a file from loading add "--" in front of it, remove the "--" to have the file be loaded
config files should be loaded after all modules are loaded
core files should be required by modules and not be present in this list</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Command.html">ExpGamingCore.Command</a></td>
<td class="summary">A full ranking system for factorio.</td>
<td class="name" nowrap><a href="modules/config.action_buttons.html">config.action_buttons</a></td>
<td class="summary">Config for the different action buttons that show on the player list
each button has the button define(s) given along side an auth function, and optional reason callback
if a reason callback is used then Store.set_child(action_name_store,player.name,'BUTTON_NAME') should be called during on_click
buttons can be removed from the gui by commenting them out of the config at the bottom of this file
the key used for the name of the button is the permision name used by the role system</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.html">ExpGamingCore.Gui</a></td>
<td class="summary">Adds a objective version to custom guis.</td>
<td class="name" nowrap><a href="modules/config.advanced_start.html">config.advanced_start</a></td>
<td class="summary">This file is used to setup the map starting settings and the items players will start with</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Center.html">ExpGamingCore.Gui.Center</a></td>
<td class="summary">Adds a uniform preset for guis in the center of the screen which allow for different tabs to be opened</td>
<td class="name" nowrap><a href="modules/config.death_logger.html">config.death_logger</a></td>
<td class="summary">This config controls what happens when a player dies mostly about map markers and item collection
allow_teleport_to_body_command and allow_collect_bodies_command can be over ridden if command_auth_runtime_disable is present
if not present then the commands will not be loaded into the game</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Inputs.html">ExpGamingCore.Gui.Inputs</a></td>
<td class="summary">Adds a clean way of making new inputs for a gui allowing for sliders and text inputs to be hanndleded with custom events</td>
<td class="name" nowrap><a href="modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></td>
<td class="summary">This is a very simple config file which adds a admin only auth function
not much to change here its more so it can be enabled and disabled from ./config/file_loader.lua
either way you can change the requirements to be "admin" if you wanted to</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Left.html">ExpGamingCore.Gui.Left</a></td>
<td class="summary">Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements</td>
<td class="name" nowrap><a href="modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></td>
<td class="summary">This will make commands only work if the role has been allowed it in the role config</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Popup.html">ExpGamingCore.Gui.Popup</a></td>
<td class="summary">Adds a location for popups which can be dismissed by a player and created from other scripts</td>
<td class="name" nowrap><a href="modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></td>
<td class="summary">This config for command auth allows commands to be globally enabled and disabled during runtime
this config adds Commands.disable and Commands.enable to enable and disable commands for all users</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Test.html">ExpGamingCore.Gui.Test</a></td>
<td class="summary">Used to test all gui elements and parts can be used in game via Gui.test()</td>
<td class="name" nowrap><a href="modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></td>
<td class="summary">This file contains some common command param parse functions
this file is less of a config and more of a requirement but you may wish to change how some behave
as such you need to be confident with lua but you edit this config file
use Commands.add_parse('name',function(input,player,reject) end) to add a parse
see ./expcore/commands.lua for more details</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Gui.Toolbar.html">ExpGamingCore.Gui.Toolbar</a></td>
<td class="summary">Adds a toolbar to the top left of the screen</td>
<td class="name" nowrap><a href="modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></td>
<td class="summary">Adds some parse functions that can be used with the role system</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Role.html">ExpGamingCore.Role</a></td>
<td class="summary">A full ranking system for factorio.</td>
<td class="name" nowrap><a href="modules/config.permission_groups.html">config.permission_groups</a></td>
<td class="summary">Use this file to add new permission groups to the game
start with Permission_Groups.new_group('name')
then use either :allow_all() or :disallow_all() to set the default for non specified actions
then use :allow{} and :disallow{} to specify certain actions to allow/disallow</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Server.html">ExpGamingCore.Server</a></td>
<td class="summary">Adds a thread system and event listening and a admin bypass (recommend to disable /c and use optional /interface)</td>
<td class="name" nowrap><a href="modules/config.popup_messages.html">config.popup_messages</a></td>
<td class="summary">A combination of config settings for different popup values like chat and damage</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingCore.Sync.html">ExpGamingCore.Sync</a></td>
<td class="summary">Allows syncing with an outside server and info panle.</td>
<td class="name" nowrap><a href="modules/config.rockets.html">config.rockets</a></td>
<td class="summary">This file controls what will show in each section of the rocket info gui</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ExpGamingLib.html">ExpGamingLib</a></td>
<td class="summary">Adds some common functions used though out all ExpGaming modules</td>
<td class="name" nowrap><a href="modules/config.roles.html">config.roles</a></td>
<td class="summary">This is the main config file for the role system; file includes defines for roles and role flags and default values</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/StdLib.Color.html">StdLib.Color</a></td>
<td class="summary">A defines module for retrieving colors by name.</td>
<td class="name" nowrap><a href="modules/config.scorched_earth.html">config.scorched_earth</a></td>
<td class="summary">This file controls the placement/degrading of tiles as players build and walk</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/StdLib.Game.html">StdLib.Game</a></td>
<td class="summary">The game module.</td>
<td class="name" nowrap><a href="modules/config.spawn_area.html">config.spawn_area</a></td>
<td class="summary">Used to config the spawn generation settings yes there is alot here i know just ignore the long tables at the end (they were generated with a command)</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/StdLib.String.html">StdLib.String</a></td>
<td class="summary">Extends Lua 5.2 string.</td>
<td class="name" nowrap><a href="modules/config.warnings.html">config.warnings</a></td>
<td class="summary">Config file for the warning system, this is very similar to reports but is for the use of moderators rather than normal users.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/StdLib.Table.html">StdLib.Table</a></td>
<td class="summary">Extends Lua 5.2 table.</td>
<td class="name" nowrap><a href="modules/control.html">control</a></td>
<td class="summary">Please go to ./config if you want to change settings, each file is commented with what it does
if it is not in ./config then you should not attempt to change it unless you know what you are doing
all files which are loaded (including the config files) are present in ./config/file_loader.lua
this file is the landing point for all scenarios please DO NOT edit directly, further comments are to aid development</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/StdLib.Time.html">StdLib.Time</a></td>
<td class="summary">A defines module for retrieving the number of ticks in 1 unit of time.</td>
<td class="name" nowrap><a href="modules/expcore.commands.html">expcore.commands</a></td>
<td class="summary">Factorio command making module that makes commands with better parse and more modularity</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.common.html">expcore.common</a></td>
<td class="summary">Adds some commonly used functions used in many modules</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.html">expcore.gui</a></td>
<td class="summary">This file is used to require all the different elements of the gui module
each module has an outline here but for more details see their seperate files in ./gui</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.buttons.html">expcore.gui.buttons</a></td>
<td class="summary">Gui class define for buttons and sprite buttons
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.center.html">expcore.gui.center</a></td>
<td class="summary">Gui structure define for center gui frames
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></td>
<td class="summary">Gui class define for checkboxs and radiobuttons
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.core.html">expcore.gui.core</a></td>
<td class="summary">Core gui file for making element defines and element classes (use require 'expcore.gui')
see utils.gui for event handlering
see expcore.gui.test for examples for element defines
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></td>
<td class="summary">Gui class define for dropdowns and list boxs
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></td>
<td class="summary">Gui class defines for elem buttons
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.instances.html">expcore.gui.instances</a></td>
<td class="summary">This file is a breakout from core which forcues on instance management of defines
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.left.html">expcore.gui.left</a></td>
<td class="summary">Gui structure define for left frames
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.popups.html">expcore.gui.popups</a></td>
<td class="summary">Gui structure define for popup gui
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></td>
<td class="summary">Gui element define for progess bars
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.slider.html">expcore.gui.slider</a></td>
<td class="summary">Gui class define for silders
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.test.html">expcore.gui.test</a></td>
<td class="summary">This file creates a teste gui that is used to test every input method
note that this does not cover every permutation only features in indepentance
for example store in most cases is just by player name, but other store methods are tested with checkbox</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.text.html">expcore.gui.text</a></td>
<td class="summary">Gui class define for text fields and text boxs
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></td>
<td class="summary">Gui structure for the toolbar (top left)
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.permission_groups.html">expcore.permission_groups</a></td>
<td class="summary">Permission group making for factorio so you never have to make one by hand again</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.roles.html">expcore.roles</a></td>
<td class="summary">Factorio role system to manage custom permissions</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/expcore.store.html">expcore.store</a></td>
<td class="summary">Adds an easy way to store and watch for updates to a value
[[</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></td>
<td class="summary">Adds a better method of player starting items based on production levels.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></td>
<td class="summary">Creates flying text entities when a player sends a message in chat
also displays a ping above users who are named in the message</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></td>
<td class="summary">Displays the amount of dmg that is done by players to entities
also shows player health when a player is attacked</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.gui.player-list.html">modules.gui.player-list</a></td>
<td class="summary">Gui left frame define for a player list</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></td>
<td class="summary">Adds a rocket infomation gui which shows general stats, milestones and build progress of rockets</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.gui.science-info.html">modules.gui.science-info</a></td>
<td class="summary">Adds a science info gui that shows production usage and net for the different science packs as well as an eta</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/modules.gui.task-list.html">modules.gui.task-list</a></td>
<td class="summary">Adds a task list to the game which players can add remove and edit items on</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></td>
<td class="summary">info
Original (javascript) version: https://hastebin.com/udakacavap.js
Can be tested against: https://wiki.factorio.com/Enemies#Spawn_chances_by_evolution_factor</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.core.html">utils.core</a></td>
<td class="summary">Measures distance between pos1 and pos2</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.debug.html">utils.debug</a></td>
<td class="summary"></td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.event.html">utils.event</a></td>
<td class="summary">This Module allows for registering multiple handlers to the same event, overcoming the limitation of script.register.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.event_core.html">utils.event_core</a></td>
<td class="summary">Do not use this function, use Event.add instead as it has safety checks.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.math.html">utils.math</a></td>
<td class="summary">Takes two points and calculates the slope of a line</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.recipe_locker.html">utils.recipe_locker</a></td>
<td class="summary">Locks recipes, preventing them from being enabled by research.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.state_machine.html">utils.state_machine</a></td>
<td class="summary">This module provides a classical mealy/moore state machine.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.table.html">utils.table</a></td>
<td class="summary">Searches a table to remove a specific element without an index</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.task.html">utils.task</a></td>
<td class="summary">Allows you to set a timer (in ticks) after which the tokened function will be run with params given as an argument
Cannot be called before init</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/utils.timestamp.html">utils.timestamp</a></td>
<td class="summary">source https://github.com/daurnimator/luatz/blob/master/luatz/timetable.lua
edited down to just what is needed.</td>
</tr>
</table>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2018-06-07 12:58:23 </i>
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View File

@@ -28,6 +28,7 @@ del,ins {
text-decoration: none;
}
li {
list-style: disc;
margin-left: 20px;
}
caption,th {
@@ -87,7 +88,7 @@ em { font-style: italic;}
h1 {
font-size: 1.5em;
margin: 20px 0 20px 0;
margin: 0 0 20px 0;
}
h2, h3, h4 { margin: 15px 0 10px 0; }
h2 { font-size: 1.25em; }
@@ -113,18 +114,24 @@ p.name {
padding-top: 1em;
}
pre.example {
background-color: rgb(245, 245, 245);
border: 1px solid silver;
padding: 10px;
margin: 10px 0 10px 0;
font-family: "Andale Mono", monospace;
font-size: .85em;
}
pre {
background-color: rgb(245, 245, 245);
border: 1px solid #C0C0C0; /* silver */
border: 1px solid silver;
padding: 10px;
margin: 10px 0 10px 0;
overflow: auto;
font-family: "Andale Mono", monospace;
}
pre.example {
font-size: .85em;
}
table.index { border: 1px #00007f; }
table.index td { text-align: left; vertical-align: top; }
@@ -284,7 +291,6 @@ a:target + * {
background-color: #FF9;
}
/* styles for prettification of source */
pre .comment { color: #558817; }
pre .constant { color: #a8660d; }
@@ -297,7 +303,5 @@ pre .number { color: #f8660d; }
pre .operator { color: #2239a8; font-weight: bold; }
pre .preprocessor, pre .prepro { color: #a33243; }
pre .global { color: #800080; }
pre .user-keyword { color: #800080; }
pre .prompt { color: #558817; }
pre .url { color: #272fc2; text-decoration: underline; }

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@@ -1,401 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<div id="product_description"></div>
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<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
<li><a href="#Fields">Fields</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/FSM.html">FSM</a></li>
<li><strong>ExpGamingCore.Command</strong></li>
<li><a href="../modules/ExpGamingCore.Gui.html">ExpGamingCore.Gui</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Center.html">ExpGamingCore.Gui.Center</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Inputs.html">ExpGamingCore.Gui.Inputs</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Left.html">ExpGamingCore.Gui.Left</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Popup.html">ExpGamingCore.Gui.Popup</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Test.html">ExpGamingCore.Gui.Test</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Toolbar.html">ExpGamingCore.Gui.Toolbar</a></li>
<li><a href="../modules/ExpGamingCore.Role.html">ExpGamingCore.Role</a></li>
<li><a href="../modules/ExpGamingCore.Server.html">ExpGamingCore.Server</a></li>
<li><a href="../modules/ExpGamingCore.Sync.html">ExpGamingCore.Sync</a></li>
<li><a href="../modules/ExpGamingLib.html">ExpGamingLib</a></li>
<li><a href="../modules/StdLib.Color.html">StdLib.Color</a></li>
<li><a href="../modules/StdLib.Game.html">StdLib.Game</a></li>
<li><a href="../modules/StdLib.String.html">StdLib.String</a></li>
<li><a href="../modules/StdLib.Table.html">StdLib.Table</a></li>
<li><a href="../modules/StdLib.Time.html">StdLib.Time</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>ExpGamingCore.Command</code></h1>
<p>A full ranking system for factorio.</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#format_inputs">format_inputs (command)</a></td>
<td class="summary">Returns the inputs of this command as a formated string</td>
</tr>
<tr>
<td class="name" nowrap><a href="#validate_args">validate_args (event)</a></td>
<td class="summary">Used to validate the arguments of a command, will understand strings with "" as a single param else spaces divede the params</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_commands">get_commands (player)</a></td>
<td class="summary">Used to return all the commands a player can use</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_command">add_command (name[, description='No Description'][, inputs=an infite string], callback)</a></td>
<td class="summary">Used to define commands</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#validate">validate</a></td>
<td class="summary">Collection of funcations that can be used to validate inputs</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#error">error</a></td>
<td class="summary">Used as an error constant for validation</td>
</tr>
<tr>
<td class="name" nowrap><a href="#data">data</a></td>
<td class="summary">Index of all command data</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "format_inputs"></a>
<strong>format_inputs (command)</strong>
</dt>
<dd>
Returns the inputs of this command as a formated string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">command</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a>, <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a> or <span class="type">event</span></span>
the command to get the inputs of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the formated string for the inputs
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">commands.format_inputs(<span class="string">'interface'</span>) <span class="comment">-- returns &lt;code&gt; (if you have ExpGamingCore.Server)</span></pre>
</ul>
</dd>
<dt>
<a name = "validate_args"></a>
<strong>validate_args (event)</strong>
</dt>
<dd>
Used to validate the arguments of a command, will understand strings with "" as a single param else spaces divede the params
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
this is the event created by add_command not on_console_command
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the error that happend while parsing the args
</ol>
<h3>Or</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the args for this command
</ol>
<h3>Or</h3>
<ol>
command.error
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">commands.validate_args(event) <span class="comment">-- returns args table</span></pre>
</ul>
</dd>
<dt>
<a name = "get_commands"></a>
<strong>get_commands (player)</strong>
</dt>
<dd>
Used to return all the commands a player can use
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">index</span>, <span class="type">name</span> or <span class="type">player</span></span>
the player to test as
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table containg all the commands the player can use
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">get_commands(<span class="number">1</span>) <span class="comment">-- return table of command data for each command that the player can use</span></pre>
</ul>
</dd>
<dt>
<a name = "add_command"></a>
<strong>add_command (name[, description='No Description'][, inputs=an infite string], callback)</strong>
</dt>
<dd>
Used to define commands
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the command
</li>
<li><span class="parameter">description</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the description of the command
(<em>default</em> 'No Description')
</li>
<li><span class="parameter">inputs</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table of the inputs to be used, last index being true makes the last parameter open ended (longer than one word)
(<em>default</em> an infite string)
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function to call on the event
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--see examples in file</span></pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "validate"></a>
<strong>validate</strong>
</dt>
<dd>
Collection of funcations that can be used to validate inputs
<h3>Fields:</h3>
<ul>
<li><span class="parameter">__comment</span>
replace _ with - the ldoc did not like me using - in the names
</li>
<li><span class="parameter">string</span>
basicly does nothing but a type filed is required
</li>
<li><span class="parameter">string_inf</span>
same as string but is infite in length, must be last arg
</li>
<li><span class="parameter">string_len</span>
same as string but can define a max lengh
</li>
<li><span class="parameter">number</span>
converts the input into a number
</li>
<li><span class="parameter">number_int</span>
conerts the input to a number and floors it
</li>
<li><span class="parameter">number_range</span>
allows a number in a range after it has been floored min < math.floor(X) <= max
</li>
<li><span class="parameter">number_range</span>
allows a number in a range after it has been floored min < math.floor(X) <= max
</li>
<li><span class="parameter">player</span>
converts the input into a valid player
</li>
<li><span class="parameter">player_online</span>
converts the input to a player if the player is online
</li>
<li><span class="parameter">player_alive</span>
converts the input to a player if the player is online and alive
</li>
<li><span class="parameter">player_rank</span>
-online converts the input to a player if the player is a lower rank than the user and online
</li>
<li><span class="parameter">player_rank</span>
-online converts the input to a player if the player is a lower rank than the user and online
</li>
<li><span class="parameter">player_rank_alive</span>
converts the input to a player if the player is a lower rank than the user and online and alive
</li>
<li><span class="parameter">type</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type that the value should be
</li>
<li><span class="parameter">value</span>
the value that will be tested
</li>
<li><span class="parameter">...</span>
any other data that can be passed to the function
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">commands.validate[<span class="global">type</span>](value,event,...)</pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "error"></a>
<strong>error</strong>
</dt>
<dd>
Used as an error constant for validation
<h3>Usage:</h3>
<ul>
<li><pre class="example"><span class="keyword">return</span> commands.<span class="global">error</span>, <span class="string">'err message'</span></pre></li>
<li><pre class="example"><span class="keyword">return</span> commands.<span class="global">error</span>(<span class="string">'err message'</span>)</pre></li>
</ul>
</dd>
<dt>
<a name = "data"></a>
<strong>data</strong>
</dt>
<dd>
Index of all command data
<ul>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a>, <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a> or <span class="type">event</span></span>
the command that will be returned: string is the name, table is the command data, event is event from add_command
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">commands.command_name <span class="comment">-- returns command data</span></pre></li>
<li><pre class="example">commands.data <span class="comment">-- returns all data</span></pre></li>
</ul>
</dd>
</dl>
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<h1>Module <code>ExpGamingCore.Gui.Center</code></h1>
<p>Adds a uniform preset for guis in the center of the screen which allow for different tabs to be opened</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add (obj)</a></td>
<td class="summary">Adds a new obj to the center gui</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_flow">get_flow (player)</a></td>
<td class="summary">Used to get the center frame of the player, used mainly in script</td>
</tr>
<tr>
<td class="name" nowrap><a href="#open">open (player, center)</a></td>
<td class="summary">Used to open a center frame for a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#open_tab">open_tab (player, center, tab)</a></td>
<td class="summary">Used to open a center frame for a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#clear">clear (player)</a></td>
<td class="summary">Used to clear the center frame of the player, used mainly in script</td>
</tr>
<tr>
<td class="name" nowrap><a href="#center._center:add_tab">center._center:add_tab (name, caption[, tooltip], callback)</a></td>
<td class="summary">If deafult draw is used then you can add tabs to the gui with this function</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "add"></a>
<strong>add (obj)</strong>
</dt>
<dd>
Adds a new obj to the center gui
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
contains the new object, needs name, fraw is opt and is function(root_frame)
</li>
</ul>
<h3>Returns:</h3>
<ol>
the object made, used to add tabs
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.center.add{name=<span class="string">'foo'</span>,caption=<span class="string">'Foo'</span>,tooltip=<span class="string">'Testing'</span>,draw=<span class="keyword">function</span>}</pre>
</ul>
</dd>
<dt>
<a name = "get_flow"></a>
<strong>get_flow (player)</strong>
</dt>
<dd>
Used to get the center frame of the player, used mainly in script
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
a player indifier to get the flow for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the gui element flow
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.center.get_flow(player) <span class="comment">-- returns gui emelemt</span></pre>
</ul>
</dd>
<dt>
<a name = "open"></a>
<strong>open (player, center)</strong>
</dt>
<dd>
Used to open a center frame for a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
a player indifier to get the flow for
</li>
<li><span class="parameter">center</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the center frame to open
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
based on if it successed or not
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.center.open(player,<span class="string">'server-info'</span>) <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "open_tab"></a>
<strong>open_tab (player, center, tab)</strong>
</dt>
<dd>
Used to open a center frame for a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
a player indifier to get the flow for
</li>
<li><span class="parameter">center</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the center frame to open
</li>
<li><span class="parameter">tab</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the tab to open
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
based on if it successed or not
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.center.open_tab(player,<span class="string">'readme'</span>,<span class="string">'rules'</span>) <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "clear"></a>
<strong>clear (player)</strong>
</dt>
<dd>
Used to clear the center frame of the player, used mainly in script
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
a player indifier to get the flow for
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.center.clear(player)</pre>
</ul>
</dd>
<dt>
<a name = "center._center:add_tab"></a>
<strong>center._center:add_tab (name, caption[, tooltip], callback)</strong>
</dt>
<dd>
If deafult draw is used then you can add tabs to the gui with this function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the name of the tab
</li>
<li><span class="parameter">caption</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the words that appear on the tab button
</li>
<li><span class="parameter">tooltip</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the tooltip that is on the button
(<em>optional</em>)
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
this is called when button is pressed with function(root_frame)
</li>
</ul>
<h3>Returns:</h3>
<ol>
self to allow chaining of _center:add_tab
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">_center:add_tab(<span class="string">'foo'</span>,<span class="string">'Foo'</span>,<span class="string">'Just a tab'</span>,<span class="keyword">function</span>)</pre>
</ul>
</dd>
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<h1>Module <code>ExpGamingCore.Gui.Inputs</code></h1>
<p>Adds a clean way of making new inputs for a gui allowing for sliders and text inputs to be hanndleded with custom events</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#inputs._input:on_event">inputs._input:on_event (event, callback)</a></td>
<td class="summary">Sets the input to trigger on an certain event</td>
</tr>
<tr>
<td class="name" nowrap><a href="#inputs._input:draw">inputs._input:draw (root)</a></td>
<td class="summary">Draw the input into the root element</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add (obj)</a></td>
<td class="summary">Add a new input, this is the same as doing frame.add{} but returns a diffrent object</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_elem_button">add_elem_button (name, elem_type, tooltip, callback)</a></td>
<td class="summary">Used to define a choose-elem-button callback only on elem_changed</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_checkbox">add_checkbox (name, radio, display, default, callback_true, callback_false)</a></td>
<td class="summary">Used to define a checkbox callback only on state_changed</td>
</tr>
<tr>
<td class="name" nowrap><a href="#reset_radio">reset_radio (elements)</a></td>
<td class="summary">Used to reset the state of radio buttons, recomened to be called on_state_change to reset any radio buttons it is ment to work with.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_text">add_text (name, box, text, callback)</a></td>
<td class="summary">Used to define a text callback only on text_changed</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_slider">add_slider (name, orientation, min, max, start_callback, callback)</a></td>
<td class="summary">Used to define a slider callback only on value_changed</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_drop_down">add_drop_down (name, items, index, callback)</a></td>
<td class="summary">Used to define a drop down callback only on value_changed</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "inputs._input:on_event"></a>
<strong>inputs._input:on_event (event, callback)</strong>
</dt>
<dd>
Sets the input to trigger on an certain event
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event</span>
the event to raise callback on | can be number of the event | can be a key of inputs.events
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function you want to run on the event
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
returns self so you can chain together
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">button:on_event(defines.events.on_gui_click,player_return)</pre>
</ul>
</dd>
<dt>
<a name = "inputs._input:draw"></a>
<strong>inputs._input:draw (root)</strong>
</dt>
<dd>
Draw the input into the root element
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">root</span>
the element you want to add the input to
</li>
</ul>
<h3>Returns:</h3>
<ol>
returns the element that was added
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">button:draw(frame)</pre>
</ul>
</dd>
<dt>
<a name = "add"></a>
<strong>add (obj)</strong>
</dt>
<dd>
Add a new input, this is the same as doing frame.add{} but returns a diffrent object
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new element to add if caption is a sprite path then sprite is used
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the custom input object
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add{<span class="global">type</span>=<span class="string">'button'</span>,name=<span class="string">'test'</span>,caption=<span class="string">'Test'</span>}</pre>
</ul>
</dd>
<dt>
<a name = "add_elem_button"></a>
<strong>add_elem_button (name, elem_type, tooltip, callback)</strong>
</dt>
<dd>
Used to define a choose-elem-button callback only on elem_changed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this button
</li>
<li><span class="parameter">elem_type</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the display for this button, either text or sprite path
</li>
<li><span class="parameter">tooltip</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the tooltip to show on the button
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the callback to call on change function(player,element,elem)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the button object that was made, to allow a custom error event if wanted
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add_elem_button(<span class="string">'test'</span>,<span class="string">'Test'</span>,<span class="string">'Just for testing'</span>,<span class="keyword">function</span>)</pre>
</ul>
</dd>
<dt>
<a name = "add_checkbox"></a>
<strong>add_checkbox (name, radio, display, default, callback_true, callback_false)</strong>
</dt>
<dd>
Used to define a checkbox callback only on state_changed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this button
</li>
<li><span class="parameter">radio</span>
<span class="types"><span class="type">boolean</span></span>
if this is a radio button
</li>
<li><span class="parameter">display</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the display for this button, either text or sprite path
</li>
<li><span class="parameter">default</span>
<span class="types"><span class="type">function</span></span>
the callback which choses the default check state
</li>
<li><span class="parameter">callback_true</span>
<span class="types"><span class="type">function</span></span>
the callback to call when changed to true
</li>
<li><span class="parameter">callback_false</span>
<span class="types"><span class="type">function</span></span>
the callback to call when changed to false
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the button object that was made, to allow a custom error event if wanted
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add_checkbox(<span class="string">'test'</span>,<span class="keyword">false</span>,<span class="string">'Just for testing'</span>,<span class="keyword">function</span>,<span class="keyword">function</span>,funvtion)</pre>
</ul>
</dd>
<dt>
<a name = "reset_radio"></a>
<strong>reset_radio (elements)</strong>
</dt>
<dd>
Used to reset the state of radio buttons, recomened to be called on_state_change to reset any radio buttons it is ment to work with.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">elements</span>
can be a list of elements or a single element
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.reset_radio{radio1,radio2,...}</pre>
</ul>
</dd>
<dt>
<a name = "add_text"></a>
<strong>add_text (name, box, text, callback)</strong>
</dt>
<dd>
Used to define a text callback only on text_changed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this button
</li>
<li><span class="parameter">box</span>
<span class="types"><span class="type">boolean</span></span>
is it a text box rather than a text field
</li>
<li><span class="parameter">text</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the starting text
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the callback to call on change function(player,text,element)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the text object that was made, to allow a custom error event if wanted
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add_text(<span class="string">'test'</span>,<span class="keyword">false</span>,<span class="string">'Just for testing'</span>,<span class="keyword">function</span>)</pre>
</ul>
</dd>
<dt>
<a name = "add_slider"></a>
<strong>add_slider (name, orientation, min, max, start_callback, callback)</strong>
</dt>
<dd>
Used to define a slider callback only on value_changed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this button
</li>
<li><span class="parameter">orientation</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
direction of the slider
</li>
<li><span class="parameter">min</span>
<span class="types"><span class="type">number</span></span>
the lowest number
</li>
<li><span class="parameter">max</span>
<span class="types"><span class="type">number</span></span>
the highest number
</li>
<li><span class="parameter">start_callback</span>
<span class="types"><span class="type">function</span></span>
either a number or a function to return a number
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function to be called on value_changed function(player,value,percent,element)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the slider object that was made, to allow a custom error event if wanted
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add_slider(<span class="string">'test'</span>,<span class="string">'horizontal'</span>,<span class="number">1</span>,<span class="number">10</span>,<span class="number">5</span>,<span class="keyword">function</span>)</pre>
</ul>
</dd>
<dt>
<a name = "add_drop_down"></a>
<strong>add_drop_down (name, items, index, callback)</strong>
</dt>
<dd>
Used to define a drop down callback only on value_changed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
name of the drop down
</li>
<li><span class="parameter">items</span>
either a list or a function which returns a list
</li>
<li><span class="parameter">index</span>
either a number or a function which returns a number
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the callback which is called when a new index is selected function(player,selected,items,element)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the drop-down object that was made, to allow a custom error event if wanted
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.inputs.add_drop_down(<span class="string">'test'</span>,{<span class="number">1</span>,<span class="number">2</span>,<span class="number">3</span>},<span class="number">1</span>,<span class="keyword">function</span>)</pre>
</ul>
</dd>
</dl>
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<li><strong>ExpGamingCore.Gui.Left</strong></li>
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<div id="content">
<h1>Module <code>ExpGamingCore.Gui.Left</code></h1>
<p>Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add (obj)</a></td>
<td class="summary">Used to add a left gui frame</td>
</tr>
<tr>
<td class="name" nowrap><a href="#update">update ([frame[, players]])</a></td>
<td class="summary">This is used to update all the guis of connected players, good idea to use our thread system as it as nested for loops</td>
</tr>
<tr>
<td class="name" nowrap><a href="#open">open (left_name)</a></td>
<td class="summary">Used to open the left gui of every player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#close">close (left_name)</a></td>
<td class="summary">Used to close the left gui of every player</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "add"></a>
<strong>add (obj)</strong>
</dt>
<dd>
Used to add a left gui frame
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
</li>
</ul>
<h3>Returns:</h3>
<ol>
the object that is made to... well idk but for the future
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.left.add{name=<span class="string">'foo'</span>,caption=<span class="string">'Foo'</span>,tooltip=<span class="string">'just testing'</span>,open_on_join=<span class="keyword">true</span>,can_open=<span class="keyword">function</span>,draw=<span class="keyword">function</span>}</pre>
</ul>
</dd>
<dt>
<a name = "update"></a>
<strong>update ([frame[, players]])</strong>
</dt>
<dd>
This is used to update all the guis of connected players, good idea to use our thread system as it as nested for loops
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">frame</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the name of a frame if you only want to update one
(<em>optional</em>)
</li>
<li><span class="parameter">players</span>
the player to update for, if not given all players are updated, can be one player
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.left.update()</pre>
</ul>
</dd>
<dt>
<a name = "open"></a>
<strong>open (left_name)</strong>
</dt>
<dd>
Used to open the left gui of every player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">left_name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the gui that you want to open
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.left.open(<span class="string">'foo'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "close"></a>
<strong>close (left_name)</strong>
</dt>
<dd>
Used to close the left gui of every player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">left_name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the gui that you want to close
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.left.close(<span class="string">'foo'</span>)</pre>
</ul>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<h1>Module <code>ExpGamingCore.Gui.Popup</code></h1>
<p>Adds a location for popups which can be dismissed by a player and created from other scripts</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add (obj)</a></td>
<td class="summary">Used to add a popup gui style</td>
</tr>
<tr>
<td class="name" nowrap><a href="#open">open (style, data[, players=game.connected_players])</a></td>
<td class="summary">Use to open a popup for these players</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "add"></a>
<strong>add (obj)</strong>
</dt>
<dd>
Used to add a popup gui style
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
this is what will be made, needs a name and a draw function(root_frame,data)
</li>
</ul>
<h3>Returns:</h3>
<ol>
the object that is made to... well idk but for the future
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.left.add{name=<span class="string">'foo'</span>,caption=<span class="string">'Foo'</span>,draw=<span class="keyword">function</span>}</pre>
</ul>
</dd>
<dt>
<a name = "open"></a>
<strong>open (style, data[, players=game.connected_players])</strong>
</dt>
<dd>
Use to open a popup for these players
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">style</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
this is the name you gave to the popup when added
</li>
<li><span class="parameter">data</span>
this is the data that is sent to the draw function
</li>
<li><span class="parameter">players</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the players to open the popup for
(<em>default</em> game.connected_players)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.popup.open(<span class="string">'ban'</span>,<span class="keyword">nil</span>,{player=<span class="number">1</span>,reason=<span class="string">'foo'</span>})</pre>
</ul>
</dd>
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<h1>Module <code>ExpGamingCore.Gui.Test</code></h1>
<p>Used to test all gui elements and parts can be used in game via Gui.test()</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Gui.test">Gui.test ([player=game.player])</a></td>
<td class="summary">The funcation that is called when calling Gui.test</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "Gui.test"></a>
<strong>Gui.test ([player=game.player])</strong>
</dt>
<dd>
The funcation that is called when calling Gui.test
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
a pointer to a player to draw the test gui for
(<em>default</em> game.player)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.test() <span class="comment">-- draws test gui</span></pre>
</ul>
</dd>
</dl>
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<div id="content">
<h1>Module <code>ExpGamingCore.Gui.Toolbar</code></h1>
<p>Adds a toolbar to the top left of the screen</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add">add (name, caption, tooltip, callback)</a></td>
<td class="summary">Add a button to the toolbar, ranks need to be allowed to use these buttons if ranks is preset</td>
</tr>
<tr>
<td class="name" nowrap><a href="#draw">draw (player)</a></td>
<td class="summary">Draws the toolbar for a certain player</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
</dd>
<dt>
<a name = "add"></a>
<strong>add (name, caption, tooltip, callback)</strong>
</dt>
<dd>
Add a button to the toolbar, ranks need to be allowed to use these buttons if ranks is preset
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the button
</li>
<li><span class="parameter">caption</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
can be a sprite path or text to show
</li>
<li><span class="parameter">tooltip</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the help to show for the button
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function which is called on_click
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the button object that was made
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">toolbar.add(<span class="string">'foo'</span>,<span class="string">'Foo'</span>,<span class="string">'Test'</span>,<span class="keyword">function</span>() game.<span class="global">print</span>(<span class="string">'test'</span>) <span class="keyword">end</span>)</pre>
</ul>
</dd>
<dt>
<a name = "draw"></a>
<strong>draw (player)</strong>
</dt>
<dd>
Draws the toolbar for a certain player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
the player to draw the tool bar of
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">toolbar.draw(<span class="number">1</span>)</pre>
</ul>
</dd>
</dl>
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<div id="content">
<h1>Module <code>ExpGamingCore.Gui</code></h1>
<p>Adds a objective version to custom guis.</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#bar">bar (frame[, width=10])</a></td>
<td class="summary">Add a white bar to any gui frame</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_dropdown_index">set_dropdown_index (dropdown, _item)</a></td>
<td class="summary">Used to set the index of a drop down to a certian item</td>
</tr>
<tr>
<td class="name" nowrap><a href="#cam_link">cam_link (data)</a></td>
<td class="summary">Adds a camera that updates every tick (or less depeading on how many are opening) it will move to follow an entity</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#events">events</a></td>
<td class="summary">Stores all the on_player_joined_game event handlers for the guis</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ParametersForCamLink">ParametersForCamLink</a></td>
<td class="summary">Prams for Gui.cam_link</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#data">data</a></td>
<td class="summary">Used to set and get data about different guis</td>
</tr>
</table>
<h2><a href="#modules_expgamingcore_gui_src_server_Functions">modules.expgamingcore.gui.src.server Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This file will be loaded when ExpGamingCore.Command is present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#__comment">__comment ()</a></td>
<td class="summary">Adds a server thread that allows the camera follows to be toggled off and on</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "bar"></a>
<strong>bar (frame[, width=10])</strong>
</dt>
<dd>
Add a white bar to any gui frame
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">frame</span>
the frame to draw the line to
</li>
<li><span class="parameter">width</span>
the width of the bar
(<em>default</em> 10)
</li>
</ul>
<h3>Returns:</h3>
<ol>
the line that was made type is progressbar
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.bar(frame,<span class="number">100</span>)</pre>
</ul>
</dd>
<dt>
<a name = "set_dropdown_index"></a>
<strong>set_dropdown_index (dropdown, _item)</strong>
</dt>
<dd>
Used to set the index of a drop down to a certian item
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">dropdown</span>
the dropdown that is to be effected
</li>
<li><span class="parameter">_item</span>
this is the item to look for
</li>
</ul>
<h3>Returns:</h3>
<ol>
returns the dropdown if it was successful
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui.set_dropdown_index(dropdown,player.name) <span class="comment">-- will select the index with the players name as the value</span></pre>
</ul>
</dd>
<dt>
<a name = "cam_link"></a>
<strong>cam_link (data)</strong>
</dt>
<dd>
Adds a camera that updates every tick (or less depeading on how many are opening) it will move to follow an entity
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">data</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
contains all other params given below
</li>
</ul>
<h3>Returns:</h3>
<ol>
the camera that the function used be it made or given as a param
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Gui.cam_link{entity=game.player.character,frame=frame,width=<span class="number">50</span>,hight=<span class="number">50</span>,zoom=<span class="number">1</span>}</pre></li>
<li><pre class="example">Gui.cam_link{entity=game.player.character,cam=frame.camera,surface=game.surfaces[<span class="string">'testing'</span>]}</pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "events"></a>
<strong>events</strong>
</dt>
<dd>
Stores all the on_player_joined_game event handlers for the guis
</dd>
<dt>
<a name = "ParametersForCamLink"></a>
<strong>ParametersForCamLink</strong>
</dt>
<dd>
Prams for Gui.cam_link
<h3>Fields:</h3>
<ul>
<li><span class="parameter">entity</span>
this is the entity that the camera will follow
</li>
<li><span class="parameter">cam</span>
a camera that you already have in the gui
</li>
<li><span class="parameter">frame</span>
the frame to add the camera to, no effect if cam param is given
</li>
<li><span class="parameter">zoom</span>
the zoom to give the new camera
</li>
<li><span class="parameter">width</span>
the width to give the new camera
</li>
<li><span class="parameter">height</span>
the height to give the new camera
</li>
<li><span class="parameter">surface</span>
this will over ride the surface that the camera follows on, allowing for a 'ghost surface' while keeping same position
</li>
<li><span class="parameter">respawn_open</span>
if set to true then the camera will auto re link to the player after a respawn
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "data"></a>
<strong>data</strong>
</dt>
<dd>
Used to set and get data about different guis
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location to get/set the data, center left etc...
</li>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the gui to set the value of
(<em>optional</em>)
</li>
<li><span class="parameter">value</span>
the data that will be set can be any value but table advised
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Gui.data[location] <span class="comment">-- returns the gui data for that gui location ex center</span></pre></li>
<li><pre class="example">Gui.data(location,gui_name,gui_data) <span class="comment">-- adds gui data for a gui at a location</span></pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="modules_expgamingcore_gui_src_server_Functions"></a>modules.expgamingcore.gui.src.server Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This file will be loaded when ExpGamingCore.Command is present
</dd>
<dt>
<a name = "__comment"></a>
<strong>__comment ()</strong>
</dt>
<dd>
Adds a server thread that allows the camera follows to be toggled off and on
</dd>
</dl>
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<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
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<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
<li><a href="#Events">Events</a></li>
<li><a href="#Class_Rank">Class Rank </a></li>
<li><a href="#Class_Group">Class Group </a></li>
<li><a href="#modules_expgamingcore_ranking_src_server_Functions">modules.expgamingcore.ranking.src.server Functions</a></li>
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<li><strong>ExpGamingCore.Role</strong></li>
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<h1>Module <code>ExpGamingCore.Role</code></h1>
<p>A full ranking system for factorio.</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#output_ranks">output_ranks ([player=server])</a></td>
<td class="summary">Outputs as a string all the ranks and the loaded order</td>
</tr>
<tr>
<td class="name" nowrap><a href="#_base_preset">_base_preset (ranks)</a></td>
<td class="summary">Used to set the prset ranks that will be given to players</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_rank">get_rank (mixed)</a></td>
<td class="summary">Returns a rank object given a player or rank name</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_group">get_group (mixed)</a></td>
<td class="summary">Returns the group object used to sort ranks given group name or rank</td>
</tr>
<tr>
<td class="name" nowrap><a href="#print">print (rank_base, rtn[, colour=defines.color.white[, below=false]])</a></td>
<td class="summary">Prints to all rank of greater/lower power of the rank given</td>
</tr>
<tr>
<td class="name" nowrap><a href="#give_rank">give_rank (player[, rank=default[, by_player='server'[, tick=game.tick]]])</a></td>
<td class="summary">Gives a user a rank</td>
</tr>
<tr>
<td class="name" nowrap><a href="#revert">revert (player[, by_player=nil])</a></td>
<td class="summary">Revert the last change to a players rank</td>
</tr>
<tr>
<td class="name" nowrap><a href="#find_preset">find_preset (player[, tick=nil])</a></td>
<td class="summary">Given that the player has a rank in the preset table it is given; also will attempt to promote players if a time requirement is met</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#global">global</a></td>
<td class="summary">Global Table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ranks">ranks</a></td>
<td class="summary">Contains the location of all the ranks, readonly during runtime</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ranks">ranks</a></td>
<td class="summary">Contains the location of all the rank groups, readonly during runtime</td>
</tr>
<tr>
<td class="name" nowrap><a href="#meta">meta</a></td>
<td class="summary">Contains some meta data about the ranks</td>
</tr>
</table>
<h2><a href="#Events">Events</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#on_rank_change">on_rank_change</a></td>
<td class="summary">Called when there is a rank change for a user</td>
</tr>
</table>
<h2><a href="#Class_Rank">Class Rank </a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Ranking._rank:allowed">Ranking._rank:allowed (action)</a></td>
<td class="summary">Is this rank allowed to open this gui or use this command etc.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._rank:get_players">Ranking._rank:get_players ([online=false])</a></td>
<td class="summary">Get all the players in this rank</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._rank:print">Ranking._rank:print (rtn[, colour=defines.color.white[, show_default=false]])</a></td>
<td class="summary">Print a message to all players of this rank</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._rank:edit">Ranking._rank:edit (key, value)</a></td>
<td class="summary">Allows for a clean way to edit rank objects</td>
</tr>
</table>
<h2><a href="#Class_Group">Class Group </a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Ranking._group:create">Ranking._group:create (obj)</a></td>
<td class="summary">Creates a new group</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._group:add_rank">Ranking._group:add_rank (obj)</a></td>
<td class="summary">Creats a new rank with this group as its group</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._group:edit">Ranking._group:edit (key, value)</a></td>
<td class="summary">Allows for a clean way to edit rank group objects</td>
</tr>
</table>
<h2><a href="#modules_expgamingcore_ranking_src_server_Functions">modules.expgamingcore.ranking.src.server Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This file will be loaded when ExpGamingCore.Server is present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Ranking._rank:print">Ranking._rank:print (rtn[, colour=defines.color.white[, show_default=false]])</a></td>
<td class="summary">Print a message to all players of this rank</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "output_ranks"></a>
<strong>output_ranks ([player=server])</strong>
</dt>
<dd>
Outputs as a string all the ranks and the loaded order
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">player_name</span>, <span class="type">player_index</span> or <span class="type">LuaPlayer</span></span>
the player that the info will be printed to, nil will print to server
(<em>default</em> server)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking.output_ranks(player) <span class="comment">-- prints to player</span></pre>
</ul>
</dd>
<dt>
<a name = "_base_preset"></a>
<strong>_base_preset (ranks)</strong>
</dt>
<dd>
Used to set the prset ranks that will be given to players
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ranks</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table of player names with the player name as the key and rank name as the value
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking._base_preset{name=rank_name,nameTwo=rank_name_two} <span class="comment">-- sets player name to have rank rank_name on join</span></pre>
</ul>
</dd>
<dt>
<a name = "get_rank"></a>
<strong>get_rank (mixed)</strong>
</dt>
<dd>
Returns a rank object given a player or rank name
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mixed</span>
<span class="types"><span class="type">player</span>, <span class="type">player_index</span>, <span class="type">player_name</span>, <span class="type">rank_name</span>, <span class="type">Ranking._rank</span>, <span class="type">'server'</span> or <span class="type">'root'</span></span>
what rank to get
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the rank that is linked to mixed
</ol>
<h3>Or</h3>
<ol>
<span class="types"><span class="type">nil</span></span>
there was no rank found
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Ranking.get_rank(game.player) <span class="comment">-- returns player's rank</span></pre></li>
<li><pre class="example">Ranking.get_rank(<span class="string">'admin'</span>) <span class="comment">-- returns rank by the name of admin</span></pre></li>
</ul>
</dd>
<dt>
<a name = "get_group"></a>
<strong>get_group (mixed)</strong>
</dt>
<dd>
Returns the group object used to sort ranks given group name or rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mixed</span>
<span class="types"><span class="type">player</span>, <span class="type">player_index</span>, <span class="type">player_name</span>, <span class="type">rank_name</span>, <span class="type">rank</span>, <span class="type">'server'</span>, <span class="type">'root'</span>, <span class="type">group_name</span> or <span class="type">group</span></span>
what group to get
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the group that is linked to mixed
</ol>
<h3>Or</h3>
<ol>
<span class="types"><span class="type">nil</span></span>
there was no rank group found
</ol>
<h3>See also:</h3>
<ul>
<a href="../modules/ExpGamingCore.Role.html#get_rank">Ranking.get_rank</a>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Ranking.get_group(game.player) <span class="comment">-- returns player's rank group</span></pre></li>
<li><pre class="example">Ranking.get_group(<span class="string">'root'</span>) <span class="comment">-- returns group by name of root</span></pre></li>
</ul>
</dd>
<dt>
<a name = "print"></a>
<strong>print (rank_base, rtn[, colour=defines.color.white[, below=false]])</strong>
</dt>
<dd>
Prints to all rank of greater/lower power of the rank given
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rank_base</span>
<span class="types"><span class="type">Ranking._rank</span> or <span class="type">pointerToRank</span></span>
the rank that acts as the cut off point (rank is always included)
</li>
<li><span class="parameter">rtn</span>
what do you want to return to the players
</li>
<li><span class="parameter">colour</span>
<span class="types"><span class="type">defines.color</span></span>
the colour that will be used to print
(<em>default</em> defines.color.white)
</li>
<li><span class="parameter">below</span>
<span class="types"><span class="type">boolean</span></span>
if true print to children rather than parents
(<em>default</em> false)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking.<span class="global">print</span>(<span class="string">'admin'</span>,<span class="string">'We got a grifer'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "give_rank"></a>
<strong>give_rank (player[, rank=default[, by_player='server'[, tick=game.tick]]])</strong>
</dt>
<dd>
Gives a user a rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span> or <span class="type">pointerToPlayer</span></span>
the player to give the rank to
</li>
<li><span class="parameter">rank</span>
<span class="types"><span class="type">Ranking._rank</span> or <span class="type">pointerToRank</span></span>
the rank to give to the player
(<em>default</em> default)
</li>
<li><span class="parameter">by_player</span>
<span class="types"><span class="type">LuaPlayer</span> or <span class="type">pointerToPlayer</span></span>
the player who is giving the rank
(<em>default</em> 'server')
</li>
<li><span class="parameter">tick</span>
<span class="types"><span class="type">number</span></span>
the tick that the rank is being given on, used as pass though
(<em>default</em> game.tick)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking.give_rank(<span class="number">1</span>,<span class="string">'admin'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "revert"></a>
<strong>revert (player[, by_player=nil])</strong>
</dt>
<dd>
Revert the last change to a players rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span> or <span class="type">pointerToPlayer</span></span>
the player to revert the rank of
</li>
<li><span class="parameter">by_player</span>
the player who is doing the revert
(<em>default</em> nil)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking.revert(<span class="number">1</span>) <span class="comment">-- reverts the rank of player with index 1</span></pre>
</ul>
</dd>
<dt>
<a name = "find_preset"></a>
<strong>find_preset (player[, tick=nil])</strong>
</dt>
<dd>
Given that the player has a rank in the preset table it is given; also will attempt to promote players if a time requirement is met
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span> or <span class="type">pointerToPlayer</span></span>
the player to test for an auto rank
</li>
<li><span class="parameter">tick</span>
<span class="types"><span class="type">number</span></span>
the tick it happens on
(<em>default</em> nil)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking.find_preset(<span class="number">1</span>) <span class="comment">-- attemps to find the preset for player with index 1</span></pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "global"></a>
<strong>global</strong>
</dt>
<dd>
Global Table
<h3>Fields:</h3>
<ul>
<li><span class="parameter">old</span>
contains the previous rank a use had before a rank change
</li>
<li><span class="parameter">preset</span>
contains the preset ranks that users will recive apon joining
</li>
<li><span class="parameter">last_change</span>
contains the name of the player who last had there rank chagned
</li>
</ul>
</dd>
<dt>
<a name = "ranks"></a>
<strong>ranks</strong>
</dt>
<dd>
Contains the location of all the ranks, readonly during runtime
</dd>
<dt>
<a name = "ranks"></a>
<strong>ranks</strong>
</dt>
<dd>
Contains the location of all the rank groups, readonly during runtime
</dd>
<dt>
<a name = "meta"></a>
<strong>meta</strong>
</dt>
<dd>
Contains some meta data about the ranks
<h3>Fields:</h3>
<ul>
<li><span class="parameter">default</span>
this is the name of the default rank
</li>
<li><span class="parameter">root</span>
this is the name of the root rank
</li>
<li><span class="parameter">time_ranks</span>
a list of all ranks which have a time requirement
</li>
<li><span class="parameter">time_highest</span>
the power of the highest rank that has a time requirement
</li>
<li><span class="parameter">time_lowest</span>
the lowest amount of time required for a time rank
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Events"></a>Events</h2>
<dl class="function">
<dt>
<a name = "on_rank_change"></a>
<strong>on_rank_change</strong>
</dt>
<dd>
Called when there is a rank change for a user
<h3>field:</h3>
<ul>
<li><span class="parameter">name</span>
the rank id
</li>
<li><span class="parameter">tick</span>
the tick which the event was raised on
</li>
<li><span class="parameter">player_index</span>
the player whos rank was changed
</li>
<li><span class="parameter">by_player_index</span>
the player who changed the rank, 0 means server
</li>
<li><span class="parameter">new_rank</span>
the name of the rank that was given
</li>
<li><span class="parameter">old_rank</span>
the name of the rank the player had
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Class_Rank"></a>Class Rank </h2>
<div class="section-description">
The class for the ranks
</div>
<dl class="function">
<dt>
<a name = "Ranking._rank:allowed"></a>
<strong>Ranking._rank:allowed (action)</strong>
</dt>
<dd>
Is this rank allowed to open this gui or use this command etc.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><span class="type">teh</span></span>
to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
is it allowed
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">rank:allowed(<span class="string">'interface'</span>) <span class="comment">-- does the rank have permision for 'interface'</span></pre>
</ul>
</dd>
<dt>
<a name = "Ranking._rank:get_players"></a>
<strong>Ranking._rank:get_players ([online=false])</strong>
</dt>
<dd>
Get all the players in this rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">online</span>
<span class="types"><span class="type">boolean</span></span>
get only online players
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table of all players in this rank
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">rank:get_players()</pre>
</ul>
</dd>
<dt>
<a name = "Ranking._rank:print"></a>
<strong>Ranking._rank:print (rtn[, colour=defines.color.white[, show_default=false]])</strong>
</dt>
<dd>
Print a message to all players of this rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rtn</span>
any value you want to return
</li>
<li><span class="parameter">colour</span>
<span class="types"><span class="type">define.color</span></span>
the colour that will be used to print
(<em>default</em> defines.color.white)
</li>
<li><span class="parameter">show_default</span>
<span class="types"><span class="type">boolean</span></span>
weather to use the default rank name for the print, used as a pass though
(<em>default</em> false)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">rank:<span class="global">print</span>(<span class="string">'foo'</span>) <span class="comment">-- prints to all members of this rank</span></pre>
</ul>
</dd>
<dt>
<a name = "Ranking._rank:edit"></a>
<strong>Ranking._rank:edit (key, value)</strong>
</dt>
<dd>
Allows for a clean way to edit rank objects
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the key to edit, often allow or disallow
</li>
<li><span class="parameter">value</span>
the new value to be set
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">rank:edit(<span class="string">'allow'</span>,{<span class="string">'interface'</span>}) <span class="comment">-- allows this rank to use 'interface'</span></pre>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Class_Group"></a>Class Group </h2>
<div class="section-description">
The class for the rank groups, the way to allow modules to idex a group that is always present, ranks will always look to there group as a parent
</div>
<dl class="function">
<dt>
<a name = "Ranking._group:create"></a>
<strong>Ranking._group:create (obj)</strong>
</dt>
<dd>
Creates a new group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the fields for this object
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Ranking._group</span></span>
returns the object to allow chaining
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Ranking._group:create{name=<span class="string">'root'</span>} <span class="comment">-- returns group with name root</span></pre>
</ul>
</dd>
<dt>
<a name = "Ranking._group:add_rank"></a>
<strong>Ranking._group:add_rank (obj)</strong>
</dt>
<dd>
Creats a new rank with this group as its group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the fields for this object
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Ranking._group</span></span>
returns the object to allow chaining
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">group:add_rank{name=<span class="string">'root'</span>} <span class="comment">-- returns self</span></pre>
</ul>
</dd>
<dt>
<a name = "Ranking._group:edit"></a>
<strong>Ranking._group:edit (key, value)</strong>
</dt>
<dd>
Allows for a clean way to edit rank group objects
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the key to edit, often allow or disallow
</li>
<li><span class="parameter">value</span>
the new value to be set
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">group:edit(<span class="string">'allow'</span>,{<span class="string">'interface'</span>}) <span class="comment">-- allows this rank to use 'interface'</span></pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="modules_expgamingcore_ranking_src_server_Functions"></a>modules.expgamingcore.ranking.src.server Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This file will be loaded when ExpGamingCore.Server is present
</dd>
<dt>
<a name = "Ranking._rank:print"></a>
<strong>Ranking._rank:print (rtn[, colour=defines.color.white[, show_default=false]])</strong>
</dt>
<dd>
Print a message to all players of this rank
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rtn</span>
any value you want to return
</li>
<li><span class="parameter">colour</span>
<span class="types"><span class="type">define.color</span></span>
the colour that will be used to print
(<em>default</em> defines.color.white)
</li>
<li><span class="parameter">show_default</span>
<span class="types"><span class="type">boolean</span></span>
weather to use the default rank name for the print, used as a pass though
(<em>default</em> false)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">rank:<span class="global">print</span>(<span class="string">'foo'</span>) <span class="comment">-- prints to all members of this rank</span></pre>
</ul>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
<li><a href="#Fields">Fields</a></li>
<li><a href="#Class_Thread">Class Thread </a></li>
<li><a href="#modules_expgamingcore_server_src_commands_Functions">modules.expgamingcore.server.src.commands Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/FSM.html">FSM</a></li>
<li><a href="../modules/ExpGamingCore.Command.html">ExpGamingCore.Command</a></li>
<li><a href="../modules/ExpGamingCore.Gui.html">ExpGamingCore.Gui</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Center.html">ExpGamingCore.Gui.Center</a></li>
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<li><a href="../modules/ExpGamingCore.Role.html">ExpGamingCore.Role</a></li>
<li><strong>ExpGamingCore.Server</strong></li>
<li><a href="../modules/ExpGamingCore.Sync.html">ExpGamingCore.Sync</a></li>
<li><a href="../modules/ExpGamingLib.html">ExpGamingLib</a></li>
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<div id="content">
<h1>Module <code>ExpGamingCore.Server</code></h1>
<p>Adds a thread system and event listening and a admin bypass (recommend to disable /c and use optional /interface)</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#new_thread">new_thread (obj)</a></td>
<td class="summary">Generates a new thread object</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_thread">get_thread (mixed)</a></td>
<td class="summary">Used to get a thread via uuid or name (if one is assied)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#queue_thread">queue_thread (thread_to_queue)</a></td>
<td class="summary">Adds a thread into the resolve queue, can be used to lower lag</td>
</tr>
<tr>
<td class="name" nowrap><a href="#close_all_threads">close_all_threads (with_force)</a></td>
<td class="summary">Closes all active threads, can use force if it causes errors</td>
</tr>
<tr>
<td class="name" nowrap><a href="#run_tick_threads">run_tick_threads ()</a></td>
<td class="summary">Runs all the theads which have opened with an on_tick event</td>
</tr>
<tr>
<td class="name" nowrap><a href="#check_timeouts">check_timeouts ()</a></td>
<td class="summary">Checks the timeout on all active timeout threads</td>
</tr>
<tr>
<td class="name" nowrap><a href="#_thread_debuger">_thread_debuger (player, event[, state=toggle])</a></td>
<td class="summary">Used to print event info to a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#interface">interface (callback[, use_thread[, env[, ...]]])</a></td>
<td class="summary">Acts as a bypass for running functions, can accept a string</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#global">global</a></td>
<td class="summary">Global Table</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#uuid">uuid</a></td>
<td class="summary">Used to generate a new uuid for the thread system</td>
</tr>
<tr>
<td class="name" nowrap><a href="#threads">threads</a></td>
<td class="summary">Redirect to the thread index</td>
</tr>
</table>
<h2><a href="#Class_Thread">Class Thread </a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Server._thread:create">Server._thread:create ([obj={}])</a></td>
<td class="summary">Returns a new thread object</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:queue">Server._thread:queue ()</a></td>
<td class="summary">Opens and queses a thread</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:valid">Server._thread:valid ([skip_location_check=false])</a></td>
<td class="summary">Test if the thread has all requied parts</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:open">Server._thread:open ()</a></td>
<td class="summary">Opens the thread; indexs this thread in the global index</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:close">Server._thread:close ()</a></td>
<td class="summary">Inverse of thread:open() - Removes all indexs to this thread, most cases this will cause it to become inassible</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:resolve">Server._thread:resolve ([...])</a></td>
<td class="summary">Trigger the on_resolve function and closes the thread - error and success called based on result of pcall (useful for async)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:check_timeout">Server._thread:check_timeout ()</a></td>
<td class="summary">Checks the timeout on a thread - if timed out then it calles on_timeout and closes</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:error">Server._thread:error (err)</a></td>
<td class="summary">Used to check and raise the error handler of the thread, if not present it raises an error</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Server._thread:on_event">Server._thread:on_event (event, callback)</a></td>
<td class="summary">Set function to run then an event is triggered, none of them are 'needed' but you are advised to have atleast one</td>
</tr>
</table>
<h2><a href="#modules_expgamingcore_server_src_commands_Functions">modules.expgamingcore.server.src.commands Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This file will be loaded when ExpGamingCore.Command is present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#interface">interface</a></td>
<td class="summary">Runs the given input from the script</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "new_thread"></a>
<strong>new_thread (obj)</strong>
</dt>
<dd>
Generates a new thread object
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the atributes to give to the thread
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Server._thread</span></span>
the new thread created
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Server.new_thread{name=<span class="string">'foo'</span>,data={}}</pre>
</ul>
</dd>
<dt>
<a name = "get_thread"></a>
<strong>get_thread (mixed)</strong>
</dt>
<dd>
Used to get a thread via uuid or name (if one is assied)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mixed</span>
either a uuid or the name given to a thread
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Server._thread</span></span>
the thread by that name or uuid
</ol>
<h3>Or</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
if false is returned then no thread existes
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Server.get_thread(<span class="string">'decon'</span>) <span class="comment">-- return thread</span></pre>
</ul>
</dd>
<dt>
<a name = "queue_thread"></a>
<strong>queue_thread (thread_to_queue)</strong>
</dt>
<dd>
Adds a thread into the resolve queue, can be used to lower lag
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">thread_to_queue</span>
<span class="types"><span class="type">Server._thread</span></span>
the thread to be added to the queue, must be open and have a on_resolve function
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
was it added successfuly
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Server.queue_thread(thread) <span class="comment">-- return true/false</span></pre>
</ul>
</dd>
<dt>
<a name = "close_all_threads"></a>
<strong>close_all_threads (with_force)</strong>
</dt>
<dd>
Closes all active threads, can use force if it causes errors
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">with_force</span>
<span class="types"><span class="type">bolean</span></span>
use force when closing
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Server.close_all_threads() <span class="comment">-- asks all threads to close</span></pre></li>
<li><pre class="example">Server.close_all_threads(<span class="keyword">true</span>) <span class="comment">-- forcefuly close all threads</span></pre></li>
</ul>
</dd>
<dt>
<a name = "run_tick_threads"></a>
<strong>run_tick_threads ()</strong>
</dt>
<dd>
Runs all the theads which have opened with an on_tick event
<h3>Usage:</h3>
<ul>
<pre class="example">Server.run_tick_threads()</pre>
</ul>
</dd>
<dt>
<a name = "check_timeouts"></a>
<strong>check_timeouts ()</strong>
</dt>
<dd>
Checks the timeout on all active timeout threads
<h3>Usage:</h3>
<ul>
<pre class="example">Server.check_timeouts()</pre>
</ul>
</dd>
<dt>
<a name = "_thread_debuger"></a>
<strong>_thread_debuger (player, event[, state=toggle])</strong>
</dt>
<dd>
Used to print event info to a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">name</span>, <span class="type">index</span> or <span class="type">LuaPlayer</span></span>
the player that the info will be returned to
</li>
<li><span class="parameter">event</span>
<span class="types"><span class="type">name</span> or <span class="type">index</span></span>
the event that info will be returned fo
</li>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
will info be returned, nil to toggle current state
(<em>default</em> toggle)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Server._thread_debuger(<span class="string">'Cooldude2606'</span>,<span class="string">'on_player_died'</span>,<span class="keyword">true</span>) <span class="comment">-- will output event info to 'Cooldude2606' for 'on_player_died'</span></pre>
</ul>
</dd>
<dt>
<a name = "interface"></a>
<strong>interface (callback[, use_thread[, env[, ...]]])</strong>
</dt>
<dd>
Acts as a bypass for running functions, can accept a string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">function</span></span>
function to be ran
</li>
<li><span class="parameter">use_thread</span>
<span class="types"><span class="type">Server._thread</span> or <span class="type">true</span></span>
run the command on a premade thread or let it make its own
(<em>optional</em>)
</li>
<li><span class="parameter">env</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
run the env to run the command in must have _env key as true to be
(<em>optional</em>)
</li>
<li><span class="parameter">...</span>
any args you want to pass to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">boolean</span></span>
if no thread then it will return a true for the success</li>
<li>
if no thread then it will return the value(s) returned by the callback</li>
</ol>
<h3>Or</h3>
<ol>
<li>
<span class="types"><span class="type">boolean</span></span>
if no thread then it will return a false for the success</li>
<li>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
if no thread then it will return a an err value</li>
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Server.interface(<span class="string">'local x = 1+1 print(x) return x'</span>) <span class="comment">-- return 2</span></pre></li>
<li><pre class="example">Server.interface(<span class="string">'local x = 1+1 print(x)'</span>,<span class="keyword">true</span>) <span class="comment">-- will creat a thread to run as root (this is the bypass)</span></pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "global"></a>
<strong>global</strong>
</dt>
<dd>
Global Table
<h3>Fields:</h3>
<ul>
<li><span class="parameter">all</span>
a list of every thread (indexed by uuid)
</li>
<li><span class="parameter">queue</span>
an index for threads which will be resolved (contains uuids)
</li>
<li><span class="parameter">tick</span>
an index for threads which will run every tick (contains uuids)
</li>
<li><span class="parameter">timeout</span>
an index for threads which will timeout (contains uuids)
</li>
<li><span class="parameter">events</span>
an index of threads based on event ids (contains uuids)
</li>
<li><span class="parameter">paused</span>
an index of pasued threads (contains uuids)
</li>
<li><span class="parameter">named</span>
a name index for thread uuids
</li>
<li><span class="parameter">print_to</span>
contains players that event details will be printed to
</li>
<li><span class="parameter">uuid</span>
contains the random number generator for the uuid system
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "uuid"></a>
<strong>uuid</strong>
</dt>
<dd>
Used to generate a new uuid for the thread system
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> uuid = <span class="global">tostring</span>(Server.uuid) <span class="comment">-- calling tostring locks the value</span></pre>
</ul>
</dd>
<dt>
<a name = "threads"></a>
<strong>threads</strong>
</dt>
<dd>
Redirect to the thread index
<h3>Usage:</h3>
<ul>
<li><pre class="example">Server.threads <span class="comment">-- return #global.all</span></pre></li>
<li><pre class="example">Server.threads <span class="comment">-- return global.all</span></pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Class_Thread"></a>Class Thread </h2>
<div class="section-description">
The class for the server threads, allows abbilty to run async function
</div>
<dl class="function">
<dt>
<a name = "Server._thread:create"></a>
<strong>Server._thread:create ([obj={}])</strong>
</dt>
<dd>
Returns a new thread object
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">obj</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
all values are opt {timeout=int,name=str,data=any}
(<em>default</em> {})
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Server._thread</span></span>
the new thread object
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">new_thread = thread:create()</pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:queue"></a>
<strong>Server._thread:queue ()</strong>
</dt>
<dd>
Opens and queses a thread
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
was the thread queued successfuly
</ol>
<h3>See also:</h3>
<ul>
<a href="../modules/ExpGamingCore.Server.html#queue_thread">Server.queue_thread</a>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Server._thread:queue() <span class="comment">-- returns true/false</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:valid"></a>
<strong>Server._thread:valid ([skip_location_check=false])</strong>
</dt>
<dd>
Test if the thread has all requied parts
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">skip_location_check</span>
<span class="types"><span class="type">bolean</span></span>
true to skip the location checking
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
is the thread valid
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">if</span> thread:valid() <span class="keyword">then</span> <span class="keyword">end</span> <span class="comment">-- basic test for valid</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:open"></a>
<strong>Server._thread:open ()</strong>
</dt>
<dd>
Opens the thread; indexs this thread in the global index
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bolean</span></span>
if the thread was opened successfuly
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">thread:open() <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:close"></a>
<strong>Server._thread:close ()</strong>
</dt>
<dd>
Inverse of thread:open() - Removes all indexs to this thread, most cases this will cause it to become inassible
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
if the thread had a on_close function
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">thread:close() <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:resolve"></a>
<strong>Server._thread:resolve ([...])</strong>
</dt>
<dd>
Trigger the on_resolve function and closes the thread - error and success called based on result of pcall (useful for async)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
any arguments you want to pass to the resolve function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bolean</span></span>
true if the thread called on_success or on_error
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">thread:resolve(x,y,z) <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:check_timeout"></a>
<strong>Server._thread:check_timeout ()</strong>
</dt>
<dd>
Checks the timeout on a thread - if timed out then it calles on_timeout and closes
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bolean</span></span>
if the thread timed out
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">thread:check_timeout() <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:error"></a>
<strong>Server._thread:error (err)</strong>
</dt>
<dd>
Used to check and raise the error handler of the thread, if not present it raises an error
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">err</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the err to be rasied
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
did the thread have an error handler
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">thread:<span class="global">error</span>(err) <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "Server._thread:on_event"></a>
<strong>Server._thread:on_event (event, callback)</strong>
</dt>
<dd>
Set function to run then an event is triggered, none of them are 'needed' but you are advised to have atleast one
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">index</span></span>
the name of the event that the function should be called on
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function which is called by the event trigger
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
returns self so that they can be chained together
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">thread:on_event(<span class="string">'close'</span>,<span class="keyword">function</span>) <span class="comment">-- if event is not one below then a game event is used</span></pre></li>
<li><pre class="example">thread_only_events = [<span class="string">'close'</span>,<span class="string">'timeout'</span>,<span class="string">'tick'</span>,<span class="string">'resolve'</span>,<span class="string">'success'</span>,<span class="string">'error'</span>]</pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="modules_expgamingcore_server_src_commands_Functions"></a>modules.expgamingcore.server.src.commands Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This file will be loaded when ExpGamingCore.Command is present
</dd>
<dt>
<a name = "interface"></a>
<strong>interface</strong>
</dt>
<dd>
Runs the given input from the script
<h3>param:</h3>
<ul>
<li><span class="parameter">code</span>
The code that will be ran
</li>
</ul>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2018-06-07 12:58:23 </i>
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<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Tables">Tables</a></li>
<li><a href="#Fields">Fields</a></li>
<li><a href="#modules_expgamingcore_sync_src_gui_Functions">modules.expgamingcore.sync.src.gui Functions</a></li>
<li><a href="#modules_expgamingcore_sync_src_ranking_Functions">modules.expgamingcore.sync.src.ranking Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/FSM.html">FSM</a></li>
<li><a href="../modules/ExpGamingCore.Command.html">ExpGamingCore.Command</a></li>
<li><a href="../modules/ExpGamingCore.Gui.html">ExpGamingCore.Gui</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Center.html">ExpGamingCore.Gui.Center</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Inputs.html">ExpGamingCore.Gui.Inputs</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Left.html">ExpGamingCore.Gui.Left</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Popup.html">ExpGamingCore.Gui.Popup</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Test.html">ExpGamingCore.Gui.Test</a></li>
<li><a href="../modules/ExpGamingCore.Gui.Toolbar.html">ExpGamingCore.Gui.Toolbar</a></li>
<li><a href="../modules/ExpGamingCore.Role.html">ExpGamingCore.Role</a></li>
<li><a href="../modules/ExpGamingCore.Server.html">ExpGamingCore.Server</a></li>
<li><strong>ExpGamingCore.Sync</strong></li>
<li><a href="../modules/ExpGamingLib.html">ExpGamingLib</a></li>
<li><a href="../modules/StdLib.Color.html">StdLib.Color</a></li>
<li><a href="../modules/StdLib.Game.html">StdLib.Game</a></li>
<li><a href="../modules/StdLib.String.html">StdLib.String</a></li>
<li><a href="../modules/StdLib.Table.html">StdLib.Table</a></li>
<li><a href="../modules/StdLib.Time.html">StdLib.Time</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>ExpGamingCore.Sync</code></h1>
<p>Allows syncing with an outside server and info panle.</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#tick_format">tick_format (tick)</a></td>
<td class="summary">Used to standidise the tick format for any sync info</td>
</tr>
<tr>
<td class="name" nowrap><a href="#print">print (player_message, player_name[, player_tag[, player_colour[, prefix]]])</a></td>
<td class="summary">Prints to chat as if it were a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#emit_embedded">emit_embedded (args)</a></td>
<td class="summary">Logs an embed to the json.data we use a js script to add things we cant here</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_admins">count_admins ()</a></td>
<td class="summary">Used to get the number of admins currently online</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_afk">count_afk ([time=7200])</a></td>
<td class="summary">Used to get the number of afk players defined by 2 min by default</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_ranks">count_ranks ()</a></td>
<td class="summary">Used to get the number of players in each rank and currently online; if ExpGamingCore/Ranking is present then it will give more than admin and user</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_players">count_players (online)</a></td>
<td class="summary">Used to get a list of every player name with the option to limit to only online players</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_player_times">count_player_times ()</a></td>
<td class="summary">Used to get a list of every player name with the amount of time they have played for</td>
</tr>
<tr>
<td class="name" nowrap><a href="#update">update ()</a></td>
<td class="summary">Called to update values inside of the info</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_update">add_update (key, callback)</a></td>
<td class="summary">Adds a callback to be called when the info is updated</td>
</tr>
<tr>
<td class="name" nowrap><a href="#emit_data">emit_data ()</a></td>
<td class="summary">Outputs the curent server info into a file</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#global">global</a></td>
<td class="summary">Global Table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#global.players">global.players</a></td>
<td class="summary">Player sub-table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#EmitEmbededParamaters">EmitEmbededParamaters</a></td>
<td class="summary">Outline of the paramaters accepted by Sync.emit_embedded</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#info">info</a></td>
<td class="summary">used to get the global list that has been defined, also used to set that list</td>
</tr>
<tr>
<td class="name" nowrap><a href="#time">time</a></td>
<td class="summary">Used to return and set the current IRL time; not very good need a better way to do this</td>
</tr>
</table>
<h2><a href="#modules_expgamingcore_sync_src_gui_Functions">modules.expgamingcore.sync.src.gui Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This file will be loaded when ExpGamingCore.Gui is present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_to_gui">add_to_gui (element)</a></td>
<td class="summary">Adds a emeltent to the sever info gui</td>
</tr>
<tr>
<td class="name" nowrap><a href="#server-info">server-info</a></td>
<td class="summary">Creates a center gui that will appear on join</td>
</tr>
</table>
<h2><a href="#modules_expgamingcore_sync_src_ranking_Functions">modules.expgamingcore.sync.src.ranking Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_comment">_comment ()</a></td>
<td class="summary">This file will be loaded when ExpGamingCore.Role is present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set_ranks">set_ranks (...)</a></td>
<td class="summary">Used as a redirect to Ranking._base_preset that will set the rank given to a player apon joining</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_ranks">count_ranks ()</a></td>
<td class="summary">Used to get the number of players in each rank and currently online</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "tick_format"></a>
<strong>tick_format (tick)</strong>
</dt>
<dd>
Used to standidise the tick format for any sync info
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">{number,string}</span></span>
table containg both the raw number and clean version of a time
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.tick_format(<span class="number">60</span>) <span class="comment">-- return {60,'1.00M'}</span></pre>
</ul>
</dd>
<dt>
<a name = "print"></a>
<strong>print (player_message, player_name[, player_tag[, player_colour[, prefix]]])</strong>
</dt>
<dd>
Prints to chat as if it were a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player_message</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the message to be printed in chat
</li>
<li><span class="parameter">player_name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the player sending the message
</li>
<li><span class="parameter">player_tag</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the tag apllied to the player's name
(<em>optional</em>)
</li>
<li><span class="parameter">player_colour</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the colour of the message, either hex or named colour
(<em>optional</em>)
</li>
<li><span class="parameter">prefix</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
add a prefix before the chat eg [IRC]
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.<span class="global">print</span>(<span class="string">'Test'</span>,<span class="string">'Cooldude2606'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "emit_embedded"></a>
<strong>emit_embedded (args)</strong>
</dt>
<dd>
Logs an embed to the json.data we use a js script to add things we cant here
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">args</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table which contains everything that the embedded will use
</li>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/ExpGamingCore.Sync.html#EmitEmbededParamaters">EmitEmbededParamaters</a>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.emit_embedded{title=<span class="string">'BAN'</span>,color=<span class="string">'0x0'</span>,description=<span class="string">'A player was banned'</span> ... }</pre>
</ul>
</dd>
<dt>
<a name = "count_admins"></a>
<strong>count_admins ()</strong>
</dt>
<dd>
Used to get the number of admins currently online
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of admins online
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_admins() <span class="comment">-- returns number</span></pre>
</ul>
</dd>
<dt>
<a name = "count_afk"></a>
<strong>count_afk ([time=7200])</strong>
</dt>
<dd>
Used to get the number of afk players defined by 2 min by default
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">time</span>
<span class="types"><span class="type">int</span></span>
in ticks that a player is called afk
(<em>default</em> 7200)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of afk players
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_afk()</pre>
</ul>
</dd>
<dt>
<a name = "count_ranks"></a>
<strong>count_ranks ()</strong>
</dt>
<dd>
Used to get the number of players in each rank and currently online; if ExpGamingCore/Ranking is present then it will give more than admin and user
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
contains the ranks and the players in that rank
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_ranks()</pre>
</ul>
</dd>
<dt>
<a name = "count_players"></a>
<strong>count_players (online)</strong>
</dt>
<dd>
Used to get a list of every player name with the option to limit to only online players
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">online</span>
<span class="types"><span class="type">boolean</span></span>
true will get only the online players
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table of player names
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_players()</pre>
</ul>
</dd>
<dt>
<a name = "count_player_times"></a>
<strong>count_player_times ()</strong>
</dt>
<dd>
Used to get a list of every player name with the amount of time they have played for
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table indexed by player name, each value contains the raw tick and then the clean string
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_player_times()</pre>
</ul>
</dd>
<dt>
<a name = "update"></a>
<strong>update ()</strong>
</dt>
<dd>
Called to update values inside of the info
<h3>Returns:</h3>
<ol>
all of the new info
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.update()</pre>
</ul>
</dd>
<dt>
<a name = "add_update"></a>
<strong>add_update (key, callback)</strong>
</dt>
<dd>
Adds a callback to be called when the info is updated
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">key</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the key that the value will be stored in
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function which will return this value
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.add_update(<span class="string">'players'</span>,<span class="keyword">function</span>() <span class="keyword">return</span> #game.players <span class="keyword">end</span>)</pre>
</ul>
</dd>
<dt>
<a name = "emit_data"></a>
<strong>emit_data ()</strong>
</dt>
<dd>
Outputs the curent server info into a file
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.emit_data()</pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "global"></a>
<strong>global</strong>
</dt>
<dd>
Global Table
<h3>Fields:</h3>
<ul>
<li><span class="parameter">server_name</span>
the server name
</li>
<li><span class="parameter">server_description</span>
a short description of the server
</li>
<li><span class="parameter">reset_time</span>
the reset time of the server
</li>
<li><span class="parameter">time</span>
the last knowen irl time
</li>
<li><span class="parameter">time_set</span>
the last in game time that the time was set
</li>
<li><span class="parameter">last_update</span>
the last time that this info was updated
</li>
<li><span class="parameter">time_period</span>
how often this infomation is updated
</li>
<li><span class="parameter">players</span>
a list of different player related states
</li>
<li><span class="parameter">ranks</span>
a list of player ranks
</li>
<li><span class="parameter">rockets</span>
the number of rockets launched
</li>
<li><span class="parameter">mods</span>
the mods which are loaded
</li>
</ul>
</dd>
<dt>
<a name = "global.players"></a>
<strong>global.players</strong>
</dt>
<dd>
Player sub-table
<h3>Fields:</h3>
<ul>
<li><span class="parameter">online</span>
list of all players online
</li>
<li><span class="parameter">n_online</span>
the number of players online
</li>
<li><span class="parameter">all</span>
list of all player on or offline
</li>
<li><span class="parameter">n_all</span>
the number of players who have joined the server
</li>
<li><span class="parameter">admins_online</span>
the number of admins online
</li>
<li><span class="parameter">afk_players</span>
the number of afk players
</li>
<li><span class="parameter">times</span>
the play times of every player
</li>
</ul>
</dd>
<dt>
<a name = "EmitEmbededParamaters"></a>
<strong>EmitEmbededParamaters</strong>
</dt>
<dd>
Outline of the paramaters accepted by Sync.emit_embedded
<h3>Fields:</h3>
<ul>
<li><span class="parameter">title</span>
the tile of the embed
</li>
<li><span class="parameter">color</span>
the color given in hex you can use Color.to_hex{r=0,g=0,b=0}
</li>
<li><span class="parameter">description</span>
the description of the embed
</li>
<li><span class="parameter">server_detail</span>
sting to add onto the pre-set server detail
</li>
<li><span class="parameter">fieldone</span>
the filed to add to the embed (key is name) (value is text) (start value with &lt;&lt;inline&gt;&gt; to make inline)
</li>
<li><span class="parameter">fieldtwo</span>
the filed to add to the embed (key is name) (value is text) (start value with &lt;&lt;inline&gt;&gt; to make inline)
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "info"></a>
<strong>info</strong>
</dt>
<dd>
used to get the global list that has been defined, also used to set that list
<ul>
<li><span class="parameter">set</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
keys to be replaced in the server info
(<em>default</em> nil)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Sync.info{server_name=<span class="string">'Factorio Server 2'</span>} <span class="comment">-- returns true</span></pre></li>
<li><pre class="example">Sync.info <span class="comment">-- table of info</span></pre></li>
</ul>
</dd>
<dt>
<a name = "time"></a>
<strong>time</strong>
</dt>
<dd>
Used to return and set the current IRL time; not very good need a better way to do this
<ul>
<li><span class="parameter">set</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the date time to be set
(<em>default</em> nil)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Sync.time(<span class="string">'Sun Apr 1 18:44:30 UTC 2018'</span>)</pre></li>
<li><pre class="example">Sync.time <span class="comment">-- string</span></pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="modules_expgamingcore_sync_src_gui_Functions"></a>modules.expgamingcore.sync.src.gui Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This file will be loaded when ExpGamingCore.Gui is present
</dd>
<dt>
<a name = "add_to_gui"></a>
<strong>add_to_gui (element)</strong>
</dt>
<dd>
Adds a emeltent to the sever info gui
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
see examples before for what can be used, it can also be a return from Gui.inputs.add
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bolean</span></span>
based on weather it was successful or not
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.add_to_gui(<span class="string">'string'</span>) <span class="comment">-- return true</span></pre>
</ul>
</dd>
<dt>
<a name = "server-info"></a>
<strong>server-info</strong>
</dt>
<dd>
Creates a center gui that will appear on join
</dd>
</dl>
<h2 class="section-header "><a name="modules_expgamingcore_sync_src_ranking_Functions"></a>modules.expgamingcore.sync.src.ranking Functions</h2>
<dl class="function">
<dt>
<a name = "_comment"></a>
<strong>_comment ()</strong>
</dt>
<dd>
This file will be loaded when ExpGamingCore.Role is present
</dd>
<dt>
<a name = "set_ranks"></a>
<strong>set_ranks (...)</strong>
</dt>
<dd>
Used as a redirect to Ranking._base_preset that will set the rank given to a player apon joining
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">...</span>
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.set_ranks{player_name=rank_name,...}</pre>
</ul>
</dd>
<dt>
<a name = "count_ranks"></a>
<strong>count_ranks ()</strong>
</dt>
<dd>
Used to get the number of players in each rank and currently online
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
contains the ranks and the players in that rank
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Sync.count_ranks()</pre>
</ul>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<h1>ldoc</h1>
<ul>
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</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Class_table">Class table </a></li>
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<li><strong>ExpGamingLib</strong></li>
<li><a href="../modules/StdLib.Color.html">StdLib.Color</a></li>
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<div id="content">
<h1>Module <code>ExpGamingLib</code></h1>
<p>Adds some common functions used though out all ExpGaming modules</p>
<p></p>
<h3>Info:</h3>
<ul>
<li><strong>License</strong>: https://github.com/explosivegaming/scenario/blob/master/LICENSE</li>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#unpack_to_G">unpack_to_G (tbl)</a></td>
<td class="summary">Loads a table into _G even when sandboxed; will not overwrite values or append to tables; will not work during runtime to avoid desyncs</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_env">get_env ()</a></td>
<td class="summary">Used to get the current ENV with all _G keys removed; useful when saving function to global</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_metatable">add_metatable (tbl[, callback=tostring[, string=table.tostring]])</a></td>
<td class="summary">Creats a table that will act like a string and a function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#is_type">is_type (v[, test_type=nil])</a></td>
<td class="summary">Compear types faster for faster valadation of prams</td>
</tr>
<tr>
<td class="name" nowrap><a href="#player_return">player_return (rtn[, colour=defines.colour.white[, player=game.player]])</a></td>
<td class="summary">Will return a value of any type to the player/server console, allows colour for in-game players</td>
</tr>
<tr>
<td class="name" nowrap><a href="#tick_to_hour">tick_to_hour (tick)</a></td>
<td class="summary">Convert ticks to hours</td>
</tr>
<tr>
<td class="name" nowrap><a href="#tick_to_min">tick_to_min (tick)</a></td>
<td class="summary">Convert ticks to minutes</td>
</tr>
<tr>
<td class="name" nowrap><a href="#tick_to_display_format">tick_to_display_format (tick)</a></td>
<td class="summary">Converts a tick into a clean format for end user</td>
</tr>
<tr>
<td class="name" nowrap><a href="#gui_tree">gui_tree (root)</a></td>
<td class="summary">Used as a way to view the structure of a gui, used for debuging</td>
</tr>
</table>
<h2><a href="#Class_table">Class table </a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#table.val_to_str">table.val_to_str (v)</a></td>
<td class="summary">Returns a value in a form able to be read as a value, any value to string</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.key_to_str">table.key_to_str (k)</a></td>
<td class="summary">Returns a value in a form able to be read as a key, any key to string</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.tostring">table.tostring (tbl)</a></td>
<td class="summary">Returns a table in a form able to be read as a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.json">table.json (lua_table)</a></td>
<td class="summary">Simmilar to table.tostring but converts a lua table to a json one</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.autokey">table.autokey (tbl, str)</a></td>
<td class="summary">Returns the closest match to a key</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.alphanumsort">table.alphanumsort (tbl)</a></td>
<td class="summary">Returns the list is a sorted way that would be expected by people (this is by key)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#table.keysort">table.keysort (tbl)</a></td>
<td class="summary">Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "unpack_to_G"></a>
<strong>unpack_to_G (tbl)</strong>
</dt>
<dd>
Loads a table into _G even when sandboxed; will not overwrite values or append to tables; will not work during runtime to avoid desyncs
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
table to be unpacked
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">unpack_to_G{key1=<span class="string">'foo'</span>,key2=<span class="string">'bar'</span>}</pre>
</ul>
</dd>
<dt>
<a name = "get_env"></a>
<strong>get_env ()</strong>
</dt>
<dd>
Used to get the current ENV with all _G keys removed; useful when saving function to global
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the env table with _G keys removed
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">get_env() returns current ENV with _G keys removed</pre>
</ul>
</dd>
<dt>
<a name = "add_metatable"></a>
<strong>add_metatable (tbl[, callback=tostring[, string=table.tostring]])</strong>
</dt>
<dd>
Creats a table that will act like a string and a function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table that will have its metatable set
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function that will be used for the call
(<em>default</em> tostring)
</li>
<li><span class="parameter">string</span>
<span class="types"><span class="type">function</span> or <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
a function that resolves to a string or a string
(<em>default</em> table.tostring)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the new table with its metatable set
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">add_metatable({},<span class="keyword">function</span>) <span class="comment">-- returns table</span></pre>
</ul>
</dd>
<dt>
<a name = "is_type"></a>
<strong>is_type (v[, test_type=nil])</strong>
</dt>
<dd>
Compear types faster for faster valadation of prams
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">v</span>
the value to be tested
</li>
<li><span class="parameter">test_type</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type to test for if not given then it tests for nil
(<em>default</em> nil)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bolean</span></span>
is v of type test_type
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">is_type(<span class="string">'foo'</span>,<span class="string">'string'</span>) <span class="comment">-- return true</span></pre></li>
<li><pre class="example">is_type(<span class="string">'foo'</span>) <span class="comment">-- return false</span></pre></li>
</ul>
</dd>
<dt>
<a name = "player_return"></a>
<strong>player_return (rtn[, colour=defines.colour.white[, player=game.player]])</strong>
</dt>
<dd>
Will return a value of any type to the player/server console, allows colour for in-game players
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rtn</span>
any value of any type that will be returned to the player or console
</li>
<li><span class="parameter">colour</span>
<span class="types"><span class="type">defines.color</span> or <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the colour of the text for the player, ingroned when printing to console
(<em>default</em> defines.colour.white)
</li>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player that return will go to, if no game.player then returns to server
(<em>default</em> game.player)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>) <span class="comment">-- returns 'Hello, World!' to game.player or server console</span></pre></li>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>,<span class="string">'green'</span>) <span class="comment">-- returns 'Hello, World!' to game.player with colour green or server console</span></pre></li>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>,<span class="keyword">nil</span>,player) <span class="comment">-- returns 'Hello, World!' to the given player</span></pre></li>
</ul>
</dd>
<dt>
<a name = "tick_to_hour"></a>
<strong>tick_to_hour (tick)</strong>
</dt>
<dd>
Convert ticks to hours
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<span class="types"><span class="type">number</span></span>
tick to convert to hours
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of whole hours from this tick
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">tick_to_hour(<span class="number">216001</span>) <span class="comment">-- return 1</span></pre>
</ul>
</dd>
<dt>
<a name = "tick_to_min"></a>
<strong>tick_to_min (tick)</strong>
</dt>
<dd>
Convert ticks to minutes
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<span class="types"><span class="type">number</span></span>
tick to convert to minutes
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of whole minutes from this tick
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">tick_to_hour(<span class="number">3601</span>) <span class="comment">-- return 1</span></pre>
</ul>
</dd>
<dt>
<a name = "tick_to_display_format"></a>
<strong>tick_to_display_format (tick)</strong>
</dt>
<dd>
Converts a tick into a clean format for end user
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<span class="types"><span class="type">number</span></span>
the tick to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the formated string
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">tick_to_display_format(<span class="number">3600</span>) <span class="comment">-- return '1.00 M'</span></pre></li>
<li><pre class="example">tick_to_display_format(<span class="number">234000</span>) <span class="comment">-- return '1 H 5 M'</span></pre></li>
</ul>
</dd>
<dt>
<a name = "gui_tree"></a>
<strong>gui_tree (root)</strong>
</dt>
<dd>
Used as a way to view the structure of a gui, used for debuging
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">root</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the root to start the tree from
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table that describes the gui
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">Gui_tree(root) returns all children of gui recusivly</pre>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Class_table"></a>Class table </h2>
<div class="section-description">
Extents the table class
</div>
<dl class="function">
<dt>
<a name = "table.val_to_str"></a>
<strong>table.val_to_str (v)</strong>
</dt>
<dd>
Returns a value in a form able to be read as a value, any value to string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">v</span>
value to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the converted value
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="global">table</span>.val_to_str{a=<span class="string">'foo'</span>} <span class="comment">-- return '"foo"'</span></pre>
</ul>
</dd>
<dt>
<a name = "table.key_to_str"></a>
<strong>table.key_to_str (k)</strong>
</dt>
<dd>
Returns a value in a form able to be read as a key, any key to string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">k</span>
key to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the converted key
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="global">table</span>.val_to_str{a=<span class="string">'foo'</span>} <span class="comment">-- return '["a"]'</span></pre>
</ul>
</dd>
<dt>
<a name = "table.tostring"></a>
<strong>table.tostring (tbl)</strong>
</dt>
<dd>
Returns a table in a form able to be read as a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
table to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the converted table
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="global">table</span>.<span class="global">tostring</span>{k1=<span class="string">'foo'</span>,k2=<span class="string">'bar'</span>} <span class="comment">-- return '{["k1"]="foo",["k2"]="bar"}'</span></pre>
</ul>
</dd>
<dt>
<a name = "table.json"></a>
<strong>table.json (lua_table)</strong>
</dt>
<dd>
Simmilar to table.tostring but converts a lua table to a json one
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">lua_table</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the table in a json format
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">talbe.json{k1=<span class="string">'foo'</span>,k2=<span class="string">'bar'</span>} <span class="comment">-- return '{"k1":"foo","k2":"bar"}'</span></pre>
</ul>
</dd>
<dt>
<a name = "table.autokey"></a>
<strong>table.autokey (tbl, str)</strong>
</dt>
<dd>
Returns the closest match to a key
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table that will be searched
</li>
<li><span class="parameter">str</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string that will be looked for in the keys
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="global">table</span>.autokey({foo=<span class="number">1</span>,bar=<span class="number">2</span>},<span class="string">'f'</span>) <span class="comment">-- return 1</span></pre>
</ul>
</dd>
<dt>
<a name = "table.alphanumsort"></a>
<strong>table.alphanumsort (tbl)</strong>
</dt>
<dd>
Returns the list is a sorted way that would be expected by people (this is by key)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table to be sorted
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the sorted table
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">tbl = <span class="global">table</span>.alphanumsort(tbl)</pre>
</ul>
</dd>
<dt>
<a name = "table.keysort"></a>
<strong>table.keysort (tbl)</strong>
</dt>
<dd>
Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the table to be sorted
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/ExpGamingLib.html#table">table</a></span>
the sorted table
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">tbl = <span class="global">table</span>.alphanumsort(tbl)</pre>
</ul>
</dd>
</dl>
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<h1>Module <code>FSM</code></h1>
<p>Factorio Softmod Manager</p>
<p></p>
<h3>Usage:</h3>
<ul>
<pre class="example">Manager = require(&quot;FactorioSoftmodManager&quot;)
</pre>
</ul>
<h3>Info:</h3>
<ul>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#_verbose">_verbose (rtn)</a></td>
<td class="summary">Default output for the verbose</td>
</tr>
<tr>
<td class="name" nowrap><a href="#verbose">verbose (rtn, action)</a></td>
<td class="summary">Used to call the output of the verbose when the current state allows it</td>
</tr>
<tr>
<td class="name" nowrap><a href="#setVerbose">setVerbose (settings)</a></td>
<td class="summary">Main logic for allowing verbose at different stages though out the script</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sandbox">sandbox (callback[, env])</a></td>
<td class="summary">Creates a sand box envorment and runs a callback in that sand box; provents global pollution</td>
</tr>
<tr>
<td class="name" nowrap><a href="#loadModules">loadModules ()</a></td>
<td class="summary">Loads the modules that are present in the index list</td>
</tr>
<tr>
<td class="name" nowrap><a href="#error">error (err, callback)</a></td>
<td class="summary">A more detailed replacement for the lua error function to allow for handlers to be added; repleaces default error so error can be used instead of Manager.error</td>
</tr>
<tr>
<td class="name" nowrap><a href="#event">event (event_name, callback)</a></td>
<td class="summary">Event handler that modules can use, each module can register one function per event</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#verboseSettings">verboseSettings</a></td>
<td class="summary">Different verbose settings used for setVerbose</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Manager.event.names">Manager.event.names</a></td>
<td class="summary">Sub set to Manger.event and acts as a coverter between event_name and event_id</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#global">global</a></td>
<td class="summary">Used to avoid conflicts in the global table</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "_verbose"></a>
<strong>_verbose (rtn)</strong>
</dt>
<dd>
Default output for the verbose
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rtn</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the value that will be returned though verbose output
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Manager.verbose(<span class="string">'Hello, World!'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "verbose"></a>
<strong>verbose (rtn, action)</strong>
</dt>
<dd>
Used to call the output of the verbose when the current state allows it
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rtn</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the value that will be returned though verbose output
</li>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
is used to decide which verbose this is error || event etc
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">Manager.verbose(<span class="string">'Hello, World!'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "setVerbose"></a>
<strong>setVerbose (settings)</strong>
</dt>
<dd>
Main logic for allowing verbose at different stages though out the script
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">settings</span>
<span class="types"><span class="type">newTbl</span></span>
the table that will be searched for settings to be updated
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Manager.setVerbose{output=log}</pre></li>
<li><pre class="example">Manager.setVerbose[setting] <span class="comment">-- returns the value of that setting</span></pre></li>
<li><pre class="example"><span class="global">tostring</span>(Manager.setVerbose) <span class="comment">-- returns a formated list of the current settings</span></pre></li>
</ul>
</dd>
<dt>
<a name = "sandbox"></a>
<strong>sandbox (callback[, env])</strong>
</dt>
<dd>
Creates a sand box envorment and runs a callback in that sand box; provents global pollution
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function that will be ran in the sandbox
</li>
<li><span class="parameter">env</span>
any other params that the function will use
(<em>optional</em>)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Manager.sandbox(callback) <span class="comment">-- return sandbox, success, other returns from callback</span></pre></li>
<li><pre class="example">Manager.sandbox() <span class="comment">-- returns and empty sandbox</span></pre></li>
<li><pre class="example">Manager.sandbox[key] <span class="comment">-- returns the sand box value in that key</span></pre></li>
</ul>
</dd>
<dt>
<a name = "loadModules"></a>
<strong>loadModules ()</strong>
</dt>
<dd>
Loads the modules that are present in the index list
<h3>Usage:</h3>
<ul>
<li><pre class="example">Manager.loadModules() <span class="comment">-- loads all moddules in the index list</span></pre></li>
<li><pre class="example">#Manager.loadModules <span class="comment">-- returns the number of modules loaded</span></pre></li>
<li><pre class="example"><span class="global">tostring</span>(Manager.loadModules) <span class="comment">-- returns a formatted list of all modules loaded</span></pre></li>
<li><pre class="example"><span class="global">pairs</span>(Manager.loadModules) <span class="comment">-- loops over the loaded modules moduleName, module</span></pre></li>
</ul>
</dd>
<dt>
<a name = "error"></a>
<strong>error (err, callback)</strong>
</dt>
<dd>
A more detailed replacement for the lua error function to allow for handlers to be added; repleaces default error so error can be used instead of Manager.error
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">err</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">fucntion</span></span>
the string to be passed to handlers; if a function it will register a handler
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
if given the err param will be used to given the handler a name
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Manager.<span class="global">error</span>(err) <span class="comment">-- calls all error handlers that are set or if none then prints to game and if that fails crashs game</span></pre></li>
<li><pre class="example">Manager.<span class="global">error</span>() <span class="comment">-- returns an error constant that can be used to crash game</span></pre></li>
<li><pre class="example">Manager.<span class="global">error</span>(Manager.<span class="global">error</span>()) <span class="comment">-- crashs the game</span></pre></li>
<li><pre class="example">Manager.<span class="global">error</span>.addHandler(name,callback) <span class="comment">-- adds a new handler if handler returns Manager.error() then game will crash</span></pre></li>
<li><pre class="example">Manager.<span class="global">error</span>[name] <span class="comment">-- returns the handler of that name if present</span></pre></li>
<li><pre class="example">#Manager.<span class="global">error</span> <span class="comment">-- returns the number of error handlers that are present</span></pre></li>
<li><pre class="example"><span class="global">pairs</span>(Manager.<span class="global">error</span>) <span class="comment">-- loops over only the error handlers handler_name,hander</span></pre></li>
</ul>
</dd>
<dt>
<a name = "event"></a>
<strong>event (event_name, callback)</strong>
</dt>
<dd>
Event handler that modules can use, each module can register one function per event
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<span class="types"><span class="type">int</span> or <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
that referes to an event
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function that will be set for that event
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">Manager.event[event_name] = callback <span class="comment">-- sets the callback for that event</span></pre></li>
<li><pre class="example">Manager.event[event_name] = <span class="keyword">nil</span> <span class="comment">-- clears the callback for that event</span></pre></li>
<li><pre class="example">Manager.event(event_name,callback) <span class="comment">-- sets the callback for that event</span></pre></li>
<li><pre class="example">Manager.event[event_name] <span class="comment">-- returns the callback for that event or the event id if not registered</span></pre></li>
<li><pre class="example">Manager.event(event_name) <span class="comment">-- runs all the call backs for that event</span></pre></li>
<li><pre class="example">Manager.event() <span class="comment">-- returns the stop value for the event proccessor, if returned during an event will stop all other callbacks</span></pre></li>
<li><pre class="example">#Manager.event <span class="comment">-- returns the number of callbacks that are registered</span></pre></li>
<li><pre class="example"><span class="global">pairs</span>(Manager.events) <span class="comment">-- returns event_id,table of callbacks</span></pre></li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "verboseSettings"></a>
<strong>verboseSettings</strong>
</dt>
<dd>
Different verbose settings used for setVerbose
<h3>Fields:</h3>
<ul>
<li><span class="parameter">selfInit</span>
<span class="types"><span class="type">boolean</span></span>
called while the manager is being set up
</li>
<li><span class="parameter">moduleLoad</span>
<span class="types"><span class="type">boolean</span></span>
when a module is required by the manager
</li>
<li><span class="parameter">moduleInit</span>
<span class="types"><span class="type">boolean</span></span>
when and within the initation of a module
</li>
<li><span class="parameter">moduleEnv</span>
<span class="types"><span class="type">boolean</span></span>
during module runtime, this is a global option set within each module(module_verbose=true ln:1) for fine control
</li>
<li><span class="parameter">eventRegistered</span>
<span class="types"><span class="type">boolean</span></span>
when a module registers its event handlers
</li>
<li><span class="parameter">errorCaught</span>
<span class="types"><span class="type">boolean</span></span>
when an error is caught during runtime
</li>
<li><span class="parameter">output</span>
<span class="types"><span class="type">function</span></span>
can be: print || log || or other function
</li>
<li><span class="parameter">_output</span>
a constant value that can used to store output data
</li>
</ul>
</dd>
<dt>
<a name = "Manager.event.names"></a>
<strong>Manager.event.names</strong>
</dt>
<dd>
Sub set to Manger.event and acts as a coverter between event_name and event_id
<h3>Usage:</h3>
<ul>
<pre class="example">Manager.event[event_name]</pre>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "global"></a>
<strong>global</strong>
</dt>
<dd>
Used to avoid conflicts in the global table
<ul>
<li><span class="parameter">if</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a>, <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">true</span></span>
table then the default for the global, if a string then the module to get the global of, if true then reset the global to default
(<em>default</em> {})
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">global[key] <span class="comment">-- used like the normal global table</span></pre></li>
<li><pre class="example">global{<span class="string">'foo'</span>,<span class="string">'bar'</span>} <span class="comment">-- sets the default value</span></pre></li>
<li><pre class="example">global(<span class="keyword">true</span>) <span class="comment">-- restores global to default</span></pre></li>
<li><pre class="example">global(mopdule_name) <span class="comment">-- returns that module's global</span></pre></li>
</ul>
</dd>
</dl>
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<li><strong>StdLib.Color</strong></li>
<li><a href="../modules/StdLib.Game.html">StdLib.Game</a></li>
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<div id="content">
<h1>Module <code>StdLib.Color</code></h1>
<p>A defines module for retrieving colors by name.</p>
<p>
Extends the Factorio defines table.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#set">set ([color=white[, alpha=1]])</a></td>
<td class="summary">Set a value for the alpha channel in the given color table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#to_table">to_table (c_arr)</a></td>
<td class="summary">Converts a color in the array format to a color in the table format.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#from_rgb">from_rgb ([r=0[, g=0[, b=0[, a=255]]]])</a></td>
<td class="summary">Converts a color in the rgb format to a color table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#from_hex">from_hex (hex[, alpha=1])</a></td>
<td class="summary">Get a color table with a hexadecimal string.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#to_rgb">to_rgb (color)</a></td>
<td class="summary">Converts a color in the color table format to rgb</td>
</tr>
<tr>
<td class="name" nowrap><a href="#to_hex">to_hex (color)</a></td>
<td class="summary">Converts a color in the color table format to hex</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#defines.color">defines.color</a></td>
<td class="summary">A table of colors allowing retrieval by color name.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#defines.anticolor">defines.anticolor</a></td>
<td class="summary">Returns white for dark colors or black for lighter colors.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#defines.lightcolor">defines.lightcolor</a></td>
<td class="summary">Returns a lighter color of a named color</td>
</tr>
<tr>
<td class="name" nowrap><a href="#defines.textcolor">defines.textcolor</a></td>
<td class="summary">Returns a lighter color of a named color.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "set"></a>
<strong>set ([color=white[, alpha=1]])</strong>
</dt>
<dd>
Set a value for the alpha channel in the given color table.
`color.a` represents the alpha channel in the given color table.
<ul>
<li>If ***alpha*** is given, set `color.a` to it.
<li>If ***alpha*** is not given, and if the given color table does not have a value for `color.a`, set `color.a` to 1.
<li>If ***alpha*** is not given, and if the given color table already has a value for `color.a`, then leave `color.a` alone.
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../modules/StdLib.Color.html#defines.color">defines.color</a> or <span class="type">Concepts.Color</span></span>
the color to configure
(<em>default</em> white)
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span>
the alpha value (*[0 - 1]*) to set for the given color
(<em>default</em> 1)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">a</span></span>
color table that has the specified value for the alpha channel
</ol>
</dd>
<dt>
<a name = "to_table"></a>
<strong>to_table (c_arr)</strong>
</dt>
<dd>
Converts a color in the array format to a color in the table format.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">c_arr</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the color to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">a</span></span>
converted color &mdash; { r = c\_arr[1], g = c\_arr[2], b = c\_arr[3], a = c\_arr[4] }
</ol>
</dd>
<dt>
<a name = "from_rgb"></a>
<strong>from_rgb ([r=0[, g=0[, b=0[, a=255]]]])</strong>
</dt>
<dd>
Converts a color in the rgb format to a color table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">r</span>
<span class="types"><span class="type">int</span></span>
0-255 red
(<em>default</em> 0)
</li>
<li><span class="parameter">g</span>
<span class="types"><span class="type">int</span></span>
0-255 green
(<em>default</em> 0)
</li>
<li><span class="parameter">b</span>
<span class="types"><span class="type">int</span></span>
0-255 blue
(<em>default</em> 0)
</li>
<li><span class="parameter">a</span>
<span class="types"><span class="type">int</span></span>
0-255 alpha
(<em>default</em> 255)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Concepts.Color</span></span>
</ol>
</dd>
<dt>
<a name = "from_hex"></a>
<strong>from_hex (hex[, alpha=1])</strong>
</dt>
<dd>
Get a color table with a hexadecimal string.
Optionally provide the value for the alpha channel.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">hex</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
hexadecimal color string (#ffffff, not #fff)
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span>
the alpha value to set; such that ***[ 0 &#8924; value &#8924; 1 ]***
(<em>default</em> 1)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">a</span></span>
color table with RGB converted from Hex and with alpha
</ol>
</dd>
<dt>
<a name = "to_rgb"></a>
<strong>to_rgb (color)</strong>
</dt>
<dd>
Converts a color in the color table format to rgb
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the color to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the color as rgb
</ol>
</dd>
<dt>
<a name = "to_hex"></a>
<strong>to_hex (color)</strong>
</dt>
<dd>
Converts a color in the color table format to hex
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the color to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the color as hex
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "defines.color"></a>
<strong>defines.color</strong>
</dt>
<dd>
A table of colors allowing retrieval by color name.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">white</span>
{r=1.00,g=1.00,b=1.00}
</li>
<li><span class="parameter">black</span>
{r=0.00,g=0.00,b=0.00}
</li>
<li><span class="parameter">darkgrey</span>
{r=0.25,g=0.25,b=0.25}
</li>
<li><span class="parameter">grey</span>
{r=0.50,g=0.50,b=0.50}
</li>
<li><span class="parameter">lightgrey</span>
{r=0.75,g=0.75,b=0.75}
</li>
<li><span class="parameter">red</span>
{r=1.00,g=0.00,b=0.00}
</li>
<li><span class="parameter">darkred</span>
{r=0.50,g=0.00,b=0.00}
</li>
<li><span class="parameter">lightred</span>
{r=1.00,g=0.50,b=0.50}
</li>
<li><span class="parameter">green</span>
{r=0.00,g=1.00,b=0.00}
</li>
<li><span class="parameter">darkgreen</span>
{r=0.00,g=0.50,b=0.00}
</li>
<li><span class="parameter">lightgreen</span>
{r=0.50,g=1.00,b=0.50}
</li>
<li><span class="parameter">blue</span>
{r=0.00,g=0.00,b=1.00}
</li>
<li><span class="parameter">darkblue</span>
{r=0.00,g=0.00,b=0.50}
</li>
<li><span class="parameter">lightblue</span>
{r=0.50,g=0.50,b=1.00}
</li>
<li><span class="parameter">orange</span>
{r=1.00,g=0.55,b=0.10}
</li>
<li><span class="parameter">yellow</span>
{r=1.00,g=1.00,b=0.00}
</li>
<li><span class="parameter">pink</span>
{r=1.00,g=0.00,b=1.00}
</li>
<li><span class="parameter">purple</span>
{r=0.60,g=0.10,b=0.60}
</li>
<li><span class="parameter">brown</span>
{r=0.60,g=0.40,b=0.10}
</li>
</ul>
</dd>
<dt>
<a name = "defines.anticolor"></a>
<strong>defines.anticolor</strong>
</dt>
<dd>
Returns white for dark colors or black for lighter colors.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">green</span>
defines.color.black
</li>
<li><span class="parameter">grey</span>
defines.color.black
</li>
<li><span class="parameter">lightblue</span>
defines.color.black
</li>
<li><span class="parameter">lightgreen</span>
defines.color.black
</li>
<li><span class="parameter">lightgrey</span>
defines.color.black
</li>
<li><span class="parameter">lightred</span>
defines.color.black
</li>
<li><span class="parameter">orange</span>
defines.color.black
</li>
<li><span class="parameter">white</span>
defines.color.black
</li>
<li><span class="parameter">yellow</span>
defines.color.black
</li>
<li><span class="parameter">black</span>
defines.color.white
</li>
<li><span class="parameter">blue</span>
defines.color.white
</li>
<li><span class="parameter">brown</span>
defines.color.white
</li>
<li><span class="parameter">darkblue</span>
defines.color.white
</li>
<li><span class="parameter">darkgreen</span>
defines.color.white
</li>
<li><span class="parameter">darkgrey</span>
defines.color.white
</li>
<li><span class="parameter">darkred</span>
defines.color.white
</li>
<li><span class="parameter">pink</span>
defines.color.white
</li>
<li><span class="parameter">purple</span>
defines.color.white
</li>
<li><span class="parameter">red</span>
defines.color.white
</li>
</ul>
</dd>
<dt>
<a name = "defines.lightcolor"></a>
<strong>defines.lightcolor</strong>
</dt>
<dd>
Returns a lighter color of a named color
<h3>Fields:</h3>
<ul>
<li><span class="parameter">white</span>
defines.color.lightgrey
</li>
<li><span class="parameter">grey</span>
defines.color.darkgrey
</li>
<li><span class="parameter">lightgrey</span>
defines.color.grey
</li>
<li><span class="parameter">red</span>
defines.color.lightred
</li>
<li><span class="parameter">green</span>
defines.color.lightgreen
</li>
<li><span class="parameter">blue</span>
defines.color.lightblue
</li>
<li><span class="parameter">yellow</span>
defines.color.orange
</li>
<li><span class="parameter">pink</span>
defines.color.purple
</li>
</ul>
</dd>
<dt>
<a name = "defines.textcolor"></a>
<strong>defines.textcolor</strong>
</dt>
<dd>
Returns a lighter color of a named color.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">info</span>
{r=0.21,g=0.95,b=1.00}
</li>
<li><span class="parameter">bg</span>
{r=0.00,g=0.00,b=0.00}
</li>
<li><span class="parameter">low</span>
{r=0.18,g=0.77,b=0.18}
</li>
<li><span class="parameter">med</span>
{r=1.00,g=0.89,b=0.26}
</li>
<li><span class="parameter">high</span>
{r=1.00,g=0.33,b=0.00}
</li>
<li><span class="parameter">crit</span>
{r=1.00,g=0.00,b=0.00}
</li>
</ul>
</dd>
</dl>
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<div id="content">
<h1>Module <code>StdLib.Game</code></h1>
<p>The game module.</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#fail_if_missing">fail_if_missing (var[, msg="missing value"])</a></td>
<td class="summary">Print msg if specified var evaluates to false.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_player">get_player (mixed)</a></td>
<td class="summary">Return a valid player object from event, index, string, or userdata</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_force">get_force (mixed)</a></td>
<td class="summary">Return a valid force object from event, string, or userdata</td>
</tr>
<tr>
<td class="name" nowrap><a href="#print_all">print_all (msg[, condition])</a></td>
<td class="summary">Messages all players currently connected to the game.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "fail_if_missing"></a>
<strong>fail_if_missing (var[, msg="missing value"])</strong>
</dt>
<dd>
Print msg if specified var evaluates to false.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">var</span>
<span class="types"><span class="type">Mixed</span></span>
variable to evaluate
</li>
<li><span class="parameter">msg</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
message
(<em>default</em> "missing value")
</li>
</ul>
</dd>
<dt>
<a name = "get_player"></a>
<strong>get_player (mixed)</strong>
</dt>
<dd>
Return a valid player object from event, index, string, or userdata
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mixed</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a>, <span class="type">number</span>, <span class="type">LuaPlayer</span> or <span class="type">event</span></span>
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaPlayer</span></span>
a valid player or nil
</ol>
</dd>
<dt>
<a name = "get_force"></a>
<strong>get_force (mixed)</strong>
</dt>
<dd>
Return a valid force object from event, string, or userdata
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mixed</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a>, <span class="type">LuaForce</span> or <span class="type">event</span></span>
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaForce</span></span>
a valid force or nil
</ol>
</dd>
<dt>
<a name = "print_all"></a>
<strong>print_all (msg[, condition])</strong>
</dt>
<dd>
Messages all players currently connected to the game.
> Offline players are not counted as having received the message.
If no players exist msg is stored in the `global._print_queue` table.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">msg</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the message to send to players
</li>
<li><span class="parameter">condition</span>
<span class="types"><span class="type">nil</span> or <span class="type">boolean</span></span>
the condition to be true for a player to be messaged
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">uint</span></span>
the number of players who received the message.
</ol>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<h1>Module <code>StdLib.String</code></h1>
<p>Extends Lua 5.2 string.</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#trim">trim (s)</a></td>
<td class="summary">Returns a copy of the string with any leading or trailing whitespace from the string removed.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#starts_with">starts_with (s, start)</a></td>
<td class="summary">Tests if a string starts with a given substring.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ends_with">ends_with (s, ends)</a></td>
<td class="summary">Tests if a string ends with a given substring.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#contains">contains (s, contains)</a></td>
<td class="summary">Tests if a string contains a given substring.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#is_empty">is_empty (s)</a></td>
<td class="summary">Tests whether a string is empty.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#split">split (s[, sep="."[, pattern=false]])</a></td>
<td class="summary">Splits a string into an array.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "trim"></a>
<strong>trim (s)</strong>
</dt>
<dd>
Returns a copy of the string with any leading or trailing whitespace from the string removed.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to remove leading or trailing whitespace from
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
a copy of the string without leading or trailing whitespace
</ol>
</dd>
<dt>
<a name = "starts_with"></a>
<strong>starts_with (s, start)</strong>
</dt>
<dd>
Tests if a string starts with a given substring.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to check for the start substring
</li>
<li><span class="parameter">start</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the substring to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the start substring was found in the string
</ol>
</dd>
<dt>
<a name = "ends_with"></a>
<strong>ends_with (s, ends)</strong>
</dt>
<dd>
Tests if a string ends with a given substring.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to check for the end substring
</li>
<li><span class="parameter">ends</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the substring to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the end substring was found in the string
</ol>
</dd>
<dt>
<a name = "contains"></a>
<strong>contains (s, contains)</strong>
</dt>
<dd>
Tests if a string contains a given substring.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to check for the substring
</li>
<li><span class="parameter">contains</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the substring to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the substring was found in the string
</ol>
</dd>
<dt>
<a name = "is_empty"></a>
<strong>is_empty (s)</strong>
</dt>
<dd>
Tests whether a string is empty.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to test
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the string is empty
</ol>
</dd>
<dt>
<a name = "split"></a>
<strong>split (s[, sep="."[, pattern=false]])</strong>
</dt>
<dd>
Splits a string into an array.
*Note:* Empty split substrings are not included in the resulting table.
<p>For example, `string.split("foo.bar...", ".", false)` results in the table `{"foo", "bar"}`.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to split
</li>
<li><span class="parameter">sep</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the separator to use.
(<em>default</em> ".")
</li>
<li><span class="parameter">pattern</span>
<span class="types"><span class="type">boolean</span></span>
whether to interpret the separator as a lua pattern or plaintext for the string split
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.4">{string,...}</a></span>
an array of strings
</ol>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<div id="content">
<h1>Module <code>StdLib.Table</code></h1>
<p>Extends Lua 5.2 table.</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#map">map (tbl, func[, ...])</a></td>
<td class="summary">Given a mapping function, creates a transformed copy of the table
by calling the function for each element in the table, and using
the result as the new value for the key.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#filter">filter (tbl, func[, ...])</a></td>
<td class="summary">Given a filter function, creates a filtered copy of the table
by calling the function for each element in the table, and
filtering out any key-value pairs for non-true results.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#find">find (tbl, func[, ...])</a></td>
<td class="summary">Given a candidate search function, iterates over the table, calling the function
for each element in the table, and returns the first element the search function returned true.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#any">any (tbl, func[, ...])</a></td>
<td class="summary">Given a candidate search function, iterates over the table, calling the function
for each element in the table, and returns true if search function returned true.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#each">each (tbl, func[, ...])</a></td>
<td class="summary">Given a function, apply it to each element in the table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#flatten">flatten (tbl[, level])</a></td>
<td class="summary">Returns a new array that is a one-dimensional recursive flattening of the given array.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#first">first (tbl)</a></td>
<td class="summary">Given an array, returns the first element or nil if no element exists.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#last">last (tbl)</a></td>
<td class="summary">Given an array, returns the last element or nil if no elements exist.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#min">min (tbl)</a></td>
<td class="summary">Given an array of only numeric values, returns the minimum or nil if no element exists.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#max">max (tbl)</a></td>
<td class="summary">Given an array of only numeric values, returns the maximum or nil if no element exists.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sum">sum (tbl)</a></td>
<td class="summary">Given an array of only numeric values, return the sum of all values, or 0 for empty arrays.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#avg">avg (tbl)</a></td>
<td class="summary">Given an array of only numeric values, returns the average or nil if no element exists.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#merge">merge (tblA, tblB[, array_merge=false])</a></td>
<td class="summary">Merges two tables &mdash; values from first get overwritten by the second.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#deepcopy">deepcopy (object)</a></td>
<td class="summary">Creates a deep copy of table without copying Factorio objects.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#values">values (tbl[, sorted[, as_string]])</a></td>
<td class="summary">Returns a copy of all of the values in the table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#keys">keys (tbl[, sorted[, as_string]])</a></td>
<td class="summary">Returns a copy of all of the keys in the table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#remove_keys">remove_keys (tbl, keys)</a></td>
<td class="summary">Removes keys from a table by setting the values associated with the keys to nil.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#count_keys">count_keys (tbl[, func[, ...]])</a></td>
<td class="summary">Returns the number of keys in a table, if func is passed only count keys when the function is true.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#invert">invert (tbl)</a></td>
<td class="summary">Returns an inverted (***{[value] = key,...}***) copy of the given table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#size">size (table)</a></td>
<td class="summary">Return the size of a table using built in table_size function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#arr_to_bool">arr_to_bool (tbl)</a></td>
<td class="summary">For all string or number values in an array map them to a key = true table</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "map"></a>
<strong>map (tbl, func[, ...])</strong>
</dt>
<dd>
Given a mapping function, creates a transformed copy of the table
by calling the function for each element in the table, and using
the result as the new value for the key. Passes the index as second argument to the function.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be mapped to the transform
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
the function to transform values
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a new table containing the keys and mapped values
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">a= { <span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.map(a, <span class="keyword">function</span>(v) <span class="keyword">return</span> v * <span class="number">10</span> <span class="keyword">end</span>) <span class="comment">--produces: { 10, 20, 30, 40, 50 }</span></pre></li>
<li><pre class="example">a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.map(a, <span class="keyword">function</span>(v, k, x) <span class="keyword">return</span> v * k + x <span class="keyword">end</span>, <span class="number">100</span>) <span class="comment">--produces { 101, 104, 109, 116, 125}</span></pre></li>
</ul>
</dd>
<dt>
<a name = "filter"></a>
<strong>filter (tbl, func[, ...])</strong>
</dt>
<dd>
Given a filter function, creates a filtered copy of the table
by calling the function for each element in the table, and
filtering out any key-value pairs for non-true results. Passes the index as second argument to the function.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be filtered
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
the function to filter values
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a new table containing the filtered key-value pairs
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">a= { <span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.filter(a, <span class="keyword">function</span>(v) <span class="keyword">return</span> v % <span class="number">2</span> == <span class="number">0</span> <span class="keyword">end</span>) <span class="comment">--produces: { 2, 4 }</span></pre></li>
<li><pre class="example">a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.filter(a, <span class="keyword">function</span>(v, k, x) <span class="keyword">return</span> k % <span class="number">2</span> == <span class="number">1</span> <span class="keyword">end</span>) <span class="comment">--produces: { 1, 3, 5 }</span></pre></li>
</ul>
</dd>
<dt>
<a name = "find"></a>
<strong>find (tbl, func[, ...])</strong>
</dt>
<dd>
Given a candidate search function, iterates over the table, calling the function
for each element in the table, and returns the first element the search function returned true.
Passes the index as second argument to the function.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be searched
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
the function to use to search for any matching element
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">Mixed</span></span>
the first found value, or nil if none was found
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">a= { <span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.find(a, <span class="keyword">function</span>(v) <span class="keyword">return</span> v % <span class="number">2</span> == <span class="number">0</span> <span class="keyword">end</span>) <span class="comment">--produces: 2</span></pre></li>
<li><pre class="example">a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.find(a, <span class="keyword">function</span>(v, k, x) <span class="keyword">return</span> k % <span class="number">2</span> == <span class="number">1</span> <span class="keyword">end</span>) <span class="comment">--produces: 1</span></pre></li>
</ul>
</dd>
<dt>
<a name = "any"></a>
<strong>any (tbl, func[, ...])</strong>
</dt>
<dd>
Given a candidate search function, iterates over the table, calling the function
for each element in the table, and returns true if search function returned true.
Passes the index as second argument to the function.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be searched
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
the function to use to search for any matching element
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if an element was found, false if none was found
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">a= { <span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>} <span class="global">table</span>.any(a, <span class="keyword">function</span>(v) <span class="keyword">return</span> v % <span class="number">2</span> == <span class="number">0</span> <span class="keyword">end</span>) <span class="comment">--produces: true</span></pre></li>
<li><pre class="example">a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>} <span class="global">table</span>.any(a, <span class="keyword">function</span>(v, k, x) <span class="keyword">return</span> k % <span class="number">2</span> == <span class="number">1</span> <span class="keyword">end</span>) <span class="comment">--produces: true</span></pre></li>
</ul>
</dd>
<dt>
<a name = "each"></a>
<strong>each (tbl, func[, ...])</strong>
</dt>
<dd>
Given a function, apply it to each element in the table.
Passes the index as the second argument to the function.
<p>Iteration is aborted if the applied function returns true for any element during iteration.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be iterated
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
the function to apply to elements
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table where the given function has been applied to its elements
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">a = {<span class="number">10</span>, <span class="number">20</span>, <span class="number">30</span>, <span class="number">40</span>}
<span class="global">table</span>.each(a, <span class="keyword">function</span>(v) game.<span class="global">print</span>(v) <span class="keyword">end</span>) <span class="comment">--prints 10, 20, 30, 40, 50</span></pre>
</ul>
</dd>
<dt>
<a name = "flatten"></a>
<strong>flatten (tbl[, level])</strong>
</dt>
<dd>
Returns a new array that is a one-dimensional recursive flattening of the given array.
For every element that is an array, extract its elements into the new array.
<p>The optional level argument determines the level of recursion to flatten.
> This function flattens an integer-indexed array, but not an associative array.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">array</span></span>
the array to be flattened
</li>
<li><span class="parameter">level</span>
<span class="types"><span class="type">uint</span></span>
recursive levels, or no limit to recursion if not supplied
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">array</span></span>
a new array that represents the flattened contents of the given array
</ol>
</dd>
<dt>
<a name = "first"></a>
<strong>first (tbl)</strong>
</dt>
<dd>
Given an array, returns the first element or nil if no element exists.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">array</span></span>
the array
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">Mixed</span></span>
the first element
</ol>
</dd>
<dt>
<a name = "last"></a>
<strong>last (tbl)</strong>
</dt>
<dd>
Given an array, returns the last element or nil if no elements exist.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">array</span></span>
the array
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">Mixed</span></span>
the last element or nil
</ol>
</dd>
<dt>
<a name = "min"></a>
<strong>min (tbl)</strong>
</dt>
<dd>
Given an array of only numeric values, returns the minimum or nil if no element exists.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">{number,...}</span></span>
the array with only numeric values
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">number</span></span>
the minimum value
</ol>
</dd>
<dt>
<a name = "max"></a>
<strong>max (tbl)</strong>
</dt>
<dd>
Given an array of only numeric values, returns the maximum or nil if no element exists.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">{number,...}</span></span>
the array with only numeric values
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">number</span></span>
the maximum value
</ol>
</dd>
<dt>
<a name = "sum"></a>
<strong>sum (tbl)</strong>
</dt>
<dd>
Given an array of only numeric values, return the sum of all values, or 0 for empty arrays.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">{number,...}</span></span>
the array with only numeric values
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the sum of the numbers or zero if the given array was empty
</ol>
</dd>
<dt>
<a name = "avg"></a>
<strong>avg (tbl)</strong>
</dt>
<dd>
Given an array of only numeric values, returns the average or nil if no element exists.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><span class="type">{number,...}</span></span>
the array with only numeric values
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">nil</span> or <span class="type">number</span></span>
the average value
</ol>
</dd>
<dt>
<a name = "merge"></a>
<strong>merge (tblA, tblB[, array_merge=false])</strong>
</dt>
<dd>
Merges two tables &mdash; values from first get overwritten by the second.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tblA</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
first table
</li>
<li><span class="parameter">tblB</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
second table
</li>
<li><span class="parameter">array_merge</span>
<span class="types"><span class="type">boolean</span></span>
set to true to merge the tables as an array or false for an associative array
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">array</span> or <a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
an array or an associated array where tblA and tblB have been merged
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">function</span> some_func(x, y, args)
args = <span class="global">table</span>.merge({option1=<span class="keyword">false</span>}, args)
<span class="keyword">if</span> opts.option1 == <span class="keyword">true</span> <span class="keyword">then</span> <span class="keyword">return</span> x <span class="keyword">else</span> <span class="keyword">return</span> y <span class="keyword">end</span>
<span class="keyword">end</span>
some_func(<span class="number">1</span>,<span class="number">2</span>) <span class="comment">-- returns 2
</span>some_func(<span class="number">1</span>,<span class="number">2</span>,{option1=<span class="keyword">true</span>}) <span class="comment">-- returns 1</span></pre>
</ul>
</dd>
<dt>
<a name = "deepcopy"></a>
<strong>deepcopy (object)</strong>
</dt>
<dd>
Creates a deep copy of table without copying Factorio objects.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to copy
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a copy of the table
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> copy = <span class="global">table</span>.deepcopy[data.raw.[<span class="string">"stone-furnace"</span>][<span class="string">"stone-furnace"</span>]] <span class="comment">-- returns a copy of the stone furnace entity</span></pre>
</ul>
</dd>
<dt>
<a name = "values"></a>
<strong>values (tbl[, sorted[, as_string]])</strong>
</dt>
<dd>
Returns a copy of all of the values in the table.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to copy the keys from, or an empty table if tbl is nil
</li>
<li><span class="parameter">sorted</span>
<span class="types"><span class="type">boolean</span></span>
whether to sort the keys (slower) or keep the random order from pairs()
(<em>optional</em>)
</li>
<li><span class="parameter">as_string</span>
<span class="types"><span class="type">boolean</span></span>
whether to try and parse the values as strings, or leave them as their existing type
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">array</span></span>
an array with a copy of all the values in the table
</ol>
</dd>
<dt>
<a name = "keys"></a>
<strong>keys (tbl[, sorted[, as_string]])</strong>
</dt>
<dd>
Returns a copy of all of the keys in the table.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to copy the keys from, or an empty table if tbl is nil
</li>
<li><span class="parameter">sorted</span>
<span class="types"><span class="type">boolean</span></span>
whether to sort the keys (slower) or keep the random order from pairs()
(<em>optional</em>)
</li>
<li><span class="parameter">as_string</span>
<span class="types"><span class="type">boolean</span></span>
whether to try and parse the keys as strings, or leave them as their existing type
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">array</span></span>
an array with a copy of all the keys in the table
</ol>
</dd>
<dt>
<a name = "remove_keys"></a>
<strong>remove_keys (tbl, keys)</strong>
</dt>
<dd>
Removes keys from a table by setting the values associated with the keys to nil.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to remove the keys from
</li>
<li><span class="parameter">keys</span>
<span class="types"><span class="type">{Mixed,...}</span></span>
an array of keys that exist in the given table
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
tbl without the specified keys
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example"><span class="keyword">local</span> a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>}
<span class="global">table</span>.remove_keys(a, {<span class="number">1</span>,<span class="number">3</span>}) <span class="comment">--returns {nil, 2, nil, 4}</span></pre></li>
<li><pre class="example"><span class="keyword">local</span> b = {k1 = <span class="number">1</span>, k2 = <span class="string">'foo'</span>, old_key = <span class="string">'bar'</span>}
<span class="global">table</span>.remove_keys(b, {<span class="string">'old_key'</span>}) <span class="comment">--returns {k1 = 1, k2 = 'foo'}</span></pre></li>
</ul>
</dd>
<dt>
<a name = "count_keys"></a>
<strong>count_keys (tbl[, func[, ...]])</strong>
</dt>
<dd>
Returns the number of keys in a table, if func is passed only count keys when the function is true.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
to count keys
</li>
<li><span class="parameter">func</span>
<span class="types"><span class="type">function</span></span>
to incremement counter
(<em>optional</em>)
</li>
<li><span class="parameter">...</span>
additional arguments passed to the function
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">number</span></span>
The number of keys matching the function or the number of all keys if func isn't passed</li>
<li>
<span class="types"><span class="type">number</span></span>
The total number of keys</li>
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example"><span class="keyword">local</span> a = { <span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.count_keys(a) <span class="comment">-- produces: 5, 5</span></pre></li>
<li><pre class="example"><span class="keyword">local</span> a = {<span class="number">1</span>, <span class="number">2</span>, <span class="number">3</span>, <span class="number">4</span>, <span class="number">5</span>}
<span class="global">table</span>.count_keys(a, <span class="keyword">function</span>(v, k) <span class="keyword">return</span> k % <span class="number">2</span> == <span class="number">1</span> <span class="keyword">end</span>) <span class="comment">-- produces: 3, 5</span></pre></li>
</ul>
</dd>
<dt>
<a name = "invert"></a>
<strong>invert (tbl)</strong>
</dt>
<dd>
Returns an inverted (***{[value] = key,...}***) copy of the given table. If the values are not unique, the assigned key depends on the order of pairs().
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to invert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a new table with inverted mapping
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example"><span class="keyword">local</span> a = {k1 = <span class="string">'foo'</span>, k2 = <span class="string">'bar'</span>}
<span class="global">table</span>.invert(a) <span class="comment">--returns {'foo' = k1, 'bar' = k2}</span></pre></li>
<li><pre class="example"><span class="keyword">local</span> b = {k1 = <span class="string">'foo'</span>, k2 = <span class="string">'bar'</span>, k3 = <span class="string">'bar'</span>}
<span class="global">table</span>.invert(b) <span class="comment">--returns {'foo' = k1, 'bar' = ?}</span></pre></li>
</ul>
</dd>
<dt>
<a name = "size"></a>
<strong>size (table)</strong>
</dt>
<dd>
Return the size of a table using built in table_size function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">table</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
to use
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
size of the table
</ol>
</dd>
<dt>
<a name = "arr_to_bool"></a>
<strong>arr_to_bool (tbl)</strong>
</dt>
<dd>
For all string or number values in an array map them to a key = true table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to convert
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the converted table
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> a = {<span class="string">"v1"</span>, <span class="string">"v2"</span>}
<span class="global">table</span>.array_to_dict_bool(a) <span class="comment">-- return {["v1"] = true, ["v2"]= true}</span></pre>
</ul>
</dd>
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<li><strong>StdLib.Time</strong></li>
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<h1>Module <code>StdLib.Time</code></h1>
<p>A defines module for retrieving the number of ticks in 1 unit of time.</p>
<p>
Extends the Factorio defines table.</p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#defines.time">defines.time</a></td>
<td class="summary">Returns the number of ticks in a second, minute, hour, day, week, month, or year.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "defines.time"></a>
<strong>defines.time</strong>
</dt>
<dd>
Returns the number of ticks in a second, minute, hour, day, week, month, or year.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">second</span>
the number of Factorio ticks in a second
</li>
<li><span class="parameter">minute</span>
the number of Factorio ticks in a second
</li>
<li><span class="parameter">hour</span>
the number of Factorio ticks in an hour
</li>
<li><span class="parameter">day</span>
the number of Factorio ticks in an day
</li>
<li><span class="parameter">week</span>
the number of Factorio ticks in a week
</li>
<li><span class="parameter">month</span>
the number of Factorio ticks in a month (30 days)
</li>
<li><span class="parameter">year</span>
the number of Factorio ticks in a year (365 days)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> ten_seconds = defines.time.second * <span class="number">10</span></pre>
</ul>
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<h1>Module <code>config._file_loader</code></h1>
<p>This contains a list of all files that will be loaded and the order they are loaded in
to stop a file from loading add "--" in front of it, remove the "--" to have the file be loaded
config files should be loaded after all modules are loaded
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<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.action_buttons</code></h1>
<p>Config for the different action buttons that show on the player list
each button has the button define(s) given along side an auth function, and optional reason callback
if a reason callback is used then Store.set_child(action_name_store,player.name,'BUTTON_NAME') should be called during on_click
buttons can be removed from the gui by commenting them out of the config at the bottom of this file
the key used for the name of the button is the permision name used by the role system</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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@@ -0,0 +1,118 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><strong>config.advanced_start</strong></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.advanced_start</code></h1>
<p>This file is used to setup the map starting settings and the items players will start with</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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@@ -0,0 +1,120 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<!-- Menu -->
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<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><strong>config.death_logger</strong></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.death_logger</code></h1>
<p>This config controls what happens when a player dies mostly about map markers and item collection
allow_teleport_to_body_command and allow_collect_bodies_command can be over ridden if command_auth_runtime_disable is present
if not present then the commands will not be loaded into the game</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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@@ -0,0 +1,120 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><strong>config.expcore-commands.auth_admin</strong></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.expcore-commands.auth_admin</code></h1>
<p>This is a very simple config file which adds a admin only auth function
not much to change here its more so it can be enabled and disabled from ./config/file_loader.lua
either way you can change the requirements to be "admin" if you wanted to</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@@ -0,0 +1,118 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<!-- Menu -->
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<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
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<li><strong>config.expcore-commands.auth_roles</strong></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
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<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
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<div id="content">
<h1>Module <code>config.expcore-commands.auth_roles</code></h1>
<p>This will make commands only work if the role has been allowed it in the role config</p>
<p></p>
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<h1>Module <code>config.expcore-commands.auth_runtime_disable</code></h1>
<p>This config for command auth allows commands to be globally enabled and disabled during runtime
this config adds Commands.disable and Commands.enable to enable and disable commands for all users</p>
<p></p>
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<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
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<div id="content">
<h1>Module <code>config.expcore-commands.parse_general</code></h1>
<p>This file contains some common command param parse functions
this file is less of a config and more of a requirement but you may wish to change how some behave
as such you need to be confident with lua but you edit this config file
use Commands.add_parse('name',function(input,player,reject) end) to add a parse
see ./expcore/commands.lua for more details</p>
<p></p>
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</div>
<div id="content">
<h1>Module <code>config.expcore-commands.parse_roles</code></h1>
<p>Adds some parse functions that can be used with the role system</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><strong>config.permission_groups</strong></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.permission_groups</code></h1>
<p>Use this file to add new permission groups to the game
start with Permission_Groups.new_group('name')
then use either :allow_all() or :disallow_all() to set the default for non specified actions
then use :allow{} and :disallow{} to specify certain actions to allow/disallow</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<div id="product_description"></div>
</div> <!-- id="product" -->
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><strong>config.popup_messages</strong></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.popup_messages</code></h1>
<p>A combination of config settings for different popup values like chat and damage</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Fields">Fields</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><strong>config.rockets</strong></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.rockets</code></h1>
<p>This file controls what will show in each section of the rocket info gui</p>
<p></p>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#show_stats">show_stats</a></td>
<td class="summary">The data that will show in the stats section</td>
</tr>
<tr>
<td class="name" nowrap><a href="#show_progress">show_progress</a></td>
<td class="summary">The data and buttons in the build progress section</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "show_stats"></a>
<strong>show_stats</strong>
</dt>
<dd>
The data that will show in the stats section
</dd>
<dt>
<a name = "show_progress"></a>
<strong>show_progress</strong>
</dt>
<dd>
The data and buttons in the build progress section
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@@ -0,0 +1,118 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
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<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><strong>config.roles</strong></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.roles</code></h1>
<p>This is the main config file for the role system; file includes defines for roles and role flags and default values</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><strong>config.scorched_earth</strong></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.scorched_earth</code></h1>
<p>This file controls the placement/degrading of tiles as players build and walk</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><strong>config.spawn_area</strong></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.spawn_area</code></h1>
<p>Used to config the spawn generation settings yes there is alot here i know just ignore the long tables at the end (they were generated with a command)</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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@@ -0,0 +1,118 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><strong>config.warnings</strong></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>config.warnings</code></h1>
<p>Config file for the warning system, this is very similar to reports but is for the use of moderators rather than normal users.</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

121
doc/modules/control.html Normal file
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
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<div id="content">
<h1>Module <code>control</code></h1>
<p>Please go to ./config if you want to change settings, each file is commented with what it does
if it is not in ./config then you should not attempt to change it unless you know what you are doing
all files which are loaded (including the config files) are present in ./config/file_loader.lua
this file is the landing point for all scenarios please DO NOT edit directly, further comments are to aid development</p>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
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<div id="content">
<h1>Module <code>expcore.commands</code></h1>
<p>Factorio command making module that makes commands with better parse and more modularity</p>
<p>
[[</p>
<h3>Info:</h3>
<ul>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<br/>
<br/>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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<h2>Modules</h2>
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<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
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<h1>Module <code>expcore.common</code></h1>
<p>Adds some commonly used functions used in many modules</p>
<p>
[[</p>
<h3>Info:</h3>
<ul>
<li><strong>Author</strong>: cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Common.type_check">Common.type_check (value[, test_type=nil])</a></td>
<td class="summary">Compare types faster for faster validation of params</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.type_check_error">Common.type_check_error (value, test_type, error_message, level)</a></td>
<td class="summary">Raises an error if the value is of the wrong type</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.param_check">Common.param_check (value, test_type, param_name, param_number)</a></td>
<td class="summary">Raises an error when the value is the incorrect type, uses a consistent error message format</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.player_return">Common.player_return (value[, colour=defines.colour.white[, player=game.player]])</a></td>
<td class="summary">Will return a value of any type to the player/server console, allows colour for in-game players</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.write_json">Common.write_json (path, tbl)</a></td>
<td class="summary">Writes a table object to a file in json format</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.opt_require">Common.opt_require (path)</a></td>
<td class="summary">Calls a require that will not error if the file is not found</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.ext_require">Common.ext_require (path, ...)</a></td>
<td class="summary">Calls a require and returns only the keys given, file must return a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.format_time">Common.format_time (ticks, options)</a></td>
<td class="summary">Formats tick into a clean format, denominations from highest to lowest
long will use words rather than letters
time will use : separates
string will return a string not a locale string
when a denomination is false it will overflow into the next one</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.move_items">Common.move_items (items[, surface=navies[, position={0[, radius=32[, chest_type=iron-chest]]]])</a></td>
<td class="summary">Moves items to the position and stores them in the closest entity of the type given</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.print_grid_value">Common.print_grid_value (value, surface, position, scale, offset, immutable)</a></td>
<td class="summary">https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31
Prints a colored value on a location.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.print_colored_grid_value">Common.print_colored_grid_value (value, surface, position, offset, immutable, color_value, base_color, delta_color, under_bound, over_bound)</a></td>
<td class="summary">Prints a colored value on a location.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.clear_flying_text">Common.clear_flying_text (surface)</a></td>
<td class="summary">Clears all flying text entites on a surface</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.string_contains">Common.string_contains (s, contains)</a></td>
<td class="summary">Tests if a string contains a given substring.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.extract_keys">Common.extract_keys (tbl, ...)</a></td>
<td class="summary">Extracts certain keys from a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.enum">Common.enum (tbl)</a></td>
<td class="summary">Converts a table to an enum</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.auto_complete">Common.auto_complete (options, input[, use_key=false[, rtn_key=false]])</a></td>
<td class="summary">Returns the closest match to the input</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.table_keys">Common.table_keys (tbl)</a></td>
<td class="summary">Returns all the keys of a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.table_values">Common.table_values (tbl)</a></td>
<td class="summary">Returns all the values of a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.table_alphanumsort">Common.table_alphanumsort (tbl)</a></td>
<td class="summary">Returns the list is a sorted way that would be expected by people (this is by key)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.table_keysort">Common.table_keysort (tbl)</a></td>
<td class="summary">Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.format_chat_colour">Common.format_chat_colour (message, color)</a></td>
<td class="summary">Returns a message with valid chat tags to change its colour</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.format_chat_colour_localized">Common.format_chat_colour_localized (message, color)</a></td>
<td class="summary">Returns a message with valid chat tags to change its colour, using localization</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Common.format_chat_player_name">Common.format_chat_player_name (player[, raw_string=false])</a></td>
<td class="summary">Returns the players name in the players color</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Common.type_check"></a>
<strong>Common.type_check (value[, test_type=nil])</strong>
</dt>
<dd>
Compare types faster for faster validation of params
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><span class="type">any</span></span>
the value to be tested
</li>
<li><span class="parameter">test_type</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type to test for if not given then it tests for nil
(<em>default</em> nil)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
is v of type test_type
</ol>
<h3>Usage:</h3>
<ul>
<li><pre class="example">type_check(<span class="string">'foo'</span>,<span class="string">'string'</span>) -- <span class="keyword">return</span> <span class="keyword">true</span></pre></li>
<li><pre class="example">type_check(<span class="string">'foo'</span>) -- <span class="keyword">return</span> <span class="keyword">false</span></pre></li>
</ul>
</dd>
<dt>
<a name = "Common.type_check_error"></a>
<strong>Common.type_check_error (value, test_type, error_message, level)</strong>
</dt>
<dd>
Raises an error if the value is of the wrong type
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><span class="type">any</span></span>
the value that you want to test the type of
</li>
<li><span class="parameter">test_type</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type that the value should be
</li>
<li><span class="parameter">error_message</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the error message that is returned
</li>
<li><span class="parameter">level</span>
<span class="types"><span class="type">number</span></span>
the level to call the error on (level = 1 means the caller)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if no error was called
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">type_check_error(<span class="string">'foo'</span>,<span class="string">'number'</span>,<span class="string">'Value must be a number'</span>) -- will raise error <span class="string">"Value must be a number"</span></pre>
</ul>
</dd>
<dt>
<a name = "Common.param_check"></a>
<strong>Common.param_check (value, test_type, param_name, param_number)</strong>
</dt>
<dd>
Raises an error when the value is the incorrect type, uses a consistent error message format
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><span class="type">any</span></span>
the value that you want to test the type of
</li>
<li><span class="parameter">test_type</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type that the value should be
</li>
<li><span class="parameter">param_name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the param
</li>
<li><span class="parameter">param_number</span>
<span class="types"><span class="type">number</span></span>
the number param it is
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if no error was raised
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example">param_check(<span class="string">'foo'</span>,<span class="string">'number'</span>,<span class="string">'repeat_count'</span>,<span class="number">2</span>) -- will raise error <span class="string">"Invalid param #02 given to &lt;anon&gt;; repeat_count is not of type number"</span></pre>
</ul>
</dd>
<dt>
<a name = "Common.player_return"></a>
<strong>Common.player_return (value[, colour=defines.colour.white[, player=game.player]])</strong>
</dt>
<dd>
Will return a value of any type to the player/server console, allows colour for in-game players
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
any value of any type that will be returned to the player or console
</li>
<li><span class="parameter">colour</span>
<span class="types"><span class="type">defines.color</span> or <a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the colour of the text for the player, ignored when printing to console
(<em>default</em> defines.colour.white)
</li>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player that return will go to, if no game.player then returns to server
(<em>default</em> game.player)
</li>
</ul>
<h3>Usage:</h3>
<ul>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>) -- returns <span class="string">'Hello, World!'</span> to game.player <span class="keyword">or</span> server console</pre></li>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>,<span class="string">'green'</span>) -- returns <span class="string">'Hello, World!'</span> to game.player with colour green <span class="keyword">or</span> server console</pre></li>
<li><pre class="example">player_return(<span class="string">'Hello, World!'</span>,<span class="keyword">nil</span>,player) -- returns <span class="string">'Hello, World!'</span> to the given player</pre></li>
</ul>
</dd>
<dt>
<a name = "Common.write_json"></a>
<strong>Common.write_json (path, tbl)</strong>
</dt>
<dd>
Writes a table object to a file in json format
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">path</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the path of the file to write include / to use dir
</li>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table that will be converted to a json string and wrote to file
</li>
</ul>
</dd>
<dt>
<a name = "Common.opt_require"></a>
<strong>Common.opt_require (path)</strong>
</dt>
<dd>
Calls a require that will not error if the file is not found
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">path</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the path that you want to require
</li>
</ul>
<h3>Returns:</h3>
<ol>
the returns from that file or nil, error if not loaded
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> file = opt_require(<span class="string">'file.not.present'</span>) -- will <span class="keyword">not</span> cause any error</pre>
</ul>
</dd>
<dt>
<a name = "Common.ext_require"></a>
<strong>Common.ext_require (path, ...)</strong>
</dt>
<dd>
Calls a require and returns only the keys given, file must return a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">path</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the path that you want to require
</li>
<li><span class="parameter">...</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the keys that you want returned
</li>
</ul>
<h3>Returns:</h3>
<ol>
the keys in the order given
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> extract, param_check = ext_require(<span class="string">'expcore.common'</span>,<span class="string">'extract'</span>,<span class="string">'param_check'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "Common.format_time"></a>
<strong>Common.format_time (ticks, options)</strong>
</dt>
<dd>
Formats tick into a clean format, denominations from highest to lowest
long will use words rather than letters
time will use : separates
string will return a string not a locale string
when a denomination is false it will overflow into the next one
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ticks</span>
<span class="types"><span class="type">number</span></span>
the number of ticks that represents a time
</li>
<li><span class="parameter">options</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table a of options to use for the format
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
a locale string that can be used
</ol>
</dd>
<dt>
<a name = "Common.move_items"></a>
<strong>Common.move_items (items[, surface=navies[, position={0[, radius=32[, chest_type=iron-chest]]]])</strong>
</dt>
<dd>
Moves items to the position and stores them in the closest entity of the type given
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">items</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
items which are to be added to the chests, ['name']=count
</li>
<li><span class="parameter">surface</span>
<span class="types"><span class="type">LuaSurface</span></span>
the surface that the items will be moved to
(<em>default</em> navies)
</li>
<li><span class="parameter">position</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the position that the items will be moved to {x=100,y=100}
(<em>default</em> {0)
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">number</span></span>
the radius in which the items are allowed to be placed
(<em>default</em> 32)
</li>
<li><span class="parameter">chest_type</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the chest type that the items should be moved into
(<em>default</em> iron-chest)
</li>
</ul>
</dd>
<dt>
<a name = "Common.print_grid_value"></a>
<strong>Common.print_grid_value (value, surface, position, scale, offset, immutable)</strong>
</dt>
<dd>
https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31
Prints a colored value on a location.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
between -1 and 1
</li>
<li><span class="parameter">surface</span>
LuaSurface
</li>
<li><span class="parameter">position</span>
Position {x, y}
</li>
<li><span class="parameter">scale</span>
float
</li>
<li><span class="parameter">offset</span>
float
</li>
<li><span class="parameter">immutable</span>
bool if immutable, only set, never do a surface lookup, values never change
</li>
</ul>
</dd>
<dt>
<a name = "Common.print_colored_grid_value"></a>
<strong>Common.print_colored_grid_value (value, surface, position, offset, immutable, color_value, base_color, delta_color, under_bound, over_bound)</strong>
</dt>
<dd>
Prints a colored value on a location. When given a color_value and a delta_color,
will change the color of the text from the base to base + value * delta. This will
make the color of the text range from 'base_color' to 'base_color + delta_color'
as the color_value ranges from 0 to 1
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
of number to be displayed
</li>
<li><span class="parameter">surface</span>
LuaSurface
</li>
<li><span class="parameter">position</span>
Position {x, y}
</li>
<li><span class="parameter">offset</span>
float position offset
</li>
<li><span class="parameter">immutable</span>
bool if immutable, only set, never do a surface lookup, values never change
</li>
<li><span class="parameter">color_value</span>
float How far along the range of values of colors the value is to be displayed
</li>
<li><span class="parameter">base_color</span>
{r,g,b} The color for the text to be if color_value is 0
</li>
<li><span class="parameter">delta_color</span>
{r,g,b} The amount to correct the base_color if color_value is 1
</li>
<li><span class="parameter">under_bound</span>
{r,g,b} The color to be used if color_value < 0
</li>
<li><span class="parameter">over_bound</span>
{r,g,b} The color to be used if color_value > 1
</li>
</ul>
</dd>
<dt>
<a name = "Common.clear_flying_text"></a>
<strong>Common.clear_flying_text (surface)</strong>
</dt>
<dd>
Clears all flying text entites on a surface
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">surface</span>
<span class="types"><span class="type">LuaSurface</span></span>
the surface to clear
</li>
</ul>
</dd>
<dt>
<a name = "Common.string_contains"></a>
<strong>Common.string_contains (s, contains)</strong>
</dt>
<dd>
Tests if a string contains a given substring.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">s</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the string to check for the substring
</li>
<li><span class="parameter">contains</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the substring to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the substring was found in the string
</ol>
</dd>
<dt>
<a name = "Common.extract_keys"></a>
<strong>Common.extract_keys (tbl, ...)</strong>
</dt>
<dd>
Extracts certain keys from a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table the which contains the keys
</li>
<li><span class="parameter">...</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the names of the keys you want extracted
</li>
</ul>
<h3>Returns:</h3>
<ol>
the keys in the order given
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> key_three, key_one = extract({key_one=<span class="string">'foo'</span>,key_two=<span class="string">'bar'</span>,key_three=<span class="keyword">true</span>},<span class="string">'key_three'</span>,<span class="string">'key_one'</span>)</pre>
</ul>
</dd>
<dt>
<a name = "Common.enum"></a>
<strong>Common.enum (tbl)</strong>
</dt>
<dd>
Converts a table to an enum
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table the that will be converted
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new table that acts like an enum
</ol>
</dd>
<dt>
<a name = "Common.auto_complete"></a>
<strong>Common.auto_complete (options, input[, use_key=false[, rtn_key=false]])</strong>
</dt>
<dd>
Returns the closest match to the input
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">options</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table a of options for the auto complete
</li>
<li><span class="parameter">input</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
string the input that will be completed
</li>
<li><span class="parameter">use_key</span>
<span class="types"><span class="type">boolean</span></span>
when true the keys of options will be used as the options
(<em>default</em> false)
</li>
<li><span class="parameter">rtn_key</span>
<span class="types"><span class="type">boolean</span></span>
when true the the key will be returned rather than the value
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
the list item found that matches the input
</ol>
</dd>
<dt>
<a name = "Common.table_keys"></a>
<strong>Common.table_keys (tbl)</strong>
</dt>
<dd>
Returns all the keys of a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table the to get the keys of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
an array of the table keys
</ol>
</dd>
<dt>
<a name = "Common.table_values"></a>
<strong>Common.table_values (tbl)</strong>
</dt>
<dd>
Returns all the values of a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
table the to get the values of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
an array of the table values
</ol>
</dd>
<dt>
<a name = "Common.table_alphanumsort"></a>
<strong>Common.table_alphanumsort (tbl)</strong>
</dt>
<dd>
Returns the list is a sorted way that would be expected by people (this is by key)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be sorted
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the sorted table
</ol>
</dd>
<dt>
<a name = "Common.table_keysort"></a>
<strong>Common.table_keysort (tbl)</strong>
</dt>
<dd>
Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the table to be sorted
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the sorted table
</ol>
</dd>
<dt>
<a name = "Common.format_chat_colour"></a>
<strong>Common.format_chat_colour (message, color)</strong>
</dt>
<dd>
Returns a message with valid chat tags to change its colour
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">message</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the message that will be in the output
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a color which contains r,g,b as its keys
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the message with the color tags included
</ol>
</dd>
<dt>
<a name = "Common.format_chat_colour_localized"></a>
<strong>Common.format_chat_colour_localized (message, color)</strong>
</dt>
<dd>
Returns a message with valid chat tags to change its colour, using localization
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">message</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the message that will be in the output
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a color which contains r,g,b as its keys
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the message with the color tags included
</ol>
</dd>
<dt>
<a name = "Common.format_chat_player_name"></a>
<strong>Common.format_chat_player_name (player[, raw_string=false])</strong>
</dt>
<dd>
Returns the players name in the players color
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to use the name and color of
</li>
<li><span class="parameter">raw_string</span>
<span class="types"><span class="type">boolean</span></span>
when true a is returned rather than a localized string
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the players name with tags for the players color
</ol>
</dd>
</dl>
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<h1>Module <code>expcore.gui.buttons</code></h1>
<p>Gui class define for buttons and sprite buttons
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Button.new_button">Button.new_button ([name])</a></td>
<td class="summary">Creates a new button element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Button._prototype:set_sprites">Button._prototype:set_sprites (sprite[, hovered_sprite[, clicked_sprite]])</a></td>
<td class="summary">Adds sprites to a button making it a spirte button</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Button._prototype:set_click_filter">Button._prototype:set_click_filter (filter[, ...])</a></td>
<td class="summary">Adds a click / mouse button filter to the button</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Button._prototype:set_key_filter">Button._prototype:set_key_filter (filter[, ...])</a></td>
<td class="summary">Adds a control key filter to the button</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Button.new_button"></a>
<strong>Button.new_button ([name])</strong>
</dt>
<dd>
Creates a new button element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new button element define
</ol>
</dd>
<dt>
<a name = "Button._prototype:set_sprites"></a>
<strong>Button._prototype:set_sprites (sprite[, hovered_sprite[, clicked_sprite]])</strong>
</dt>
<dd>
Adds sprites to a button making it a spirte button
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">sprite</span>
<span class="types"><span class="type">SpritePath</span></span>
the sprite path for the default sprite for the button
</li>
<li><span class="parameter">hovered_sprite</span>
<span class="types"><span class="type">SpritePath</span></span>
the sprite path for the sprite when the player hovers over the button
(<em>optional</em>)
</li>
<li><span class="parameter">clicked_sprite</span>
<span class="types"><span class="type">SpritePath</span></span>
the sprite path for the sprite when the player clicks the button
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
returns the button define to allow chaining
</ol>
</dd>
<dt>
<a name = "Button._prototype:set_click_filter"></a>
<strong>Button._prototype:set_click_filter (filter[, ...])</strong>
</dt>
<dd>
Adds a click / mouse button filter to the button
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed
</li>
<li><span class="parameter">...</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
when filter is not a you can add the mouse buttons one after each other
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
returns the button define to allow chaining
</ol>
</dd>
<dt>
<a name = "Button._prototype:set_key_filter"></a>
<strong>Button._prototype:set_key_filter (filter[, ...])</strong>
</dt>
<dd>
Adds a control key filter to the button
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
?string|table either a of control keys or the first control keys to filter, with a table true means allowed
</li>
<li><span class="parameter">...</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
when filter is not a you can add the control keyss one after each other
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
returns the button define to allow chaining
</ol>
</dd>
</dl>
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<div id="content">
<h1>Module <code>expcore.gui.center</code></h1>
<p>Gui structure define for center gui frames
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#CenterFrames.get_flow">CenterFrames.get_flow (player)</a></td>
<td class="summary">Gets the center flow for a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames.clear_flow">CenterFrames.clear_flow (player)</a></td>
<td class="summary">Clears the center flow for a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames.draw_frame">CenterFrames.draw_frame (player, name)</a></td>
<td class="summary">Draws the center frame for a player, if already open then will do nothing</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames.redraw_frame">CenterFrames.redraw_frame (player, name)</a></td>
<td class="summary">Draws the center frame for a player, if already open then will destroy it and redraw</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames.toggle_frame">CenterFrames.toggle_frame (player, name[, state])</a></td>
<td class="summary">Toggles if the frame is currently open or not, will open if closed and close if open</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames.new_frame">CenterFrames.new_frame (permision_name)</a></td>
<td class="summary">Creates a new center frame define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames._prototype:set_auto_focus">CenterFrames._prototype:set_auto_focus ([state=true])</a></td>
<td class="summary">Sets the frame to be the current active gui when opened and closes all other frames</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames._prototype:draw_frame">CenterFrames._prototype:draw_frame (player)</a></td>
<td class="summary">Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames._prototype:redraw_frame">CenterFrames._prototype:redraw_frame (player)</a></td>
<td class="summary">Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames._prototype:toggle_frame">CenterFrames._prototype:toggle_frame (player)</a></td>
<td class="summary">Toggles if the frame is open, if open it will close it and if closed it will open it</td>
</tr>
<tr>
<td class="name" nowrap><a href="#CenterFrames._prototype:event_handler">CenterFrames._prototype:event_handler ([action=update])</a></td>
<td class="summary">Creates an event handler that will trigger one of its functions, use with Event.add</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "CenterFrames.get_flow"></a>
<strong>CenterFrames.get_flow (player)</strong>
</dt>
<dd>
Gets the center flow for a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the flow for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the center flow
</ol>
</dd>
<dt>
<a name = "CenterFrames.clear_flow"></a>
<strong>CenterFrames.clear_flow (player)</strong>
</dt>
<dd>
Clears the center flow for a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to clear the flow for
</li>
</ul>
</dd>
<dt>
<a name = "CenterFrames.draw_frame"></a>
<strong>CenterFrames.draw_frame (player, name)</strong>
</dt>
<dd>
Draws the center frame for a player, if already open then will do nothing
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player that will have the frame drawn
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the hui that will drawn
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the new frame that was made
</ol>
</dd>
<dt>
<a name = "CenterFrames.redraw_frame"></a>
<strong>CenterFrames.redraw_frame (player, name)</strong>
</dt>
<dd>
Draws the center frame for a player, if already open then will destroy it and redraw
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player that will have the frame drawn
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the hui that will drawn
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the new frame that was made
</ol>
</dd>
<dt>
<a name = "CenterFrames.toggle_frame"></a>
<strong>CenterFrames.toggle_frame (player, name[, state])</strong>
</dt>
<dd>
Toggles if the frame is currently open or not, will open if closed and close if open
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player that will have the frame toggled
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the hui that will be toggled
</li>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when set will force a state for the frame
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
if the frame if no open or closed
</ol>
</dd>
<dt>
<a name = "CenterFrames.new_frame"></a>
<strong>CenterFrames.new_frame (permision_name)</strong>
</dt>
<dd>
Creates a new center frame define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">permision_name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name that can be used with the permision system
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new center frame define
</ol>
</dd>
<dt>
<a name = "CenterFrames._prototype:set_auto_focus"></a>
<strong>CenterFrames._prototype:set_auto_focus ([state=true])</strong>
</dt>
<dd>
Sets the frame to be the current active gui when opened and closes all other frames
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when true will auto close other frames and set this frame as player.opened
(<em>default</em> true)
</li>
</ul>
</dd>
<dt>
<a name = "CenterFrames._prototype:draw_frame"></a>
<strong>CenterFrames._prototype:draw_frame (player)</strong>
</dt>
<dd>
Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to draw the frame for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the new frame that was drawn
</ol>
</dd>
<dt>
<a name = "CenterFrames._prototype:redraw_frame"></a>
<strong>CenterFrames._prototype:redraw_frame (player)</strong>
</dt>
<dd>
Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to draw the frame for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the new frame that was drawn
</ol>
</dd>
<dt>
<a name = "CenterFrames._prototype:toggle_frame"></a>
<strong>CenterFrames._prototype:toggle_frame (player)</strong>
</dt>
<dd>
Toggles if the frame is open, if open it will close it and if closed it will open it
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to draw the frame for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
with the gui frame is now open
</ol>
</dd>
<dt>
<a name = "CenterFrames._prototype:event_handler"></a>
<strong>CenterFrames._prototype:event_handler ([action=update])</strong>
</dt>
<dd>
Creates an event handler that will trigger one of its functions, use with Event.add
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the action to take on this event
(<em>default</em> update)
</li>
</ul>
</dd>
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<h1>Module <code>expcore.gui.checkboxs</code></h1>
<p>Gui class define for checkboxs and radiobuttons
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Checkbox.new_checkbox">Checkbox.new_checkbox ([name])</a></td>
<td class="summary">Creates a new checkbox element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox.new_radiobutton">Checkbox.new_radiobutton ([name])</a></td>
<td class="summary">Creates a new radiobutton element define, has all functions checkbox has</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox._prototype_radiobutton:add_as_option">Checkbox._prototype_radiobutton:add_as_option (option_set, option_name)</a></td>
<td class="summary">Adds this radiobutton to be an option in the given option set (only one can be true at a time)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox._prototype_radiobutton:get_store">Checkbox._prototype_radiobutton:get_store (category, internal)</a></td>
<td class="summary">Gets the stored value of the radiobutton or the option set if present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox._prototype_radiobutton:set_store">Checkbox._prototype_radiobutton:set_store (category, value, internal)</a></td>
<td class="summary">Sets the stored value of the radiobutton or the option set if present</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox.new_option_set">Checkbox.new_option_set (name, callback, categorize)</a></td>
<td class="summary">Registers a new option set that can be linked to radiobutotns (only one can be true at a time)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox.draw_option_set">Checkbox.draw_option_set (name, element)</a></td>
<td class="summary">Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Checkbox.reset_radiobuttons">Checkbox.reset_radiobuttons (element[, exclude[, recursive=false]])</a></td>
<td class="summary">Sets all radiobutotn in a element to false (unless excluded) and can act recursivly</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Checkbox.new_checkbox"></a>
<strong>Checkbox.new_checkbox ([name])</strong>
</dt>
<dd>
Creates a new checkbox element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new checkbox element define
</ol>
</dd>
<dt>
<a name = "Checkbox.new_radiobutton"></a>
<strong>Checkbox.new_radiobutton ([name])</strong>
</dt>
<dd>
Creates a new radiobutton element define, has all functions checkbox has
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new button element define
</ol>
</dd>
<dt>
<a name = "Checkbox._prototype_radiobutton:add_as_option"></a>
<strong>Checkbox._prototype_radiobutton:add_as_option (option_set, option_name)</strong>
</dt>
<dd>
Adds this radiobutton to be an option in the given option set (only one can be true at a time)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">option_set</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the option set to add this element to
</li>
<li><span class="parameter">option_name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this option that will be used to idenitife it
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "Checkbox._prototype_radiobutton:get_store"></a>
<strong>Checkbox._prototype_radiobutton:get_store (category, internal)</strong>
</dt>
<dd>
Gets the stored value of the radiobutton or the option set if present
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">category</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
[opt] the category to get such as player name or force name
</li>
<li><span class="parameter">internal</span>
<span class="types"><span class="type">boolean</span></span>
used to prevent stackover flow
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">any</span></span>
the value that is stored for this define
</ol>
</dd>
<dt>
<a name = "Checkbox._prototype_radiobutton:set_store"></a>
<strong>Checkbox._prototype_radiobutton:set_store (category, value, internal)</strong>
</dt>
<dd>
Sets the stored value of the radiobutton or the option set if present
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">category</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
[opt] the category to get such as player name or force name
</li>
<li><span class="parameter">value</span>
<span class="types"><span class="type">boolean</span></span>
the value to set for this define, must be valid for its type ie for checkbox etc
</li>
<li><span class="parameter">internal</span>
<span class="types"><span class="type">boolean</span></span>
used to prevent stackover flow
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the value was set
</ol>
</dd>
<dt>
<a name = "Checkbox.new_option_set"></a>
<strong>Checkbox.new_option_set (name, callback, categorize)</strong>
</dt>
<dd>
Registers a new option set that can be linked to radiobutotns (only one can be true at a time)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the option set, must be unique
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the update callback when the value of the option set chagnes
callback param - value string - the new selected option for this option set
callback param - category string - the category that updated if categorize was used
</li>
<li><span class="parameter">categorize</span>
<span class="types"><span class="type">function</span></span>
the function used to convert an element into a string
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of this option set to be passed to add_as_option
</ol>
</dd>
<dt>
<a name = "Checkbox.draw_option_set"></a>
<strong>Checkbox.draw_option_set (name, element)</strong>
</dt>
<dd>
Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the option set to draw the radiobuttons of
</li>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the parent element that the radiobuttons will be drawn to
</li>
</ul>
</dd>
<dt>
<a name = "Checkbox.reset_radiobuttons"></a>
<strong>Checkbox.reset_radiobuttons (element[, exclude[, recursive=false]])</strong>
</dt>
<dd>
Sets all radiobutotn in a element to false (unless excluded) and can act recursivly
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the root gui element to start setting radio buttons from
</li>
<li><span class="parameter">exclude</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
?string|table the name of the radiobutton to exclude or a of radiobuttons where true will set the state true
(<em>optional</em>)
</li>
<li><span class="parameter">recursive</span>
<span class="types"><span class="type">number</span> or <span class="type">boolean</span></span>
if true will recur as much as possible, if a will recur that number of times
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if successful
</ol>
</dd>
</dl>
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<h1>Module <code>expcore.gui.core</code></h1>
<p>Core gui file for making element defines and element classes (use require 'expcore.gui')
see utils.gui for event handlering
see expcore.gui.test for examples for element defines
[[</p>
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<h1>Module <code>expcore.gui.dropdown</code></h1>
<p>Gui class define for dropdowns and list boxs
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Dropdown.new_dropdown">Dropdown.new_dropdown ([name])</a></td>
<td class="summary">Creates a new dropdown element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown.new_list_box">Dropdown.new_list_box ([name])</a></td>
<td class="summary">Creates a new list box element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown._prototype:new_static_options">Dropdown._prototype:new_static_options (options[, ...], the)</a></td>
<td class="summary">Adds new static options to the dropdown which will trigger the general callback</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown._prototype:new_dynamic_options">Dropdown._prototype:new_dynamic_options (callback)</a></td>
<td class="summary">Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown._prototype:add_option_callback">Dropdown._prototype:add_option_callback (option, callback)</a></td>
<td class="summary">Adds a case specific callback which will only run when that option is selected (general case still triggered)</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown.select_value">Dropdown.select_value (element, value)</a></td>
<td class="summary">Selects the option from a dropdown or list box given the value rather than key</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Dropdown.get_selected_value">Dropdown.get_selected_value (element)</a></td>
<td class="summary">Returns the currently selected value rather than index</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Dropdown.new_dropdown"></a>
<strong>Dropdown.new_dropdown ([name])</strong>
</dt>
<dd>
Creates a new dropdown element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new dropdown element define
</ol>
</dd>
<dt>
<a name = "Dropdown.new_list_box"></a>
<strong>Dropdown.new_list_box ([name])</strong>
</dt>
<dd>
Creates a new list box element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new list box element define
</ol>
</dd>
<dt>
<a name = "Dropdown._prototype:new_static_options"></a>
<strong>Dropdown._prototype:new_static_options (options[, ...], the)</strong>
</dt>
<dd>
Adds new static options to the dropdown which will trigger the general callback
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">options</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
?string|table either a of option strings or the first option string, with a table values are the options
</li>
<li><span class="parameter">...</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
when options is not a you can add the options one after each other
(<em>optional</em>)
</li>
<li><span class="parameter">the</span>
<span class="types"><span class="type">self</span></span>
define to allow chaining
</li>
</ul>
</dd>
<dt>
<a name = "Dropdown._prototype:new_dynamic_options"></a>
<strong>Dropdown._prototype:new_dynamic_options (callback)</strong>
</dt>
<dd>
Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function that will run to get the options for the dropdown
callback param - player LuaPlayer - the player that the element is being drawn to
callback param - element LuaGuiElement - the element that is being drawn
callback return - table - the values of this table will be appended to the static options of the dropdown
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "Dropdown._prototype:add_option_callback"></a>
<strong>Dropdown._prototype:add_option_callback (option, callback)</strong>
</dt>
<dd>
Adds a case specific callback which will only run when that option is selected (general case still triggered)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">option</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the option to trigger the callback on; if not already added then will be added as an option
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
the function that will be called when that option is selected
callback param - player LuaPlayer - the player who owns the gui element
callback param - element LuaGuiElement - the element which is being effected
callback param - value string - the new option that has been selected
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "Dropdown.select_value"></a>
<strong>Dropdown.select_value (element, value)</strong>
</dt>
<dd>
Selects the option from a dropdown or list box given the value rather than key
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the element that contains the option
</li>
<li><span class="parameter">value</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the option to select from the dropdown
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the key where the value was
</ol>
</dd>
<dt>
<a name = "Dropdown.get_selected_value"></a>
<strong>Dropdown.get_selected_value (element)</strong>
</dt>
<dd>
Returns the currently selected value rather than index
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the gui element that you want to get the value of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the value that is currently selected
</ol>
</dd>
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<h1>Module <code>expcore.gui.elem-button</code></h1>
<p>Gui class defines for elem buttons
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#ElemButton.new_elem_button">ElemButton.new_elem_button ([name])</a></td>
<td class="summary">Creates a new elem button element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ElemButton._prototype:set_type">ElemButton._prototype:set_type (type)</a></td>
<td class="summary">Sets the type of the elem button, the type is required so this must be called at least once</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ElemButton._prototype:set_default">ElemButton._prototype:set_default (value)</a></td>
<td class="summary">Sets the default value for the elem button, this may be a function or a string</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "ElemButton.new_elem_button"></a>
<strong>ElemButton.new_elem_button ([name])</strong>
</dt>
<dd>
Creates a new elem button element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new elem button element define
</ol>
</dd>
<dt>
<a name = "ElemButton._prototype:set_type"></a>
<strong>ElemButton._prototype:set_type (type)</strong>
</dt>
<dd>
Sets the type of the elem button, the type is required so this must be called at least once
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">type</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the type that this elem button is see factorio api
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">the</span></span>
element define to allow for chaining
</ol>
</dd>
<dt>
<a name = "ElemButton._prototype:set_default"></a>
<strong>ElemButton._prototype:set_default (value)</strong>
</dt>
<dd>
Sets the default value for the elem button, this may be a function or a string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">function</span></span>
string a will be a static default and a function will be called when drawn to get the default
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">the</span></span>
element define to allow for chaining
</ol>
</dd>
</dl>
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<h1>Module <code>expcore.gui</code></h1>
<p>This file is used to require all the different elements of the gui module
each module has an outline here but for more details see their seperate files in ./gui</p>
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<h1>Module <code>expcore.gui.instances</code></h1>
<p>This file is a breakout from core which forcues on instance management of defines
[[</p>
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<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
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<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
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<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><strong>expcore.gui.left</strong></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
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<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
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<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
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<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
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<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
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<div id="content">
<h1>Module <code>expcore.gui.left</code></h1>
<p>Gui structure define for left frames
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#LeftFrames.get_flow">LeftFrames.get_flow (player)</a></td>
<td class="summary">Gets the left frame flow for a player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames.get_frame">LeftFrames.get_frame (name, player)</a></td>
<td class="summary">Gets one frame from the left flow by its name</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames.get_open">LeftFrames.get_open (player)</a></td>
<td class="summary">Gets all open frames for a player, if non are open it will remove the close all button</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames.toggle_frame">LeftFrames.toggle_frame (name, player[, state])</a></td>
<td class="summary">Toggles the visiblty of a left frame, or sets its visiblty state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames.new_frame">LeftFrames.new_frame (permision_name)</a></td>
<td class="summary">Creates a new left frame define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:set_open_by_default">LeftFrames._prototype:set_open_by_default ([state=true])</a></td>
<td class="summary">Sets if the frame is visible when a player joins, can also be a function to return a boolean</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:set_direction">LeftFrames._prototype:set_direction (direction)</a></td>
<td class="summary">Sets the direction of the frame, either vertical or horizontal</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:get_frame">LeftFrames._prototype:get_frame (player)</a></td>
<td class="summary">Gets the frame for this define from the left frame flow</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:is_open">LeftFrames._prototype:is_open (player)</a></td>
<td class="summary">Returns if the player currently has this define visible</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:toggle">LeftFrames._prototype:toggle (player)</a></td>
<td class="summary">Toggles the visiblty of the left frame</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:update">LeftFrames._prototype:update (player)</a></td>
<td class="summary">Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:update_all">LeftFrames._prototype:update_all ([update_offline=false])</a></td>
<td class="summary">Updates the frame for all players, see update</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:redraw">LeftFrames._prototype:redraw (player)</a></td>
<td class="summary">Redraws the frame by calling on_draw, will always clear the frame</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:redraw_all">LeftFrames._prototype:redraw_all ([update_offline=false])</a></td>
<td class="summary">Redraws the frame for all players, see redraw</td>
</tr>
<tr>
<td class="name" nowrap><a href="#LeftFrames._prototype:event_handler">LeftFrames._prototype:event_handler ([action=update])</a></td>
<td class="summary">Creates an event handler that will trigger one of its functions, use with Event.add</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "LeftFrames.get_flow"></a>
<strong>LeftFrames.get_flow (player)</strong>
</dt>
<dd>
Gets the left frame flow for a player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the flow of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the left frame flow for the player
</ol>
</dd>
<dt>
<a name = "LeftFrames.get_frame"></a>
<strong>LeftFrames.get_frame (name, player)</strong>
</dt>
<dd>
Gets one frame from the left flow by its name
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the gui frame to get
</li>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the frame of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the frame in the left frame flow with that name
</ol>
</dd>
<dt>
<a name = "LeftFrames.get_open"></a>
<strong>LeftFrames.get_open (player)</strong>
</dt>
<dd>
Gets all open frames for a player, if non are open it will remove the close all button
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the flow of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
contains all the open (and registered) frames for the player
</ol>
</dd>
<dt>
<a name = "LeftFrames.toggle_frame"></a>
<strong>LeftFrames.toggle_frame (name, player[, state])</strong>
</dt>
<dd>
Toggles the visiblty of a left frame, or sets its visiblty state
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the gui frame to toggle
</li>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the frame of
</li>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when given will be the state that the visiblty is set to
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
the new state of the visiblity
</ol>
</dd>
<dt>
<a name = "LeftFrames.new_frame"></a>
<strong>LeftFrames.new_frame (permision_name)</strong>
</dt>
<dd>
Creates a new left frame define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">permision_name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name that can be used with the permision system
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new left frame define
</ol>
</dd>
<dt>
<a name = "LeftFrames._prototype:set_open_by_default"></a>
<strong>LeftFrames._prototype:set_open_by_default ([state=true])</strong>
</dt>
<dd>
Sets if the frame is visible when a player joins, can also be a function to return a boolean
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span> or <span class="type">function</span></span>
the default state of the visiblty, can be a function
state param - player LuaPlayer - the player that has joined the game
state param - define_name string - the define name for the frame
state return - boolean - false will hide the frame
(<em>default</em> true)
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:set_direction"></a>
<strong>LeftFrames._prototype:set_direction (direction)</strong>
</dt>
<dd>
Sets the direction of the frame, either vertical or horizontal
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">direction</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the direction to have the elements be added to thef frame
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:get_frame"></a>
<strong>LeftFrames._prototype:get_frame (player)</strong>
</dt>
<dd>
Gets the frame for this define from the left frame flow
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the frame of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the frame in the left frame flow for this define
</ol>
</dd>
<dt>
<a name = "LeftFrames._prototype:is_open"></a>
<strong>LeftFrames._prototype:is_open (player)</strong>
</dt>
<dd>
Returns if the player currently has this define visible
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the frame of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if it is open/visible
</ol>
</dd>
<dt>
<a name = "LeftFrames._prototype:toggle"></a>
<strong>LeftFrames._prototype:toggle (player)</strong>
</dt>
<dd>
Toggles the visiblty of the left frame
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to toggle the frame of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
the new state of the visiblity
</ol>
</dd>
<dt>
<a name = "LeftFrames._prototype:update"></a>
<strong>LeftFrames._prototype:update (player)</strong>
</dt>
<dd>
Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to update the frame of
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:update_all"></a>
<strong>LeftFrames._prototype:update_all ([update_offline=false])</strong>
</dt>
<dd>
Updates the frame for all players, see update
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">update_offline</span>
<span class="types"><span class="type">boolean</span></span>
when true will update the frame for offline players
(<em>default</em> false)
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:redraw"></a>
<strong>LeftFrames._prototype:redraw (player)</strong>
</dt>
<dd>
Redraws the frame by calling on_draw, will always clear the frame
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to update the frame of
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:redraw_all"></a>
<strong>LeftFrames._prototype:redraw_all ([update_offline=false])</strong>
</dt>
<dd>
Redraws the frame for all players, see redraw
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">update_offline</span>
<span class="types"><span class="type">boolean</span></span>
when true will update the frame for offline players
(<em>default</em> false)
</li>
</ul>
</dd>
<dt>
<a name = "LeftFrames._prototype:event_handler"></a>
<strong>LeftFrames._prototype:event_handler ([action=update])</strong>
</dt>
<dd>
Creates an event handler that will trigger one of its functions, use with Event.add
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the action to take on this event
(<em>default</em> update)
</li>
</ul>
</dd>
</dl>
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<h1>Module <code>expcore.gui.popups</code></h1>
<p>Gui structure define for popup gui
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#PopupFrames.get_flow">PopupFrames.get_flow (player)</a></td>
<td class="summary">Gets the left flow that contains the popup frames</td>
</tr>
<tr>
<td class="name" nowrap><a href="#PopupFrames.open">PopupFrames.open (define_name, player[, open_time], ...)</a></td>
<td class="summary">Opens a popup for the player, can give the amount of time it is open as well as params for the draw function</td>
</tr>
<tr>
<td class="name" nowrap><a href="#PopupFrames.new_popup">PopupFrames.new_popup ([name])</a></td>
<td class="summary">Creates a new popup frame define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#PopupFrames._prototype:set_default_open_time">PopupFrames._prototype:set_default_open_time (amount)</a></td>
<td class="summary">Sets the default open time for the popup, will be used if non is provided with open</td>
</tr>
<tr>
<td class="name" nowrap><a href="#PopupFrames._prototype:open">PopupFrames._prototype:open (player[, open_time], ...)</a></td>
<td class="summary">Opens this define for a player, can be given open time and any other params for the draw function</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#PopupFrames.close_progress">PopupFrames.close_progress</a></td>
<td class="summary">Progress bar which when depleaded will close the popup frame</td>
</tr>
<tr>
<td class="name" nowrap><a href="#PopupFrames.close_button">PopupFrames.close_button</a></td>
<td class="summary">A button which can be used to close the gui before the timer runs out</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "PopupFrames.get_flow"></a>
<strong>PopupFrames.get_flow (player)</strong>
</dt>
<dd>
Gets the left flow that contains the popup frames
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the flow for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the left flow that contains the popup frames
</ol>
</dd>
<dt>
<a name = "PopupFrames.open"></a>
<strong>PopupFrames.open (define_name, player[, open_time], ...)</strong>
</dt>
<dd>
Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">define_name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the define that you want to open for the player
</li>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to open the popup for
</li>
<li><span class="parameter">open_time</span>
<span class="types"><span class="type">number</span></span>
the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
(<em>optional</em>)
</li>
<li><span class="parameter">...</span>
<span class="types"><span class="type">any</span></span>
the other params that you want to pass to your on_draw event
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the frame that was drawn, the inner gui flow which contains the content
</ol>
</dd>
<dt>
<a name = "PopupFrames.new_popup"></a>
<strong>PopupFrames.new_popup ([name])</strong>
</dt>
<dd>
Creates a new popup frame define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new popup frame define
</ol>
</dd>
<dt>
<a name = "PopupFrames._prototype:set_default_open_time"></a>
<strong>PopupFrames._prototype:set_default_open_time (amount)</strong>
</dt>
<dd>
Sets the default open time for the popup, will be used if non is provided with open
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the number of ticks, by default, the popup will be open for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the define to allow for chaining
</ol>
</dd>
<dt>
<a name = "PopupFrames._prototype:open"></a>
<strong>PopupFrames._prototype:open (player[, open_time], ...)</strong>
</dt>
<dd>
Opens this define for a player, can be given open time and any other params for the draw function
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to open the popup for
</li>
<li><span class="parameter">open_time</span>
<span class="types"><span class="type">number</span></span>
the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
(<em>optional</em>)
</li>
<li><span class="parameter">...</span>
<span class="types"><span class="type">any</span></span>
the other params that you want to pass to your on_draw event
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the frame that was drawn, the inner gui flow which contains the content
</ol>
</dd>
</dl>
<h2><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "PopupFrames.close_progress"></a>
<strong>PopupFrames.close_progress</strong>
</dt>
<dd>
Progress bar which when depleaded will close the popup frame
</dd>
<dt>
<a name = "PopupFrames.close_button"></a>
<strong>PopupFrames.close_button</strong>
</dt>
<dd>
A button which can be used to close the gui before the timer runs out
</dd>
</dl>
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<h1>Module <code>expcore.gui.progress-bar</code></h1>
<p>Gui element define for progess bars
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#ProgressBar.set_maximum">ProgressBar.set_maximum (element, amount)</a></td>
<td class="summary">Sets the maximum value that represents the end value of the progress bar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar.increment">ProgressBar.increment (element[, amount=1])</a></td>
<td class="summary">Increases the value of the progressbar, if a define is given all of its instances are incremented</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar.decrement">ProgressBar.decrement (element[, amount=1])</a></td>
<td class="summary">Decreases the value of the progressbar, if a define is given all of its instances are decresed</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar.new_progressbar">ProgressBar.new_progressbar ([name])</a></td>
<td class="summary">Creates a new progressbar element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:set_default_maximum">ProgressBar._prototype:set_default_maximum (amount)</a></td>
<td class="summary">Sets the maximum value that represents the end value of the progress bar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:use_count_down">ProgressBar._prototype:use_count_down ([state=true])</a></td>
<td class="summary">Will set the progress bar to start at 1 and trigger when it hits 0</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:increment">ProgressBar._prototype:increment ([amount=1[, category]])</a></td>
<td class="summary">Increases the value of the progressbar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:increment_filtered">ProgressBar._prototype:increment_filtered ([amount=1], filter)</a></td>
<td class="summary">Increases the value of the progressbar, if the filter condition is met, does not work with store</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:decrement">ProgressBar._prototype:decrement ([amount=1[, category]])</a></td>
<td class="summary">Decreases the value of the progressbar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:decrement_filtered">ProgressBar._prototype:decrement_filtered ([amount=1], filter)</a></td>
<td class="summary">Decreases the value of the progressbar, if the filter condition is met, does not work with store</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:add_element">ProgressBar._prototype:add_element (element[, maximum])</a></td>
<td class="summary">Adds an element into the list of instances that will are waiting to complete, does not work with store
note use store if you want persistent data, this only stores the elements not the values which they have</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:reset_element">ProgressBar._prototype:reset_element (element)</a></td>
<td class="summary">Resets an element, or its store, to be back at the start, either 1 or 0</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:event_counter">ProgressBar._prototype:event_counter ([filter])</a></td>
<td class="summary">Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ProgressBar._prototype:event_countdown">ProgressBar._prototype:event_countdown ([filter])</a></td>
<td class="summary">Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "ProgressBar.set_maximum"></a>
<strong>ProgressBar.set_maximum (element, amount)</strong>
</dt>
<dd>
Sets the maximum value that represents the end value of the progress bar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span> or <a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
either a gui element or a registered define
</li>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to have set as the maximum
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar.increment"></a>
<strong>ProgressBar.increment (element[, amount=1])</strong>
</dt>
<dd>
Increases the value of the progressbar, if a define is given all of its instances are incremented
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span> or <a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
either a gui element or a registered define
</li>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to increase the progressbar by
(<em>default</em> 1)
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar.decrement"></a>
<strong>ProgressBar.decrement (element[, amount=1])</strong>
</dt>
<dd>
Decreases the value of the progressbar, if a define is given all of its instances are decresed
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span> or <a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
either a gui element or a registered define
</li>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to decrease the progressbar by
(<em>default</em> 1)
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar.new_progressbar"></a>
<strong>ProgressBar.new_progressbar ([name])</strong>
</dt>
<dd>
Creates a new progressbar element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new progressbar elemente define
</ol>
</dd>
<dt>
<a name = "ProgressBar._prototype:set_default_maximum"></a>
<strong>ProgressBar._prototype:set_default_maximum (amount)</strong>
</dt>
<dd>
Sets the maximum value that represents the end value of the progress bar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to have set as the maximum
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "ProgressBar._prototype:use_count_down"></a>
<strong>ProgressBar._prototype:use_count_down ([state=true])</strong>
</dt>
<dd>
Will set the progress bar to start at 1 and trigger when it hits 0
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when true the bar will start filled, to be used with decrease
(<em>default</em> true)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "ProgressBar._prototype:increment"></a>
<strong>ProgressBar._prototype:increment ([amount=1[, category]])</strong>
</dt>
<dd>
Increases the value of the progressbar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to increase the progressbar by
(<em>default</em> 1)
</li>
<li><span class="parameter">category</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the category that is used with a store
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:increment_filtered"></a>
<strong>ProgressBar._prototype:increment_filtered ([amount=1], filter)</strong>
</dt>
<dd>
Increases the value of the progressbar, if the filter condition is met, does not work with store
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to increase the progressbar by
(<em>default</em> 1)
</li>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
the filter to be used
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:decrement"></a>
<strong>ProgressBar._prototype:decrement ([amount=1[, category]])</strong>
</dt>
<dd>
Decreases the value of the progressbar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to decrease the progressbar by
(<em>default</em> 1)
</li>
<li><span class="parameter">category</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the category that is used with a store
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:decrement_filtered"></a>
<strong>ProgressBar._prototype:decrement_filtered ([amount=1], filter)</strong>
</dt>
<dd>
Decreases the value of the progressbar, if the filter condition is met, does not work with store
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">amount</span>
<span class="types"><span class="type">number</span></span>
the amount to decrease the progressbar by
(<em>default</em> 1)
</li>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
the filter to be used
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:add_element"></a>
<strong>ProgressBar._prototype:add_element (element[, maximum])</strong>
</dt>
<dd>
Adds an element into the list of instances that will are waiting to complete, does not work with store
note use store if you want persistent data, this only stores the elements not the values which they have
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the element that you want to add into the waiting to complete list
</li>
<li><span class="parameter">maximum</span>
<span class="types"><span class="type">number</span></span>
the maximum for this element if not given the default for this define is used
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:reset_element"></a>
<strong>ProgressBar._prototype:reset_element (element)</strong>
</dt>
<dd>
Resets an element, or its store, to be back at the start, either 1 or 0
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the element that you want to reset the progress of
</li>
</ul>
</dd>
<dt>
<a name = "ProgressBar._prototype:event_counter"></a>
<strong>ProgressBar._prototype:event_counter ([filter])</strong>
</dt>
<dd>
Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
when given will use filtered incerement
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">function</span></span>
the event handler
</ol>
</dd>
<dt>
<a name = "ProgressBar._prototype:event_countdown"></a>
<strong>ProgressBar._prototype:event_countdown ([filter])</strong>
</dt>
<dd>
Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
when given will use filtered decerement
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">function</span></span>
the event handler
</ol>
</dd>
</dl>
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<h1>Module <code>expcore.gui.slider</code></h1>
<p>Gui class define for silders
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Slider.new_slider">Slider.new_slider ([name])</a></td>
<td class="summary">Creates a new slider element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Slider._prototype:use_notches">Slider._prototype:use_notches ([state])</a></td>
<td class="summary">Adds notches to the slider</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Slider._prototype:set_range">Slider._prototype:set_range ([min[, max]])</a></td>
<td class="summary">Sets the range of a slider, if not used will use default values for a slider</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Slider._prototype:draw_label">Slider._prototype:draw_label (element)</a></td>
<td class="summary">Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Slider._prototype:enable_auto_draw_label">Slider._prototype:enable_auto_draw_label ([state=true])</a></td>
<td class="summary">Enables auto draw of the label, the label will share the same parent element as the slider</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Slider.new_slider"></a>
<strong>Slider.new_slider ([name])</strong>
</dt>
<dd>
Creates a new slider element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new slider element define
</ol>
</dd>
<dt>
<a name = "Slider._prototype:use_notches"></a>
<strong>Slider._prototype:use_notches ([state])</strong>
</dt>
<dd>
Adds notches to the slider
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when true will draw notches onto the slider
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "Slider._prototype:set_range"></a>
<strong>Slider._prototype:set_range ([min[, max]])</strong>
</dt>
<dd>
Sets the range of a slider, if not used will use default values for a slider
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">min</span>
<span class="types"><span class="type">number</span></span>
the minimum value that the slider can take
(<em>optional</em>)
</li>
<li><span class="parameter">max</span>
<span class="types"><span class="type">number</span></span>
the maximum value that the slider can take
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
the define to allow chaining
</ol>
</dd>
<dt>
<a name = "Slider._prototype:draw_label"></a>
<strong>Slider._prototype:draw_label (element)</strong>
</dt>
<dd>
Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">element</span>
<span class="types"><span class="type">LuaGuiElement</span></span>
the parent element that the lable will be drawn to
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaGuiElement</span></span>
the new label element so that styles can be applied
</ol>
</dd>
<dt>
<a name = "Slider._prototype:enable_auto_draw_label"></a>
<strong>Slider._prototype:enable_auto_draw_label ([state=true])</strong>
</dt>
<dd>
Enables auto draw of the label, the label will share the same parent element as the slider
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when false will disable the auto draw of the label
(<em>default</em> true)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
the define to allow chaining
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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<li><strong>expcore.gui.test</strong></li>
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<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
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<li><a href="../modules/utils.event.html">utils.event</a></li>
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<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
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</div>
<div id="content">
<h1>Module <code>expcore.gui.test</code></h1>
<p>This file creates a teste gui that is used to test every input method
note that this does not cover every permutation only features in indepentance
for example store in most cases is just by player name, but other store methods are tested with checkbox</p>
<p></p>
<br/>
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</div> <!-- id="content" -->
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
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<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
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<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><strong>expcore.gui.text</strong></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
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<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
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<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>expcore.gui.text</code></h1>
<p>Gui class define for text fields and text boxs
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Text.new_text_field">Text.new_text_field ([name])</a></td>
<td class="summary">Creates a new text field element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Text.new_text_box">Text.new_text_box ([name])</a></td>
<td class="summary">Creates a new text box element define</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Text._prototype_box:set_selectable">Text._prototype_box:set_selectable ([state=true])</a></td>
<td class="summary">Sets the text box to be selectable</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Text._prototype_box:set_word_wrap">Text._prototype_box:set_word_wrap ([state=true])</a></td>
<td class="summary">Sets the text box to have word wrap</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Text._prototype_box:set_read_only">Text._prototype_box:set_read_only ([state=true])</a></td>
<td class="summary">Sets the text box to be read only</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Text.new_text_field"></a>
<strong>Text.new_text_field ([name])</strong>
</dt>
<dd>
Creates a new text field element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new text field element define
</ol>
</dd>
<dt>
<a name = "Text.new_text_box"></a>
<strong>Text.new_text_box ([name])</strong>
</dt>
<dd>
Creates a new text box element define
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the optional debug name that can be added
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the new text box element define
</ol>
</dd>
<dt>
<a name = "Text._prototype_box:set_selectable"></a>
<strong>Text._prototype_box:set_selectable ([state=true])</strong>
</dt>
<dd>
Sets the text box to be selectable
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when false will set the state to false
(<em>default</em> true)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
table the define to allow for chaining
</ol>
</dd>
<dt>
<a name = "Text._prototype_box:set_word_wrap"></a>
<strong>Text._prototype_box:set_word_wrap ([state=true])</strong>
</dt>
<dd>
Sets the text box to have word wrap
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when false will set the state to false
(<em>default</em> true)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
table the define to allow for chaining
</ol>
</dd>
<dt>
<a name = "Text._prototype_box:set_read_only"></a>
<strong>Text._prototype_box:set_read_only ([state=true])</strong>
</dt>
<dd>
Sets the text box to be read only
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
when false will set the state to false
(<em>default</em> true)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">self</span></span>
table the define to allow for chaining
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
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View File

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<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
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<li><a href="../modules/control.html">control</a></li>
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<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
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<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><strong>expcore.gui.toolbar</strong></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
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<h1>Module <code>expcore.gui.toolbar</code></h1>
<p>Gui structure for the toolbar (top left)
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Toolbar.new_button">Toolbar.new_button ([name])</a></td>
<td class="summary">Adds a new button to the toolbar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Toolbar.add_button">Toolbar.add_button (button)</a></td>
<td class="summary">Adds an existing buttton to the toolbar</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Toolbar.update">Toolbar.update (player)</a></td>
<td class="summary">Updates the player's toolbar with an new buttons or expected change in auth return</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Toolbar.new_button"></a>
<strong>Toolbar.new_button ([name])</strong>
</dt>
<dd>
Adds a new button to the toolbar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
when given allows an alias to the button for the permission system
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the button define
</ol>
</dd>
<dt>
<a name = "Toolbar.add_button"></a>
<strong>Toolbar.add_button (button)</strong>
</dt>
<dd>
Adds an existing buttton to the toolbar
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">button</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
the button define for the button to be added
</li>
</ul>
</dd>
<dt>
<a name = "Toolbar.update"></a>
<strong>Toolbar.update (player)</strong>
</dt>
<dd>
Updates the player's toolbar with an new buttons or expected change in auth return
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to update the toolbar for
</li>
</ul>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
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<div id="content">
<h1>Module <code>expcore.permission_groups</code></h1>
<p>Permission group making for factorio so you never have to make one by hand again</p>
<p>
[[</p>
<h3>Info:</h3>
<ul>
<li><strong>Author</strong>: Cooldude2606</li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.new_group">Permissions_Groups.new_group (name)</a></td>
<td class="summary">Defines a new permission group that can have it actions set in the config</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.get_group_by_name">Permissions_Groups.get_group_by_name (name)</a></td>
<td class="summary">Returns the group with the given name, case sensitive</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.get_group_from_player">Permissions_Groups.get_group_from_player (player)</a></td>
<td class="summary">Returns the group that a player is in</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.reload_permissions">Permissions_Groups.reload_permissions ()</a></td>
<td class="summary">Reloads/creates all permission groups and sets them to they configured state</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.lockdown_permissions">Permissions_Groups.lockdown_permissions (exempt)</a></td>
<td class="summary">Removes all permissions from every permission group except for "Default" and any passed as exempt</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups.set_player_group">Permissions_Groups.set_player_group (player, group)</a></td>
<td class="summary">Sets a player's group to the one given, a player can only have one group at a time</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:set_action">Permissions_Groups._prototype:set_action (action, state)</a></td>
<td class="summary">Sets the allow state of an action for this group, used internally but is safe to use else where</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:allow">Permissions_Groups._prototype:allow (actions)</a></td>
<td class="summary">Sets an action or actions to be allowed for this group even with disallow_all triggered, Do not use in runtime</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:disallow">Permissions_Groups._prototype:disallow (actions)</a></td>
<td class="summary">Sets an action or actions to be disallowed for this group even with allow_all triggered, Do not use in runtime</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:allow_all">Permissions_Groups._prototype:allow_all ()</a></td>
<td class="summary">Sets the default state for any actions not given to be allowed, useful with :disallow</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:disallow_all">Permissions_Groups._prototype:disallow_all ()</a></td>
<td class="summary">Sets the default state for any action not given to be disallowed, useful with :allow</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:is_allowed">Permissions_Groups._prototype:is_allowed (action)</a></td>
<td class="summary">Returns if an input action is allowed for this group</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:get_raw">Permissions_Groups._prototype:get_raw ()</a></td>
<td class="summary">Returns the LuaPermissionGroup that was created with this group object, used internally</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:create">Permissions_Groups._prototype:create ()</a></td>
<td class="summary">Creates or updates the permission group with the configured actions, used internally</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:add_player">Permissions_Groups._prototype:add_player (player)</a></td>
<td class="summary">Adds a player to this group</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:remove_player">Permissions_Groups._prototype:remove_player (player)</a></td>
<td class="summary">Removes a player from this group</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:get_players">Permissions_Groups._prototype:get_players ([online])</a></td>
<td class="summary">Returns all player that are in this group with the option to filter to online/offline only</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Permissions_Groups._prototype:print">Permissions_Groups._prototype:print (message)</a></td>
<td class="summary">Prints a message to every player in this group</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Permissions_Groups.new_group"></a>
<strong>Permissions_Groups.new_group (name)</strong>
</dt>
<dd>
Defines a new permission group that can have it actions set in the config
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the new group
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
the new group made with function to allow and disallow actions
</ol>
</dd>
<dt>
<a name = "Permissions_Groups.get_group_by_name"></a>
<strong>Permissions_Groups.get_group_by_name (name)</strong>
</dt>
<dd>
Returns the group with the given name, case sensitive
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the group to get
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span> or <span class="type">nil</span></span>
the group with that name or nil if non found
</ol>
</dd>
<dt>
<a name = "Permissions_Groups.get_group_from_player"></a>
<strong>Permissions_Groups.get_group_from_player (player)</strong>
</dt>
<dd>
Returns the group that a player is in
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to get the group of can be name index etc
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span> or <span class="type">nil</span></span>
the group with that player or nil if non found
</ol>
</dd>
<dt>
<a name = "Permissions_Groups.reload_permissions"></a>
<strong>Permissions_Groups.reload_permissions ()</strong>
</dt>
<dd>
Reloads/creates all permission groups and sets them to they configured state
</dd>
<dt>
<a name = "Permissions_Groups.lockdown_permissions"></a>
<strong>Permissions_Groups.lockdown_permissions (exempt)</strong>
</dt>
<dd>
Removes all permissions from every permission group except for "Default" and any passed as exempt
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">exempt</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">Array<string></span></span>
groups that you want to be except, "Default" is always exempt
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of groups that had they permissions removed
</ol>
</dd>
<dt>
<a name = "Permissions_Groups.set_player_group"></a>
<strong>Permissions_Groups.set_player_group (player, group)</strong>
</dt>
<dd>
Sets a player's group to the one given, a player can only have one group at a time
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
the player to effect can be name index etc
</li>
<li><span class="parameter">group</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the name of the group to give to the player
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the player was added successfully, false other wise
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:set_action"></a>
<strong>Permissions_Groups._prototype:set_action (action, state)</strong>
</dt>
<dd>
Sets the allow state of an action for this group, used internally but is safe to use else where
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">defines.input_action</span></span>
the action that you want to set the state of
</li>
<li><span class="parameter">state</span>
<span class="types"><span class="type">boolean</span></span>
the state that you want to set it to, true = allow, false = disallow
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
returns self so function can be chained
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:allow"></a>
<strong>Permissions_Groups._prototype:allow (actions)</strong>
</dt>
<dd>
Sets an action or actions to be allowed for this group even with disallow_all triggered, Do not use in runtime
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">actions</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">Array<string></span></span>
the action or actions that you want to allow for this group
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
returns self so function can be chained
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:disallow"></a>
<strong>Permissions_Groups._prototype:disallow (actions)</strong>
</dt>
<dd>
Sets an action or actions to be disallowed for this group even with allow_all triggered, Do not use in runtime
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">actions</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">Array<string></span></span>
the action or actions that you want to disallow for this group
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
returns self so function can be chained
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:allow_all"></a>
<strong>Permissions_Groups._prototype:allow_all ()</strong>
</dt>
<dd>
Sets the default state for any actions not given to be allowed, useful with :disallow
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
returns self so function can be chained
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:disallow_all"></a>
<strong>Permissions_Groups._prototype:disallow_all ()</strong>
</dt>
<dd>
Sets the default state for any action not given to be disallowed, useful with :allow
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Permissions_Groups._prototype</span></span>
returns self so function can be chained
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:is_allowed"></a>
<strong>Permissions_Groups._prototype:is_allowed (action)</strong>
</dt>
<dd>
Returns if an input action is allowed for this group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">action</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a> or <span class="type">defines.input_action</span></span>
the action that you want to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the group is allowed the action, false other wise
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:get_raw"></a>
<strong>Permissions_Groups._prototype:get_raw ()</strong>
</dt>
<dd>
Returns the LuaPermissionGroup that was created with this group object, used internally
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaPermissionGroup</span></span>
the raw lua permission group
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:create"></a>
<strong>Permissions_Groups._prototype:create ()</strong>
</dt>
<dd>
Creates or updates the permission group with the configured actions, used internally
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">LuaPermissionGroup</span></span>
the permission group that was created
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:add_player"></a>
<strong>Permissions_Groups._prototype:add_player (player)</strong>
</dt>
<dd>
Adds a player to this group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
LuaPlayer the player you want to add to this group can be name or index etc
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the player was added successfully, false other wise
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:remove_player"></a>
<strong>Permissions_Groups._prototype:remove_player (player)</strong>
</dt>
<dd>
Removes a player from this group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">player</span>
<span class="types"><span class="type">LuaPlayer</span></span>
LuaPlayer the player you want to remove from this group can be name or index etc
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if the player was removed successfully, false other wise
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:get_players"></a>
<strong>Permissions_Groups._prototype:get_players ([online])</strong>
</dt>
<dd>
Returns all player that are in this group with the option to filter to online/offline only
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">online</span>
<span class="types"><span class="type">boolean</span></span>
if nil returns all players, if true online players only, if false returns online players only
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table of players that are in this group; filtered if online param is given
</ol>
</dd>
<dt>
<a name = "Permissions_Groups._prototype:print"></a>
<strong>Permissions_Groups._prototype:print (message)</strong>
</dt>
<dd>
Prints a message to every player in this group
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">message</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the message that you want to send to the players
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the number of players that received the message
</ol>
</dd>
</dl>
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<h1>Module <code>expcore.store</code></h1>
<p>Adds an easy way to store and watch for updates to a value
[[</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Store.is_registered">Store.is_registered (location)</a></td>
<td class="summary">Check for if a lcoation is registered</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.uid_location">Store.uid_location ()</a></td>
<td class="summary">Returns a unqiue name that can be used for a store</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.register">Store.register (location, callback[, start_value])</a></td>
<td class="summary">Registers a new location with an update callback which is triggered when the value updates</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.register_synced">Store.register_synced (location, callback[, start_value])</a></td>
<td class="summary">Registers a new cross server synced location with an update callback, and external script is required for cross server</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.add_watch">Store.add_watch (location, callback)</a></td>
<td class="summary">Adds a function that will be checked every tick for a change in the returned value, when the value changes it will be saved in the store</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.get">Store.get (location[, no_error=false])</a></td>
<td class="summary">Gets the value stored at a location, this location must be registered</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.set">Store.set (location, value)</a></td>
<td class="summary">Sets the value at a location, this location must be registered, if server synced it will emit the change to file</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.get_children">Store.get_children (location)</a></td>
<td class="summary">Gets all non nil children at a location, children can be added and removed during runtime
this is similar to Store.get but will always return a table even if it is empty</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.get_child">Store.get_child (location, child)</a></td>
<td class="summary">Gets the value of the child to a location, children can be added and removed during runtime</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Store.set_child">Store.set_child (location, child, value)</a></td>
<td class="summary">Sets the value of the chlid to a location, children can be added and removed during runtime
when a child is set it will call the update handler of the parent allowing children be to added at runtime
this may be used when a player joins the game and the child is the players name</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Store.is_registered"></a>
<strong>Store.is_registered (location)</strong>
</dt>
<dd>
Check for if a lcoation is registered
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location to test for
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if registered
</ol>
</dd>
<dt>
<a name = "Store.uid_location"></a>
<strong>Store.uid_location ()</strong>
</dt>
<dd>
Returns a unqiue name that can be used for a store
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
a unqiue name
</ol>
</dd>
<dt>
<a name = "Store.register"></a>
<strong>Store.register (location, callback[, start_value])</strong>
</dt>
<dd>
Registers a new location with an update callback which is triggered when the value updates
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
string a unique that points to the data, string used rather than token to allow migration
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
this callback will be called when the stored value is set to a new value
</li>
<li><span class="parameter">start_value</span>
<span class="types"><span class="type">any</span></span>
this value will be the inital value that is stored at this location
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "Store.register_synced"></a>
<strong>Store.register_synced (location, callback[, start_value])</strong>
</dt>
<dd>
Registers a new cross server synced location with an update callback, and external script is required for cross server
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
string a unique that points to the data, string used rather than token to allow migration
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
this callback will be called when the stored value is set to a new value
</li>
<li><span class="parameter">start_value</span>
<span class="types"><span class="type">any</span></span>
this value will be the inital value that is stored at this location
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "Store.add_watch"></a>
<strong>Store.add_watch (location, callback)</strong>
</dt>
<dd>
Adds a function that will be checked every tick for a change in the returned value, when the value changes it will be saved in the store
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location where the data will be saved and compeared to, must already be a registered location
</li>
<li><span class="parameter">callback</span>
<span class="types"><span class="type">function</span></span>
this function will be called every tick to check for a change in value
</li>
</ul>
</dd>
<dt>
<a name = "Store.get"></a>
<strong>Store.get (location[, no_error=false])</strong>
</dt>
<dd>
Gets the value stored at a location, this location must be registered
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location to get the data from
</li>
<li><span class="parameter">no_error</span>
<span class="types"><span class="type">boolean</span></span>
when true no error is returned if the location is not registered
(<em>default</em> false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">any</span></span>
the data which was stored at the location
</ol>
</dd>
<dt>
<a name = "Store.set"></a>
<strong>Store.set (location, value)</strong>
</dt>
<dd>
Sets the value at a location, this location must be registered, if server synced it will emit the change to file
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location to set the data to
</li>
<li><span class="parameter">value</span>
<span class="types"><span class="type">any</span></span>
the new value to set at the location, value may be reverted if there is a watch callback
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if it was successful
</ol>
</dd>
<dt>
<a name = "Store.get_children"></a>
<strong>Store.get_children (location)</strong>
</dt>
<dd>
Gets all non nil children at a location, children can be added and removed during runtime
this is similar to Store.get but will always return a table even if it is empty
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location to get the children of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.5">table</a></span>
a table containg all the children and they values
</ol>
</dd>
<dt>
<a name = "Store.get_child"></a>
<strong>Store.get_child (location, child)</strong>
</dt>
<dd>
Gets the value of the child to a location, children can be added and removed during runtime
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location of which the child is located
</li>
<li><span class="parameter">child</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the child element to get the value of
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">any</span></span>
the value which was stored at that location
</ol>
</dd>
<dt>
<a name = "Store.set_child"></a>
<strong>Store.set_child (location, child, value)</strong>
</dt>
<dd>
Sets the value of the chlid to a location, children can be added and removed during runtime
when a child is set it will call the update handler of the parent allowing children be to added at runtime
this may be used when a player joins the game and the child is the players name
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">location</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the location of which the child is located
</li>
<li><span class="parameter">child</span>
<span class="types"><a class="type" href="http://www.lua.org/manual/5.2/manual.html#6.4">string</a></span>
the child element to set the value of
</li>
<li><span class="parameter">value</span>
<span class="types"><span class="type">any</span></span>
the value to set at this location
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
true if it was successful
</ol>
</dd>
</dl>
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<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
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<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.addons.advanced-start</code></h1>
<p>Adds a better method of player starting items based on production levels.</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@@ -0,0 +1,119 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><strong>modules.addons.chat-popups</strong></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.addons.chat-popups</code></h1>
<p>Creates flying text entities when a player sends a message in chat
also displays a ping above users who are named in the message</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><strong>modules.addons.damage-popups</strong></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.addons.damage-popups</code></h1>
<p>Displays the amount of dmg that is done by players to entities
also shows player health when a player is attacked</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><strong>modules.gui.player-list</strong></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.gui.player-list</code></h1>
<p>Gui left frame define for a player list</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View File

@@ -0,0 +1,118 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Reference</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>ldoc</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><strong>modules.gui.rocket-info</strong></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.gui.rocket-info</code></h1>
<p>Adds a rocket infomation gui which shows general stats, milestones and build progress of rockets</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
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<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
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<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><strong>modules.gui.science-info</strong></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.gui.science-info</code></h1>
<p>Adds a science info gui that shows production usage and net for the different science packs as well as an eta</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
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<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><strong>modules.gui.task-list</strong></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>modules.gui.task-list</code></h1>
<p>Adds a task list to the game which players can add remove and edit items on</p>
<p></p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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<body>
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<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
<li><a href="../modules/config.action_buttons.html">config.action_buttons</a></li>
<li><a href="../modules/config.advanced_start.html">config.advanced_start</a></li>
<li><a href="../modules/config.death_logger.html">config.death_logger</a></li>
<li><a href="../modules/config.expcore-commands.auth_admin.html">config.expcore-commands.auth_admin</a></li>
<li><a href="../modules/config.expcore-commands.auth_roles.html">config.expcore-commands.auth_roles</a></li>
<li><a href="../modules/config.expcore-commands.auth_runtime_disable.html">config.expcore-commands.auth_runtime_disable</a></li>
<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
<li><a href="../modules/config.permission_groups.html">config.permission_groups</a></li>
<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
<li><a href="../modules/config.spawn_area.html">config.spawn_area</a></li>
<li><a href="../modules/config.warnings.html">config.warnings</a></li>
<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
<li><a href="../modules/expcore.gui.html">expcore.gui</a></li>
<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
<li><a href="../modules/expcore.gui.center.html">expcore.gui.center</a></li>
<li><a href="../modules/expcore.gui.checkboxs.html">expcore.gui.checkboxs</a></li>
<li><a href="../modules/expcore.gui.core.html">expcore.gui.core</a></li>
<li><a href="../modules/expcore.gui.dropdown.html">expcore.gui.dropdown</a></li>
<li><a href="../modules/expcore.gui.elem-button.html">expcore.gui.elem-button</a></li>
<li><a href="../modules/expcore.gui.instances.html">expcore.gui.instances</a></li>
<li><a href="../modules/expcore.gui.left.html">expcore.gui.left</a></li>
<li><a href="../modules/expcore.gui.popups.html">expcore.gui.popups</a></li>
<li><a href="../modules/expcore.gui.progress-bar.html">expcore.gui.progress-bar</a></li>
<li><a href="../modules/expcore.gui.slider.html">expcore.gui.slider</a></li>
<li><a href="../modules/expcore.gui.test.html">expcore.gui.test</a></li>
<li><a href="../modules/expcore.gui.text.html">expcore.gui.text</a></li>
<li><a href="../modules/expcore.gui.toolbar.html">expcore.gui.toolbar</a></li>
<li><a href="../modules/expcore.permission_groups.html">expcore.permission_groups</a></li>
<li><a href="../modules/expcore.roles.html">expcore.roles</a></li>
<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><strong>utils.alien_evolution_progress</strong></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>utils.alien_evolution_progress</code></h1>
<p>info
Original (javascript) version: https://hastebin.com/udakacavap.js
Can be tested against: https://wiki.factorio.com/Enemies#Spawn_chances_by_evolution_factor</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#AlienEvolutionProgress.create_spawner_request">AlienEvolutionProgress.create_spawner_request (total_aliens)</a></td>
<td class="summary">Creates the spawner_request structure required for AlienEvolutionProgress.get_aliens for all
available spawners.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "AlienEvolutionProgress.create_spawner_request"></a>
<strong>AlienEvolutionProgress.create_spawner_request (total_aliens)</strong>
</dt>
<dd>
Creates the spawner_request structure required for AlienEvolutionProgress.get_aliens for all
available spawners. If dividing the total spawners by the total aliens causes a fraction, the
fraction will decide a chance to spawn. 1 alien for 2 spawners will have 50% on both.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">total_aliens</span>
table
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

452
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Fields">Fields</a></li>
</ul>
<h2>Modules</h2>
<ul class="$(kind=='Topics' and '' or 'nowrap'">
<li><a href="../modules/config._file_loader.html">config._file_loader</a></li>
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<div id="content">
<h1>Module <code>utils.core</code></h1>
<p>Measures distance between pos1 and pos2</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Module.print_except">Module.print_except (msg, player, color)</a></td>
<td class="summary">Takes msg and prints it to all players except provided player</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.print_admins">Module.print_admins (msg, source)</a></td>
<td class="summary">Prints a message to all online admins</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.get_actor">Module.get_actor ()</a></td>
<td class="summary">Returns a valid string with the name of the actor of a command.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.format_time">Module.format_time (ticks)</a></td>
<td class="summary">Takes a time in ticks and returns a string with the time in format "x hour(s) x minute(s)"</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.cant_run">Module.cant_run (name)</a></td>
<td class="summary">Prints a message letting the player know they cannot run a command</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.log_command">Module.log_command (actor, command, parameters)</a></td>
<td class="summary">Logs the use of a command and its user</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.verify_mult_types">Module.verify_mult_types (arg, arg_types)</a></td>
<td class="summary">Asserts the argument is one of type arg_types</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.random_RGB">Module.random_RGB ()</a></td>
<td class="summary">Returns a random RGB color as a table</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.set_and_return">Module.set_and_return (tbl, key, value)</a></td>
<td class="summary">Sets a table element to value while also returning value.</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Module.move_position">Module.move_position</a></td>
<td class="summary">Moves a position according to the parameters given
Notice: only accepts cardinal directions as direction</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.opposite_direction">Module.opposite_direction</a></td>
<td class="summary">Takes a direction and gives you the opposite</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.is_module_available">Module.is_module_available</a></td>
<td class="summary">Takes the string of a module and returns whether is it available or not</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Module.print_except"></a>
<strong>Module.print_except (msg, player, color)</strong>
</dt>
<dd>
Takes msg and prints it to all players except provided player
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">msg</span>
<string|table> table if locale is used
</li>
<li><span class="parameter">player</span>
<LuaPlayer> the player not to send the message to
</li>
<li><span class="parameter">color</span>
<table> the color to use for the message, defaults to white
</li>
</ul>
</dd>
<dt>
<a name = "Module.print_admins"></a>
<strong>Module.print_admins (msg, source)</strong>
</dt>
<dd>
Prints a message to all online admins
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">msg</span>
<string|table> table if locale is used
</li>
<li><span class="parameter">source</span>
<LuaPlayer|string|nil> string must be the name of a player, nil for server.
</li>
</ul>
</dd>
<dt>
<a name = "Module.get_actor"></a>
<strong>Module.get_actor ()</strong>
</dt>
<dd>
Returns a valid string with the name of the actor of a command.
</dd>
<dt>
<a name = "Module.format_time"></a>
<strong>Module.format_time (ticks)</strong>
</dt>
<dd>
Takes a time in ticks and returns a string with the time in format "x hour(s) x minute(s)"
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ticks</span>
</li>
</ul>
</dd>
<dt>
<a name = "Module.cant_run"></a>
<strong>Module.cant_run (name)</strong>
</dt>
<dd>
Prints a message letting the player know they cannot run a command
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
string name of the command
</li>
</ul>
</dd>
<dt>
<a name = "Module.log_command"></a>
<strong>Module.log_command (actor, command, parameters)</strong>
</dt>
<dd>
Logs the use of a command and its user
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">actor</span>
string with the actor's name (usually acquired by calling get_actor)
</li>
<li><span class="parameter">command</span>
the command's name as table element
</li>
<li><span class="parameter">parameters</span>
the command's parameters as a table (optional)
</li>
</ul>
</dd>
<dt>
<a name = "Module.verify_mult_types"></a>
<strong>Module.verify_mult_types (arg, arg_types)</strong>
</dt>
<dd>
Asserts the argument is one of type arg_types
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">arg</span>
the variable to check
</li>
<li><span class="parameter">arg_types</span>
the type as a table of sings
</li>
</ul>
<h3>Returns:</h3>
<ol>
boolean
</ol>
</dd>
<dt>
<a name = "Module.random_RGB"></a>
<strong>Module.random_RGB ()</strong>
</dt>
<dd>
Returns a random RGB color as a table
</dd>
<dt>
<a name = "Module.set_and_return"></a>
<strong>Module.set_and_return (tbl, key, value)</strong>
</dt>
<dd>
Sets a table element to value while also returning value.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
table to change the element of
</li>
<li><span class="parameter">key</span>
string
</li>
<li><span class="parameter">value</span>
nil|boolean|number|string|table to set the element to
</li>
</ul>
<h3>Returns:</h3>
<ol>
value
</ol>
</dd>
</dl>
<h2><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "Module.move_position"></a>
<strong>Module.move_position</strong>
</dt>
<dd>
Moves a position according to the parameters given
Notice: only accepts cardinal directions as direction
<ul>
<li><span class="parameter">position</span>
<table> table containing a map position
</li>
<li><span class="parameter">direction</span>
<defines.direction> north, east, south, west
</li>
<li><span class="parameter">distance</span>
<number>
</li>
</ul>
</dd>
<dt>
<a name = "Module.opposite_direction"></a>
<strong>Module.opposite_direction</strong>
</dt>
<dd>
Takes a direction and gives you the opposite
<ul>
<li><span class="parameter">direction</span>
<defines.direction> north, east, south, west, northeast, northwest, southeast, southwest
</li>
</ul>
</dd>
<dt>
<a name = "Module.is_module_available"></a>
<strong>Module.is_module_available</strong>
</dt>
<dd>
Takes the string of a module and returns whether is it available or not
<ul>
<li><span class="parameter">name</span>
<string> the name of the module (ex. 'utils.core')
</li>
</ul>
</dd>
</dl>
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<div id="content">
<h1>Module <code>utils.debug</code></h1>
<p></p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Debug.print">Debug.print (message, stack_traceback)</a></td>
<td class="summary">Shows the given message if debug is enabled.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Debug.get_meta_value">Debug.get_meta_value (object, key)</a></td>
<td class="summary">Returns the value of the key inside the object
or 'InvalidLuaObject' if the LuaObject is invalid.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Debug.object_type">Debug.object_type (object)</a></td>
<td class="summary">Returns the Lua data type or the factorio LuaObject type
or 'NoHelpLuaObject' if the LuaObject does not have a help function
or 'InvalidLuaObject' if the LuaObject is invalid.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Debug.print_position">Debug.print_position (position, message)</a></td>
<td class="summary">Shows the given message if debug is on.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Debug.cheat">Debug.cheat (callback)</a></td>
<td class="summary">Executes the given callback if cheating is enabled.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Debug.is_closure">Debug.is_closure (func)</a></td>
<td class="summary">Returns true if the function is a closure, false otherwise.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Debug.print"></a>
<strong>Debug.print (message, stack_traceback)</strong>
</dt>
<dd>
Shows the given message if debug is enabled. Uses serpent to print non scalars.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">message</span>
<table|string|number|boolean>
</li>
<li><span class="parameter">stack_traceback</span>
<number|nil> levels of stack trace to give, defaults to 1 level if nil
</li>
</ul>
</dd>
<dt>
<a name = "Debug.get_meta_value"></a>
<strong>Debug.get_meta_value (object, key)</strong>
</dt>
<dd>
Returns the value of the key inside the object
or 'InvalidLuaObject' if the LuaObject is invalid.
or 'InvalidLuaObjectKey' if the LuaObject does not have an entry at that key
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<table> LuaObject or metatable
</li>
<li><span class="parameter">key</span>
<string>
</li>
</ul>
<h3>Returns:</h3>
<ol>
<any>
</ol>
</dd>
<dt>
<a name = "Debug.object_type"></a>
<strong>Debug.object_type (object)</strong>
</dt>
<dd>
Returns the Lua data type or the factorio LuaObject type
or 'NoHelpLuaObject' if the LuaObject does not have a help function
or 'InvalidLuaObject' if the LuaObject is invalid.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<any>
</li>
</ul>
<h3>Returns:</h3>
<ol>
string
</ol>
</dd>
<dt>
<a name = "Debug.print_position"></a>
<strong>Debug.print_position (position, message)</strong>
</dt>
<dd>
Shows the given message if debug is on.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
Position
</li>
<li><span class="parameter">message</span>
string
</li>
</ul>
</dd>
<dt>
<a name = "Debug.cheat"></a>
<strong>Debug.cheat (callback)</strong>
</dt>
<dd>
Executes the given callback if cheating is enabled.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">callback</span>
function
</li>
</ul>
</dd>
<dt>
<a name = "Debug.is_closure"></a>
<strong>Debug.is_closure (func)</strong>
</dt>
<dd>
Returns true if the function is a closure, false otherwise.
A closure is a function that contains 'upvalues' or in other words
has a reference to a local variable defined outside the function's scope.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">func</span>
<function>
</li>
</ul>
<h3>Returns:</h3>
<ol>
boolean
</ol>
</dd>
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<h1>Module <code>utils.event</code></h1>
<p>This Module allows for registering multiple handlers to the same event, overcoming the limitation of script.register.</p>
<p>
<p> ** Event.add(event_name, handler) **
<p> Handlers added with Event.add must be added at the control stage or in Event.on_init or Event.on_load.
Remember that for each player, on_init or on_load is run, never both. So if you can't add the handler in the
control stage add the handler in both on_init and on_load.
Handlers added with Event.add cannot be removed.
For handlers that need to be removed or added at runtime use Event.add_removable.</p>
<h3>Usage:</h3>
<ul>
<li><pre class="example">
local Event = require &apos;utils.event&apos;
Event.add(
defines.events.on_built_entity,
function(event)
game.print(serpent.block(event)) -- prints the content of the event table to console.
end
)
** Event.add_removable(event_name, token) **
For conditional event handlers. Event.add_removable can be safely called at runtime without desync risk.
Only use this if you need to add the handler at runtime or need to remove the handler, otherwise use Event.add
Event.add_removable can be safely used at the control stage or in Event.on_init. If used in on_init you don&apos;t
need to also add in on_load (unlike Event.add).
Event.add_removable cannot be called in on_load, doing so will crash the game on loading.
Token is used because it&apos;s a desync risk to store closures inside the global table.
</pre></li>
<li><pre class="example">
local Token = require &apos;utils.token&apos;
local Event = require &apos;utils.event&apos;
Token.register must not be called inside an event handler.
local handler =
Token.register(
function(event)
game.print(serpent.block(event)) -- prints the content of the event table to console.
end
)
The below code would typically be inside another event or a custom command.
Event.add_removable(defines.events.on_built_entity, handler)
When you no longer need the handler.
Event.remove_removable(defines.events.on_built_entity, handler)
It&apos;s not an error to register the same token multiple times to the same event, however when
removing only the first occurrence is removed.
** Event.add_removable_function(event_name, func) **
Only use this function if you can&apos;t use Event.add_removable. i.e you are registering the handler at the console.
The same restrictions that apply to Event.add_removable also apply to Event.add_removable_function.
func cannot be a closure in this case, as there is no safe way to store closures in the global table.
A closure is a function that uses a local variable not defined in the function.
</pre></li>
<li><pre class="example">
local Event = require &apos;utils.event&apos;
If you want to remove the handler you will need to keep a reference to it.
global.handler = function(event)
game.print(serpent.block(event)) -- prints the content of the event table to console.
end
The below code would typically be used at the command console.
Event.add_removable_function(defines.events.on_built_entity, global.handler)
When you no longer need the handler.
Event.remove_removable_function(defines.events.on_built_entity, global.handler)
** Other Events **
Use Event.on_init(handler) for script.on_init(handler)
Use Event.on_load(handler) for script.on_load(handler)
Use Event.on_nth_tick(tick, handler) for script.on_nth_tick(tick, handler)
Favour this event over Event.add(defines.events.on_tick, handler)
There are also Event.add_removable_nth_tick(tick, token) and Event.add_removable_nth_tick_function(tick, func)
That work the same as above.
** Custom Scenario Events **
local Event = require &apos;utils.event&apos;
local event_id = script.generate_event_name()
Event.add(
event_id,
function(event)
game.print(serpent.block(event)) -- prints the content of the event table to console.
end
)
The table contains extra information that you want to pass to the handler.
script.raise_event(event_id, {extra = &apos;data&apos;})</pre></li>
</ul>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Event.add">Event.add (event_name, handler)</a></td>
<td class="summary">Register a handler for the event_name event.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.on_init">Event.on_init (handler)</a></td>
<td class="summary">Register a handler for the script.on_init event.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.on_load">Event.on_load (handler)</a></td>
<td class="summary">Register a handler for the script.on_load event.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.on_nth_tick">Event.on_nth_tick (tick, handler)</a></td>
<td class="summary">Register a handler for the nth_tick event.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.add_removable">Event.add_removable (event_name, token)</a></td>
<td class="summary">Register a token handler that can be safely added and removed at runtime.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.remove_removable">Event.remove_removable (event_name, token)</a></td>
<td class="summary">Removes a token handler for the given event_name.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.add_removable_function">Event.add_removable_function (event_name, func)</a></td>
<td class="summary">Register a handler that can be safely added and removed at runtime.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.remove_removable_function">Event.remove_removable_function (event_name, func)</a></td>
<td class="summary">Removes a handler for the given event_name.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.add_removable_nth_tick">Event.add_removable_nth_tick (tick, token)</a></td>
<td class="summary">Register a token handler for the nth tick that can be safely added and removed at runtime.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.remove_removable_nth_tick">Event.remove_removable_nth_tick (tick, token)</a></td>
<td class="summary">Removes a token handler for the nth tick.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.add_removable_nth_tick_function">Event.add_removable_nth_tick_function (tick, func)</a></td>
<td class="summary">Register a handler for the nth tick that can be safely added and removed at runtime.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Event.remove_removable_nth_tick_function">Event.remove_removable_nth_tick_function (tick, func)</a></td>
<td class="summary">Removes a handler for the nth tick.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Event.add"></a>
<strong>Event.add (event_name, handler)</strong>
</dt>
<dd>
Register a handler for the event_name event.
This function must be called in the control stage or in Event.on_init or Event.on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<number>
</li>
<li><span class="parameter">handler</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.on_init"></a>
<strong>Event.on_init (handler)</strong>
</dt>
<dd>
Register a handler for the script.on_init event.
This function must be called in the control stage or in Event.on_init or Event.on_load
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">handler</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.on_load"></a>
<strong>Event.on_load (handler)</strong>
</dt>
<dd>
Register a handler for the script.on_load event.
This function must be called in the control stage or in Event.on_init or Event.on_load
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">handler</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.on_nth_tick"></a>
<strong>Event.on_nth_tick (tick, handler)</strong>
</dt>
<dd>
Register a handler for the nth_tick event.
This function must be called in the control stage or in Event.on_init or Event.on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<number> The handler will be called every nth tick
</li>
<li><span class="parameter">handler</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.add_removable"></a>
<strong>Event.add_removable (event_name, token)</strong>
</dt>
<dd>
Register a token handler that can be safely added and removed at runtime.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<number>
</li>
<li><span class="parameter">token</span>
<number>
</li>
</ul>
</dd>
<dt>
<a name = "Event.remove_removable"></a>
<strong>Event.remove_removable (event_name, token)</strong>
</dt>
<dd>
Removes a token handler for the given event_name.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<number>
</li>
<li><span class="parameter">token</span>
<number>
</li>
</ul>
</dd>
<dt>
<a name = "Event.add_removable_function"></a>
<strong>Event.add_removable_function (event_name, func)</strong>
</dt>
<dd>
Register a handler that can be safely added and removed at runtime.
The handler must not be a closure, as that is a desync risk.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<number>
</li>
<li><span class="parameter">func</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.remove_removable_function"></a>
<strong>Event.remove_removable_function (event_name, func)</strong>
</dt>
<dd>
Removes a handler for the given event_name.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">event_name</span>
<number>
</li>
<li><span class="parameter">func</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.add_removable_nth_tick"></a>
<strong>Event.add_removable_nth_tick (tick, token)</strong>
</dt>
<dd>
Register a token handler for the nth tick that can be safely added and removed at runtime.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<number>
</li>
<li><span class="parameter">token</span>
<number>
</li>
</ul>
</dd>
<dt>
<a name = "Event.remove_removable_nth_tick"></a>
<strong>Event.remove_removable_nth_tick (tick, token)</strong>
</dt>
<dd>
Removes a token handler for the nth tick.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<number>
</li>
<li><span class="parameter">token</span>
<number>
</li>
</ul>
</dd>
<dt>
<a name = "Event.add_removable_nth_tick_function"></a>
<strong>Event.add_removable_nth_tick_function (tick, func)</strong>
</dt>
<dd>
Register a handler for the nth tick that can be safely added and removed at runtime.
The handler must not be a closure, as that is a desync risk.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<number>
</li>
<li><span class="parameter">func</span>
<function>
</li>
</ul>
</dd>
<dt>
<a name = "Event.remove_removable_nth_tick_function"></a>
<strong>Event.remove_removable_nth_tick_function (tick, func)</strong>
</dt>
<dd>
Removes a handler for the nth tick.
Do NOT call this method during on_load.
See documentation at top of file for details on using events.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
<number>
</li>
<li><span class="parameter">func</span>
<function>
</li>
</ul>
</dd>
</dl>
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<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>utils.event_core</code></h1>
<p>Do not use this function, use Event.add instead as it has safety checks.</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Public.on_init">Public.on_init (handler)</a></td>
<td class="summary">Do not use this function, use Event.on_init instead as it has safety checks.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Public.on_load">Public.on_load (handler)</a></td>
<td class="summary">Do not use this function, use Event.on_load instead as it has safety checks.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Public.on_nth_tick">Public.on_nth_tick (tick, handler)</a></td>
<td class="summary">Do not use this function, use Event.on_nth_tick instead as it has safety checks.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Public.on_init"></a>
<strong>Public.on_init (handler)</strong>
</dt>
<dd>
Do not use this function, use Event.on_init instead as it has safety checks.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">handler</span>
</li>
</ul>
</dd>
<dt>
<a name = "Public.on_load"></a>
<strong>Public.on_load (handler)</strong>
</dt>
<dd>
Do not use this function, use Event.on_load instead as it has safety checks.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">handler</span>
</li>
</ul>
</dd>
<dt>
<a name = "Public.on_nth_tick"></a>
<strong>Public.on_nth_tick (tick, handler)</strong>
</dt>
<dd>
Do not use this function, use Event.on_nth_tick instead as it has safety checks.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tick</span>
</li>
<li><span class="parameter">handler</span>
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><strong>utils.math</strong></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>utils.math</code></h1>
<p>Takes two points and calculates the slope of a line</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#calculate_y_intercept">calculate_y_intercept (x, slope)</a></td>
<td class="summary">Calculates the y-intercept of a line</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "calculate_y_intercept"></a>
<strong>calculate_y_intercept (x, slope)</strong>
</dt>
<dd>
Calculates the y-intercept of a line
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">x</span>
, y numbers - coordinates of point on line
</li>
<li><span class="parameter">slope</span>
number - the slope of a line
</li>
</ul>
<h3>Returns:</h3>
<ol>
number - the y-intercept of a line
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
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<li><a href="../modules/control.html">control</a></li>
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<li><a href="../modules/modules.addons.chat-popups.html">modules.addons.chat-popups</a></li>
<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><strong>utils.recipe_locker</strong></li>
<li><a href="../modules/utils.state_machine.html">utils.state_machine</a></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>utils.recipe_locker</code></h1>
<p>Locks recipes, preventing them from being enabled by research.</p>
<p>
Does not check if they should be enabled/disabled by existing research.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Public.unlock_recipes">Public.unlock_recipes (tbl)</a></td>
<td class="summary">Unlocks recipes, allowing them to be enabled by research.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Public.unlock_recipes"></a>
<strong>Public.unlock_recipes (tbl)</strong>
</dt>
<dd>
Unlocks recipes, allowing them to be enabled by research.
Does not check if they should be enabled/disabled by existing research.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<table> an array of recipe strings
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
<i style="float:right;">Last updated 2019-05-29 22:30:49 </i>
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<li><a href="../modules/config.expcore-commands.parse_general.html">config.expcore-commands.parse_general</a></li>
<li><a href="../modules/config.expcore-commands.parse_roles.html">config.expcore-commands.parse_roles</a></li>
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<li><a href="../modules/config.popup_messages.html">config.popup_messages</a></li>
<li><a href="../modules/config.rockets.html">config.rockets</a></li>
<li><a href="../modules/config.roles.html">config.roles</a></li>
<li><a href="../modules/config.scorched_earth.html">config.scorched_earth</a></li>
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<li><a href="../modules/control.html">control</a></li>
<li><a href="../modules/expcore.commands.html">expcore.commands</a></li>
<li><a href="../modules/expcore.common.html">expcore.common</a></li>
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<li><a href="../modules/expcore.gui.buttons.html">expcore.gui.buttons</a></li>
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<li><a href="../modules/expcore.store.html">expcore.store</a></li>
<li><a href="../modules/modules.addons.advanced-start.html">modules.addons.advanced-start</a></li>
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<li><a href="../modules/modules.addons.damage-popups.html">modules.addons.damage-popups</a></li>
<li><a href="../modules/modules.gui.player-list.html">modules.gui.player-list</a></li>
<li><a href="../modules/modules.gui.rocket-info.html">modules.gui.rocket-info</a></li>
<li><a href="../modules/modules.gui.science-info.html">modules.gui.science-info</a></li>
<li><a href="../modules/modules.gui.task-list.html">modules.gui.task-list</a></li>
<li><a href="../modules/utils.alien_evolution_progress.html">utils.alien_evolution_progress</a></li>
<li><a href="../modules/utils.core.html">utils.core</a></li>
<li><a href="../modules/utils.debug.html">utils.debug</a></li>
<li><a href="../modules/utils.event.html">utils.event</a></li>
<li><a href="../modules/utils.event_core.html">utils.event_core</a></li>
<li><a href="../modules/utils.math.html">utils.math</a></li>
<li><a href="../modules/utils.recipe_locker.html">utils.recipe_locker</a></li>
<li><strong>utils.state_machine</strong></li>
<li><a href="../modules/utils.table.html">utils.table</a></li>
<li><a href="../modules/utils.task.html">utils.task</a></li>
<li><a href="../modules/utils.timestamp.html">utils.timestamp</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>utils.state_machine</code></h1>
<p>This module provides a classical mealy/moore state machine.</p>
<p>
Each machine in constructed by calling new()
States and Transitions are lazily added to the machine as transition handlers and state tick handlers are registered.
However the state machine must be fully defined after init is done. Dynamic machine changes are currently unsupported
An example usage can be found here: map_gen\combined\tetris\control.lua</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Module.transition">Module.transition (self, new_state)</a></td>
<td class="summary">Transitions the supplied machine into a given state and executes all transaction_callbacks</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.in_state">Module.in_state (self, state)</a></td>
<td class="summary">Is this machine in this state?</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.machine_tick">Module.machine_tick (self)</a></td>
<td class="summary">Invoke a machine tick.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.register_state_tick_callback">Module.register_state_tick_callback (self, state, callback)</a></td>
<td class="summary">Register a handler that will be invoked by StateMachine.machine_tick
You may register multiple handlers for the same transition
NOTICE: This function will invoke an error if called after init.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.register_transition_callback">Module.register_transition_callback (self, state, state, callback)</a></td>
<td class="summary">Register a handler that will be invoked by StateMachine.transition
You may register multiple handlers for the same transition
NOTICE: This function will invoke an error if called after init.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Module.new">Module.new (init_state)</a></td>
<td class="summary">Constructs a new state machine</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Module.transition"></a>
<strong>Module.transition (self, new_state)</strong>
</dt>
<dd>
Transitions the supplied machine into a given state and executes all transaction_callbacks
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">self</span>
StateMachine
</li>
<li><span class="parameter">new_state</span>
number/string The new state to transition to
</li>
</ul>
</dd>
<dt>
<a name = "Module.in_state"></a>
<strong>Module.in_state (self, state)</strong>
</dt>
<dd>
Is this machine in this state?
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">self</span>
StateMachine
</li>
<li><span class="parameter">state</span>
number/string
</li>
</ul>
<h3>Returns:</h3>
<ol>
boolean
</ol>
</dd>
<dt>
<a name = "Module.machine_tick"></a>
<strong>Module.machine_tick (self)</strong>
</dt>
<dd>
Invoke a machine tick. Will execute all in_state_callbacks of the given machine
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">self</span>
StateMachine the machine, whose handlers will be invoked
</li>
</ul>
</dd>
<dt>
<a name = "Module.register_state_tick_callback"></a>
<strong>Module.register_state_tick_callback (self, state, callback)</strong>
</dt>
<dd>
Register a handler that will be invoked by StateMachine.machine_tick
You may register multiple handlers for the same transition
NOTICE: This function will invoke an error if called after init. Dynamic machine changes are currently unsupported
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">self</span>
StateMachine the machine
</li>
<li><span class="parameter">state</span>
number/string The state, that the machine will be in, when callback is invoked
</li>
<li><span class="parameter">callback</span>
function
</li>
</ul>
</dd>
<dt>
<a name = "Module.register_transition_callback"></a>
<strong>Module.register_transition_callback (self, state, state, callback)</strong>
</dt>
<dd>
Register a handler that will be invoked by StateMachine.transition
You may register multiple handlers for the same transition
NOTICE: This function will invoke an error if called after init. Dynamic machine changes are currently unsupported
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">self</span>
StateMachine the machine
</li>
<li><span class="parameter">state</span>
number/string entering state
</li>
<li><span class="parameter">state</span>
number/string entering state
</li>
<li><span class="parameter">callback</span>
function
</li>
</ul>
</dd>
<dt>
<a name = "Module.new"></a>
<strong>Module.new (init_state)</strong>
</dt>
<dd>
Constructs a new state machine
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">init_state</span>
number/string The starting state of the machine
</li>
</ul>
<h3>Returns:</h3>
<ol>
StateMachine The constructed state machine object
</ol>
</dd>
</dl>
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<h1>Module <code>utils.table</code></h1>
<p>Searches a table to remove a specific element without an index</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#fast_remove">fast_remove (tbl, index)</a></td>
<td class="summary">Removes an item from an array in O(1) time.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#add_all">add_all (t1, t2)</a></td>
<td class="summary">Adds the contents of table t2 to table t1</td>
</tr>
<tr>
<td class="name" nowrap><a href="#index_of">index_of (t, e)</a></td>
<td class="summary">Checks if a table contains an element</td>
</tr>
<tr>
<td class="name" nowrap><a href="#index_of_in_array">index_of_in_array (t, e)</a></td>
<td class="summary">Checks if the arrayed portion of a table contains an element</td>
</tr>
<tr>
<td class="name" nowrap><a href="#contains">contains (t, e)</a></td>
<td class="summary">Checks if a table contains an element</td>
</tr>
<tr>
<td class="name" nowrap><a href="#array_contains">array_contains (t, e)</a></td>
<td class="summary">Checks if the arrayed portion of a table contains an element</td>
</tr>
<tr>
<td class="name" nowrap><a href="#set">set (t, index, element)</a></td>
<td class="summary">Adds an element into a specific index position while shuffling the rest down</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_random_dictionary_entry">get_random_dictionary_entry (t, key)</a></td>
<td class="summary">Chooses a random entry from a table
because this uses math.random, it cannot be used outside of events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#get_random_weighted">get_random_weighted (weight_table, item_index, weight_index)</a></td>
<td class="summary">Chooses a random entry from a weighted table
because this uses math.random, it cannot be used outside of events</td>
</tr>
<tr>
<td class="name" nowrap><a href="#shuffle_table">shuffle_table (t)</a></td>
<td class="summary">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</td>
</tr>
<tr>
<td class="name" nowrap><a href="#clear_table">clear_table (t, array)</a></td>
<td class="summary">Clears all existing entries in a table</td>
</tr>
</table>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#inspect">inspect</a></td>
<td class="summary">Similar to serpent.block, returns a string with a pretty representation of a table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#size">size</a></td>
<td class="summary">Takes a table and returns the number of entries in the table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#deep_copy">deep_copy</a></td>
<td class="summary">Creates a deepcopy of a table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#merge">merge</a></td>
<td class="summary">Merges multiple tables.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#equals">equals</a></td>
<td class="summary">Determines if two tables are structurally equal.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "fast_remove"></a>
<strong>fast_remove (tbl, index)</strong>
</dt>
<dd>
Removes an item from an array in O(1) time.
The catch is that fast_remove doesn't guarantee to maintain the order of items in the array.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">tbl</span>
<table> arrayed table
</li>
<li><span class="parameter">index</span>
<number> Must be >= 0. The case where index > #tbl is handled.
</li>
</ul>
</dd>
<dt>
<a name = "add_all"></a>
<strong>add_all (t1, t2)</strong>
</dt>
<dd>
Adds the contents of table t2 to table t1
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t1</span>
<table> to insert into
</li>
<li><span class="parameter">t2</span>
<table> to insert from
</li>
</ul>
</dd>
<dt>
<a name = "index_of"></a>
<strong>index_of (t, e)</strong>
</dt>
<dd>
Checks if a table contains an element
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table>
</li>
<li><span class="parameter">e</span>
<any> table element
</li>
</ul>
</dd>
<dt>
<a name = "index_of_in_array"></a>
<strong>index_of_in_array (t, e)</strong>
</dt>
<dd>
Checks if the arrayed portion of a table contains an element
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table>
</li>
<li><span class="parameter">e</span>
<any> table element
</li>
</ul>
</dd>
<dt>
<a name = "contains"></a>
<strong>contains (t, e)</strong>
</dt>
<dd>
Checks if a table contains an element
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table>
</li>
<li><span class="parameter">e</span>
<any> table element
</li>
</ul>
</dd>
<dt>
<a name = "array_contains"></a>
<strong>array_contains (t, e)</strong>
</dt>
<dd>
Checks if the arrayed portion of a table contains an element
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table>
</li>
<li><span class="parameter">e</span>
<any> table element
</li>
</ul>
</dd>
<dt>
<a name = "set"></a>
<strong>set (t, index, element)</strong>
</dt>
<dd>
Adds an element into a specific index position while shuffling the rest down
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table> to add into
</li>
<li><span class="parameter">index</span>
<number> the position in the table to add to
</li>
<li><span class="parameter">element</span>
<any> to add to the table
</li>
</ul>
</dd>
<dt>
<a name = "get_random_dictionary_entry"></a>
<strong>get_random_dictionary_entry (t, key)</strong>
</dt>
<dd>
Chooses a random entry from a table
because this uses math.random, it cannot be used outside of events
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table>
</li>
<li><span class="parameter">key</span>
<boolean> to indicate whether to return the key or value
</li>
</ul>
<h3>Returns:</h3>
<ol>
<any> a random element of table t
</ol>
</dd>
<dt>
<a name = "get_random_weighted"></a>
<strong>get_random_weighted (weight_table, item_index, weight_index)</strong>
</dt>
<dd>
Chooses a random entry from a weighted table
because this uses math.random, it cannot be used outside of events
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">weight_table</span>
<table> of tables with items and their weights
</li>
<li><span class="parameter">item_index</span>
<number> of the index of items, defaults to 1
</li>
<li><span class="parameter">weight_index</span>
<number> of the index of the weights, defaults to 2
</li>
</ul>
<h3>Returns:</h3>
<ol>
<any> table element
</ol>
<h3>See also:</h3>
<ul>
</ul>
</dd>
<dt>
<a name = "shuffle_table"></a>
<strong>shuffle_table (t)</strong>
</dt>
<dd>
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
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table> to shuffle
</li>
</ul>
</dd>
<dt>
<a name = "clear_table"></a>
<strong>clear_table (t, array)</strong>
</dt>
<dd>
Clears all existing entries in a table
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">t</span>
<table> to clear
</li>
<li><span class="parameter">array</span>
<boolean> to indicate whether the table is an array or not
</li>
</ul>
</dd>
</dl>
<h2><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "inspect"></a>
<strong>inspect</strong>
</dt>
<dd>
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.
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
<ul>
<li><span class="parameter">table</span>
<table> the table to serialize
</li>
<li><span class="parameter">options</span>
<table> options are depth, newline, indent, process
</li>
</ul>
</dd>
<dt>
<a name = "size"></a>
<strong>size</strong>
</dt>
<dd>
Takes a table and returns the number of entries in the table. (Slower than #table, faster than iterating via pairs)
</dd>
<dt>
<a name = "deep_copy"></a>
<strong>deep_copy</strong>
</dt>
<dd>
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.
<ul>
<li><span class="parameter">object</span>
<table> the object to copy
</li>
</ul>
</dd>
<dt>
<a name = "merge"></a>
<strong>merge</strong>
</dt>
<dd>
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}
<ul>
<li><span class="parameter">tables</span>
<table> takes a table of tables to merge
</li>
</ul>
</dd>
<dt>
<a name = "equals"></a>
<strong>equals</strong>
</dt>
<dd>
Determines if two tables are structurally equal.
Notice: tables that are LuaObjects or contain LuaObjects won't be compared correctly, use == operator for LuaObjects
<ul>
<li><span class="parameter">tbl1</span>
<table>
</li>
<li><span class="parameter">tbl2</span>
<table>
</li>
</ul>
</dd>
</dl>
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<h1>Module <code>utils.task</code></h1>
<p>Allows you to set a timer (in ticks) after which the tokened function will be run with params given as an argument
Cannot be called before init</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Task.set_timeout">Task.set_timeout (sec, func_token, params)</a></td>
<td class="summary">Allows you to set a timer (in seconds) after which the tokened function will be run with params given as an argument
Cannot be called before init</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Task.queue_task">Task.queue_task (func_token, params, weight)</a></td>
<td class="summary">Queueing allows you to split up heavy tasks which don't need to be completed in the same tick.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Task.set_timeout"></a>
<strong>Task.set_timeout (sec, func_token, params)</strong>
</dt>
<dd>
Allows you to set a timer (in seconds) after which the tokened function will be run with params given as an argument
Cannot be called before init
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">sec</span>
<number>
</li>
<li><span class="parameter">func_token</span>
<number> a token for a function store via the token system
</li>
<li><span class="parameter">params</span>
<any> the argument to send to the tokened function
</li>
</ul>
</dd>
<dt>
<a name = "Task.queue_task"></a>
<strong>Task.queue_task (func_token, params, weight)</strong>
</dt>
<dd>
Queueing allows you to split up heavy tasks which don't need to be completed in the same tick.
Queued tasks are generally run 1 per tick. If the queue backs up, more tasks will be processed per tick.
Ex. if the task is expected to repeat multiple times (ie. the function returns true and loops several ticks)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">func_token</span>
<number> a token for a function stored via the token system
If this function returns `true` it will run again the next tick, delaying other queued tasks (see weight)
</li>
<li><span class="parameter">params</span>
<any> the argument to send to the tokened function
</li>
<li><span class="parameter">weight</span>
<number> (defaults to 1) weight is the number of ticks a task is expected to take.
</li>
</ul>
</dd>
</dl>
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<div id="content">
<h1>Module <code>utils.timestamp</code></h1>
<p>source https://github.com/daurnimator/luatz/blob/master/luatz/timetable.lua
edited down to just what is needed.</p>
<p></p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Public.to_timetable">Public.to_timetable (sec)</a></td>
<td class="summary">Converts unix epoch timestamp into table {year: number, month: number, day: number, hour: number, min: number, sec: number}</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Public.from_timetable">Public.from_timetable (timetable)</a></td>
<td class="summary">Converts timetable into unix epoch timestamp</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Public.to_string">Public.to_string (secs)</a></td>
<td class="summary">Converts unix epoch timestamp into human readable string.</td>
</tr>
</table>
<br/>
<br/>
<h2><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Public.to_timetable"></a>
<strong>Public.to_timetable (sec)</strong>
</dt>
<dd>
Converts unix epoch timestamp into table {year: number, month: number, day: number, hour: number, min: number, sec: number}
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">sec</span>
<number> unix epoch timestamp
</li>
</ul>
<h3>Returns:</h3>
<ol>
{year: number, month: number, day: number, hour: number, min: number, sec: number}
</ol>
</dd>
<dt>
<a name = "Public.from_timetable"></a>
<strong>Public.from_timetable (timetable)</strong>
</dt>
<dd>
Converts timetable into unix epoch timestamp
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">timetable</span>
<table> {year: number, month: number, day: number, hour: number, min: number, sec: number}
</li>
</ul>
<h3>Returns:</h3>
<ol>
number
</ol>
</dd>
<dt>
<a name = "Public.to_string"></a>
<strong>Public.to_string (secs)</strong>
</dt>
<dd>
Converts unix epoch timestamp into human readable string.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">secs</span>
<type> unix epoch timestamp
</li>
</ul>
<h3>Returns:</h3>
<ol>
string
</ol>
</dd>
</dl>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.3</a></i>
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--- Factorio command making module that makes commands with better parse and more modularity
-- @author Cooldude2606
-- @module Commands
--[[
>>>>Example Authenticator:
The command system is most useful when you can control who can use commands; to do this would would need to
@@ -235,8 +234,7 @@ local Commands = {
}
--- Adds an authorization callback, function used to check if a player if allowed to use a command
-- @see Commands.authorize
-- @tparam callback function the callback you want to register as an authenticator
-- @tparam function callback the callback you want to register as an authenticator
-- callback param - player: LuaPlayer - the player who is trying to use the command
-- callback param - command: string - the name of the command which is being used
-- callback param - flags: table - any flags which have been set for the command
@@ -248,8 +246,7 @@ function Commands.add_authenticator(callback)
end
--- Removes an authorization callback
-- @see Commands.add_authenticator
-- @tparam callback function|number the callback to remove, an index returned by add_authenticator can be passed
-- @tparam function|number callback the callback to remove, an index returned by add_authenticator can be passed
-- @treturn boolean was the callback found and removed
function Commands.remove_authenticator(callback)
if type(callback) == 'number' then
@@ -277,8 +274,8 @@ function Commands.remove_authenticator(callback)
end
--- Mostly used internally, calls all authorization callbacks, returns if the player is authorized
-- @tparam player LuaPlayer the player that is using the command, passed to callbacks
-- @tparam command_name string the command that is being used, passed to callbacks
-- @tparam LuaPlayer player the player that is using the command, passed to callbacks
-- @tparam string command_name the command that is being used, passed to callbacks
-- @treturn[1] boolean true player is authorized
-- @treturn[1] string commands const for success
-- @treturn[2] boolean false player is unauthorized
@@ -322,7 +319,7 @@ function Commands.authorize(player,command_name)
end
--- Gets all commands that a player is allowed to use, game commands not included
-- @tparam[opt] player LuaPlayer the player that you want to get commands of, nil will return all commands
-- @tparam[opt] LuaPlayer player the player that you want to get commands of, nil will return all commands
-- @treturn table all commands that that player is allowed to use, or all commands
function Commands.get(player)
player = Game.get_player_from_any(player)
@@ -337,8 +334,8 @@ function Commands.get(player)
end
--- Searches command names and help messages to find possible commands, game commands included
-- @tparam keyword string the word which you are trying to find
-- @tparam[opt] allowed_player LuaPlayer the player to get allowed commands of, if nil all commands are searched
-- @tparam string keyword the word which you are trying to find
-- @tparam[opt] LuaPlayer allowed_player the player to get allowed commands of, if nil all commands are searched
-- @treturn table all commands that contain the key word, and allowed by player if player given
function Commands.search(keyword,allowed_player)
local custom_commands = Commands.get(allowed_player)
@@ -369,8 +366,8 @@ end
--- Adds a parse function which can be called by name rather than callback (used in add_param)
-- nb: this is not needed as you can use the callback directly this just allows it to be called by name
-- @tparam name string the name of the parse, should be the type like player or player_alive, must be unique
-- @tparam callback function the callback that is ran to parse the input
-- @tparam string name the name of the parse, should be the type like player or player_alive, must be unique
-- @tparam function callback the callback that is ran to parse the input
-- parse param - input: string - the input given by the user for this param
-- parse param - player: LuaPlayer - the player who is using the command
-- parse param - reject: function(error_message) - use this function to send a error to the user and fail running
@@ -386,14 +383,16 @@ function Commands.add_parse(name,callback)
end
--- Removes a parse function, see add_parse for adding them
-- @tparam name string the name of the parse to remove
-- @tparam string name the name of the parse to remove
function Commands.remove_parse(name)
Commands.parse_functions[name] = nil
end
--- Intended to be used within other parse functions, runs a parse and returns success and new value
-- @tparam name string the name of the parse to call, must be registered and cant be a function
-- @tparam input string the input to pass to the parse, will always be a string but might not be the orginal input
-- @tparam string name the name of the parse to call, must be registered and cant be a function
-- @tparam string input string the input to pass to the parse, will always be a but might not be the orginal input
-- @tparam LuaPlayer player the player that is calling using the command
-- @tparam function reject the reject function that was passed by the command hander
-- @treturn any the new value for the input, may be nil, if nil then either there was an error or input was nil
function Commands.parse(name,input,player,reject,...)
if not Commands.parse_functions[name] then return end
@@ -405,8 +404,8 @@ function Commands.parse(name,input,player,reject,...)
end
--- Creates a new command object to added details to, note this does not register the command to the game
-- @tparam name string the name of the command to be created
-- @tparam help string the help message for the command
-- @tparam string name the name of the command to be created
-- @tparam string help the help message for the command
-- @treturn Commands._prototype this will be used with other functions to generate the command functions
function Commands.new_command(name,help)
local command = setmetatable({
@@ -427,9 +426,9 @@ function Commands.new_command(name,help)
end
--- Adds a new param to the command this will be displayed in the help and used to parse the input
-- @tparam name string the name of the new param that is being added to the command
-- @tparam[opt=true] optional is this param required for this command, these must be after all required params
-- @tparam[opt=pass through] parse function this function will take the input and return a new (or same) value
-- @tparam string name the name of the new param that is being added to the command
-- @tparam[opt=true] boolean optional is this param required for this command, these must be after all required params
-- @tparam[opt=pass function through] ?string|function parse this function will take the input and return a new (or same) value
-- @param[opt] ... extra args you want to pass to the parse function; for example if the parse is general use
-- parse param - input: string - the input given by the user for this param
-- parse param - player: LuaPlayer - the player who is using the command
@@ -452,7 +451,7 @@ function Commands._prototype:add_param(name,optional,parse,...)
end
--- Adds default values to params only matters if the param is optional, if default value is a function it is called with param player
-- @tparam defaults table a table keyed by the name of the param with the value as the default value {paramName=defaultValue}
-- @tparam table defaults table a keyed by the name of the param with the value as the default value {paramName=defaultValue}
-- callback param - player: LuaPlayer - the player using the command, default value does not need to be a function callback
-- @treturn Commands._prototype pass through to allow more functions to be called
function Commands._prototype:set_defaults(defaults)
@@ -465,8 +464,8 @@ function Commands._prototype:set_defaults(defaults)
end
--- Adds a tag to the command which is passed via the flags param to the authenticators, can be used to assign command roles or type
-- @tparam name string the name of the tag to be added; used to keep flags separate
-- @tparam value any the tag that you want can be anything that the authenticators are expecting
-- @tparam string name the name of the tag to be added; used to keep flags separate
-- @tparam any value the tag that you want can be anything that the authenticators are expecting
-- nb: if value is nil then name will be assumed as the value and added at a numbered index
-- @treturn Commands._prototype pass through to allow more functions to be called
function Commands._prototype:set_flag(name,value)
@@ -482,7 +481,7 @@ end
--- Adds an alias or multiple that will also be registered with the same callback, eg /teleport can be /tp with both working
-- @usage command:add_alias('aliasOne','aliasTwo','etc')
-- @tparam ... string any amount of aliases that you want this command to be callable with
-- @tparam string any ... amount of aliases that you want this command to be callable with
-- @treturn Commands._prototype pass through to allow more functions to be called
function Commands._prototype:add_alias(...)
for _,alias in pairs({...}) do
@@ -503,7 +502,7 @@ end
--- Adds the callback to the command and registers all aliases, params and help message with the game
-- nb: this must be the last function ran on the command and must be done for the command to work
-- @tparam callback function the callback for the command, will receive the player running command, and params added with add_param
-- @tparam function callback the callback for the command, will receive the player running command, and params added with add_param
-- callback param - player: LuaPlayer - the player who used the command
-- callback param - ... - any params which were registered with add_param in the order they where registered
-- callback param - raw: string - the raw input from the user, comes after every param added with add_param
@@ -540,8 +539,8 @@ end
-- nb: this is for non fatal errors meaning there is no log of this event
-- nb: if reject is giving as a param to the callback use that instead
-- @usage return Commands.error()
-- @tparam[opt] error_message string an optional error message that can be sent to the user
-- @tparam[opt] play_sound string the sound to play for the error
-- @tparam[opt] string error_message an optional error message that can be sent to the user
-- @tparam[opt] string play_sound the sound to play for the error
-- @treturn Commands.defines.error return this to command handler to exit execution
function Commands.error(error_message,play_sound)
error_message = error_message or ''
@@ -555,9 +554,9 @@ end
--- Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use
-- nb: use error(error_message) within your callback to trigger do not trigger directly as the handler may still continue
-- @tparam success boolean the success value returned from pcall, or just false to trigger error
-- @tparam command_name string the name of the command this is used within the log
-- @tparam error_message string the error returned by pcall or some other error, this is logged and not returned to player
-- @tparam boolean success the success value returned from pcall, or just false to trigger error
-- @tparam string command_name the name of the command this is used within the log
-- @tparam string error_message the error returned by pcall or some other error, this is logged and not returned to player
-- @treturn boolean the opposite of success so true means to cancel execution, used internally
function Commands.internal_error(success,command_name,error_message)
if not success then
@@ -569,7 +568,7 @@ end
--- Sends a value to the player, followed by a command complete message
-- nb: either return a value from your callback to trigger or return the return of this to prevent two messages
-- @tparam[opt] value any the value to return to the player, if nil then only success message returned
-- @tparam[opt] any value the value to return to the player, if nil then only success message returned
-- @treturn Commands.defines.success return this to the command handler to prevent two success messages
function Commands.success(value)
if value ~= nil then player_return(value) end
@@ -591,7 +590,7 @@ local function command_log(player,command,comment,params,raw,details)
end
--- Main event function that is ran for all commands, used internally please avoid direct use
-- @tparam command_event table passed directly from command event from the add_command function
-- @tparam table command_event passed directly from command event from the add_command function
function Commands.run_command(command_event)
local command_data = Commands.commands[command_event.name]
-- player can be nil when it is the server

View File

@@ -1,40 +1,39 @@
--- Adds some commonly used functions used in many modules
-- @author cooldude2606
-- @module Public
--[[
>>>>Functions List (see function for more detail):
Public.type_check(value,test_type) --- Compare types faster for faster validation of prams
Public.type_check_error(value,test_type,error_message,level) --- Raises an error if the value is of the incorrect type
Public.param_check(value,test_type,param_name,param_number) --- Raises an error when the value is the incorrect type, uses a consistent error message format
Common.type_check(value,test_type) --- Compare types faster for faster validation of prams
Common.type_check_error(value,test_type,error_message,level) --- Raises an error if the value is of the incorrect type
Common.param_check(value,test_type,param_name,param_number) --- Raises an error when the value is the incorrect type, uses a consistent error message format
Public.player_return(value,colour,player) --- Will return a value of any type to the player/server console, allows colour for in-game players
Public.write_json(path,tbl) --- Writes a table object to a file in json format
Common.player_return(value,colour,player) --- Will return a value of any type to the player/server console, allows colour for in-game players
Common.write_json(path,tbl) --- Writes a table object to a file in json format
Public.opt_require(path) --- Calls a require that will not error if the file is not found
Public.ext_require(path,...) --- Calls a require and returns only the keys given, file must return a table
Common.opt_require(path) --- Calls a require that will not error if the file is not found
Common.ext_require(path,...) --- Calls a require and returns only the keys given, file must return a table
Public.format_time(ticks,options) --- Formats tick into a clean format, denominations from highest to lowest
Common.format_time(ticks,options) --- Formats tick into a clean format, denominations from highest to lowest
Public.move_items(items,surface,position,radius,chest_type) --- Moves items to the position and stores them in the closest entity of the type given
Common.move_items(items,surface,position,radius,chest_type) --- Moves items to the position and stores them in the closest entity of the type given
Public.print_grid_value(value, surface, position, scale, offset, immutable) --- Prints a colored value on a location.
Public.print_colored_grid_value(value, surface, position, offset, immutable,
Common.print_grid_value(value, surface, position, scale, offset, immutable) --- Prints a colored value on a location.
Common.print_colored_grid_value(value, surface, position, offset, immutable,
color_value, base_color, delta_color, under_bound, over_bound) --- Prints a colored value on a location. with extra settings.
Public.clear_flying_text(surface) --- Clears all flying text entites on a surface
Common.clear_flying_text(surface) --- Clears all flying text entites on a surface
Public.string_contains(s, contains) --- Tests if a string contains a given substring.
Common.string_contains(s, contains) --- Tests if a string contains a given substring.
Public.extract_keys(tbl,...) --- Extracts certain keys from a table
Public.enum(tbl) --- Converts a table to an enum
Public.auto_complete(options,input,use_key,rtn_key) --- Returns the closest match to the input
Public.table_keys(tbl) --- Returns all the keys of a table
Public.table_values(tbl) --- Returns all the values of a table
Public.table_alphanumsort(tbl) --- Returns the list is a sorted way that would be expected by people (this is by key)
Public.table_keysort(tbl) --- Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)
Common.extract_keys(tbl,...) --- Extracts certain keys from a table
Common.enum(tbl) --- Converts a table to an enum
Common.auto_complete(options,input,use_key,rtn_key) --- Returns the closest match to the input
Common.table_keys(tbl) --- Returns all the keys of a table
Common.table_values(tbl) --- Returns all the values of a table
Common.table_alphanumsort(tbl) --- Returns the list is a sorted way that would be expected by people (this is by key)
Common.table_keysort(tbl) --- Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)
Public.format_chat_colour(message,color) --- Returns a message with valid chat tags to change its colour
Public.format_chat_colour_localized(message,color) --- Returns a message with valid chat tags to change its colour, using localization
Public.format_chat_player_name(player,raw_string) --- Returns the players name in the players color
Common.format_chat_colour(message,color) --- Returns a message with valid chat tags to change its colour
Common.format_chat_colour_localized(message,color) --- Returns a message with valid chat tags to change its colour, using localization
Common.format_chat_player_name(player,raw_string) --- Returns the players name in the players color
]]
local Colours = require 'resources.color_presets'
@@ -43,39 +42,39 @@ local Util = require 'util'
require 'utils.table'
require 'utils.math'
local Public = {}
local Common = {}
--- Compare types faster for faster validation of params
-- @usage type_check('foo','string') -- return true
-- @usage type_check('foo') -- return false
-- @param v the value to be tested
-- @tparam any value the value to be tested
-- @tparam[opt=nil] string test_type the type to test for if not given then it tests for nil
-- @treturn boolean is v of type test_type
function Public.type_check(value,test_type)
function Common.type_check(value,test_type)
return test_type and value and type(value) == test_type or not test_type and not value or false
end
--- Raises an error if the value is of the wrong type
-- @usage type_check_error('foo','number','Value must be a number') -- will raise error "Value must be a number"
-- @tparam value any the value that you want to test the type of
-- @tparam test_type string the type that the value should be
-- @tparam error_message string the error message that is returned
-- @tparam level number the level to call the error on (level = 1 means the caller)
-- @tparam any value the value that you want to test the type of
-- @tparam string test_type the type that the value should be
-- @tparam string error_message the error message that is returned
-- @tparam number level the level to call the error on (level = 1 means the caller)
-- @treturn boolean true if no error was called
function Public.type_check_error(value,test_type,error_message,level)
function Common.type_check_error(value,test_type,error_message,level)
level = level and level+1 or 2
return Public.test_type(value,test_type) or error(error_message,level)
return Common.test_type(value,test_type) or error(error_message,level)
end
--- Raises an error when the value is the incorrect type, uses a consistent error message format
-- @usage param_check('foo','number','repeat_count',2) -- will raise error "Invalid param #02 given to <anon>; repeat_count is not of type number"
-- @tparam value any the value that you want to test the type of
-- @tparam test_type string the type that the value should be
-- @tparam param_name string the name of the param
-- @tparam param_number number the number param it is
-- @tparam any value the value that you want to test the type of
-- @tparam string test_type the type that the value should be
-- @tparam string param_name the name of the param
-- @tparam number param_number the number param it is
-- @treturn boolean true if no error was raised
function Public.param_check(value,test_type,param_name,param_number)
if not Public.test_type(value,test_type) then
function Common.param_check(value,test_type,param_name,param_number)
if not Common.test_type(value,test_type) then
local function_name = debug.getinfo(2,'n').name or '<anon>'
local error_message = string.format('Invalid param #%2d given to %s; %s is not of type %s',param_number,function_name,param_name,test_type)
return error(error_message,3)
@@ -90,16 +89,16 @@ end
-- @param value any value of any type that will be returned to the player or console
-- @tparam[opt=defines.colour.white] ?defines.color|string colour the colour of the text for the player, ignored when printing to console
-- @tparam[opt=game.player] LuaPlayer player the player that return will go to, if no game.player then returns to server
function Public.player_return(value,colour,player)
colour = Public.type_check(colour,'table') and colour or Colours[colour] ~= Colours.white and Colours[colour] or Colours.white
function Common.player_return(value,colour,player)
colour = Common.type_check(colour,'table') and colour or Colours[colour] ~= Colours.white and Colours[colour] or Colours.white
player = player or game.player
-- converts the value to a string
local returnAsString
if Public.type_check(value,'table') or type(value) == 'userdata' then
if Public.type_check(value.__self,'userdata') or type(value) == 'userdata' then
if Common.type_check(value,'table') or type(value) == 'userdata' then
if Common.type_check(value.__self,'userdata') or type(value) == 'userdata' then
-- value is userdata
returnAsString = 'Cant Display Userdata'
elseif Public.type_check(value[1],'string') and string.find(value[1],'.+[.].+') and not string.find(value[1],'%s') then
elseif Common.type_check(value[1],'string') and string.find(value[1],'.+[.].+') and not string.find(value[1],'%s') then
-- value is a locale string
returnAsString = value
elseif getmetatable(value) ~= nil and not tostring(value):find('table: 0x') then
@@ -109,7 +108,7 @@ function Public.player_return(value,colour,player)
-- value is a table
returnAsString = table.inspect(value,{depth=5,indent=' ',newline='\n'})
end
elseif Public.type_check(value,'function') then
elseif Common.type_check(value,'function') then
-- value is a function
returnAsString = 'Cant Display Functions'
else returnAsString = tostring(value) end
@@ -125,33 +124,33 @@ function Public.player_return(value,colour,player)
end
--- Writes a table object to a file in json format
-- @tparam path string the path of the file to write include / to use dir
-- @tpatam tbl table the table that will be converted to a json string and wrote to file
function Public.write_json(path,tbl)
-- @tparam string path the path of the file to write include / to use dir
-- @tparam table tbl the table that will be converted to a json string and wrote to file
function Common.write_json(path,tbl)
game.write_file(path,game.table_to_json(tbl)..'\n',true,0)
end
--- Calls a require that will not error if the file is not found
-- @usage local file = opt_require('file.not.present') -- will not cause any error
-- @tparam path string the path that you want to require
-- @tparam string path the path that you want to require
-- @return the returns from that file or nil, error if not loaded
function Public.opt_require(path)
function Common.opt_require(path)
local success, rtn = pcall(require,path)
if success then return rtn
else return nil,rtn end
end
--- Calls a require and returns only the keys given, file must return a table
-- @useage local extract, param_check = ext_require('expcore.common','extract','param_check')
-- @tparam path string the path that you want to require
-- @tparam ... string the name of the keys that you want returned
-- @usage local extract, param_check = ext_require('expcore.common','extract','param_check')
-- @tparam string path the path that you want to require
-- @tparam string ... the name of the keys that you want returned
-- @return the keys in the order given
function Public.ext_require(path,...)
function Common.ext_require(path,...)
local rtn = require(path)
if type(rtn) ~= 'table' then
error('File did not return a table, can not extract keys.',2)
end
return Public.extract_keys(rtn,...)
return Common.extract_keys(rtn,...)
end
--- Formats tick into a clean format, denominations from highest to lowest
@@ -159,10 +158,10 @@ end
-- time will use : separates
-- string will return a string not a locale string
-- when a denomination is false it will overflow into the next one
-- @tparam ticks number the number of ticks that represents a time
-- @tparam options table a table of options to use for the format
-- @tparam number ticks the number of ticks that represents a time
-- @tparam table options table a of options to use for the format
-- @treturn string a locale string that can be used
function Public.format_time(ticks,options)
function Common.format_time(ticks,options)
-- Sets up the options
options = options or {
days=false,
@@ -239,7 +238,7 @@ function Public.format_time(ticks,options)
rtn = rtn and {div,rtn,value} or value
end
end
append(options.day,rtn_days)
append(options.days,rtn_days)
append(options.hours,rtn_hours)
append(options.minutes,rtn_minutes)
append(options.seconds,rtn_seconds)
@@ -247,11 +246,12 @@ function Public.format_time(ticks,options)
end
--- Moves items to the position and stores them in the closest entity of the type given
-- @tparam items table items which are to be added to the chests, ['name']=count
-- @tparam[opt=navies] surface LuaSurface the surface that the items will be moved to
-- @tparam[opt={0,0}] position table the position that the items will be moved to {x=100,y=100}
-- @tparam[opt=32] radius number the radius in which the items are allowed to be placed
function Public.move_items(items,surface,position,radius,chest_type)
-- @tparam table items items which are to be added to the chests, ['name']=count
-- @tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
-- @tparam[opt={0,0}] table position the position that the items will be moved to {x=100,y=100}
-- @tparam[opt=32] number radius the radius in which the items are allowed to be placed
-- @tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
function Common.move_items(items,surface,position,radius,chest_type)
chest_type = chest_type or 'iron-chest'
surface = surface or game.surfaces[1]
if position and type(position) ~= 'table' then return end
@@ -305,7 +305,7 @@ end
@param offset float
@param immutable bool if immutable, only set, never do a surface lookup, values never change
]]
function Public.print_grid_value(value, surface, position, scale, offset, immutable)
function Common.print_grid_value(value, surface, position, scale, offset, immutable)
local is_string = type(value) == 'string'
local color = Colours.white
local text = value
@@ -380,7 +380,7 @@ end
@param under_bound {r,g,b} The color to be used if color_value < 0
@param over_bound {r,g,b} The color to be used if color_value > 1
]]
function Public.print_colored_grid_value(value, surface, position, offset, immutable,
function Common.print_colored_grid_value(value, surface, position, offset, immutable,
color_value, base_color, delta_color, under_bound, over_bound)
local is_string = type(value) == 'string'
-- default values:
@@ -438,8 +438,8 @@ function Public.print_colored_grid_value(value, surface, position, offset, immut
end
--- Clears all flying text entites on a surface
-- @tparam surface LuaSurface the surface to clear
function Public.clear_flying_text(surface)
-- @tparam LuaSurface surface the surface to clear
function Common.clear_flying_text(surface)
local entities = surface.find_entities_filtered{name ='flying-text'}
for _,entity in pairs(entities) do
if entity and entity.valid then
@@ -452,16 +452,16 @@ end
-- @tparam string s the string to check for the substring
-- @tparam string contains the substring to test for
-- @treturn boolean true if the substring was found in the string
function Public.string_contains(s, contains)
function Common.string_contains(s, contains)
return s and string.find(s, contains) ~= nil
end
--- Extracts certain keys from a table
-- @usage local key_three, key_one = extract({key_one='foo',key_two='bar',key_three=true},'key_three','key_one')
-- @tparam tbl table the table which contains the keys
-- @tparam ... string the names of the keys you want extracted
-- @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
function Public.extract_keys(tbl,...)
function Common.extract_keys(tbl,...)
local values = {}
for _,key in pairs({...}) do
table.insert(values,tbl[key])
@@ -470,9 +470,9 @@ function Public.extract_keys(tbl,...)
end
--- Converts a table to an enum
-- @tparam tbl table the table that will be converted
-- @tparam table tbl table the that will be converted
-- @treturn table the new table that acts like an enum
function Public.enum(tbl)
function Common.enum(tbl)
local rtn = {}
for k,v in pairs(tbl) do
if type(k) ~= 'number' then
@@ -491,18 +491,18 @@ function Public.enum(tbl)
end
--- Returns the closest match to the input
-- @tparam options table a table of options for the auto complete
-- @tparam input string the input string that will be completed
-- @tparam[opt=false] use_key boolean when true the keys of options will be used as the options
-- @tparam[opt=false] rtn_key boolean when true the the key will be returned rather than the value
-- @tparam table options table a of options for the auto complete
-- @tparam string input string the input that will be completed
-- @tparam[opt=false] boolean use_key when true the keys of options will be used as the options
-- @tparam[opt=false] boolean rtn_key when true the the key will be returned rather than the value
-- @return the list item found that matches the input
function Public.auto_complete(options,input,use_key,rtn_key)
function Common.auto_complete(options,input,use_key,rtn_key)
local rtn = {}
if type(input) ~= 'string' then return end
input = input:lower()
for key,value in pairs(options) do
local check = use_key and key or value
if Public.string_contains(string.lower(check),input) then
if Common.string_contains(string.lower(check),input) then
local result = rtn_key and key or value
table.insert(rtn,result)
end
@@ -511,9 +511,9 @@ function Public.auto_complete(options,input,use_key,rtn_key)
end
--- Returns all the keys of a table
-- @tparam tbl table the table to get the keys of
-- @tparam table tbl table the to get the keys of
-- @treturn table an array of the table keys
function Public.table_keys(tbl)
function Common.table_keys(tbl)
local rtn = {}
for key,_ in pairs(tbl) do
table.insert(rtn,key)
@@ -522,9 +522,9 @@ function Public.table_keys(tbl)
end
--- Returns all the values of a table
-- @tparam tbl table the table to get the values of
-- @tparam table tbl table the to get the values of
-- @treturn table an array of the table values
function Public.table_values(tbl)
function Common.table_values(tbl)
local rtn = {}
for _,value in pairs(tbl) do
table.insert(rtn,value)
@@ -535,8 +535,8 @@ 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 Public.table_alphanumsort(tbl)
local o = Public.table_keys(tbl)
function Common.table_alphanumsort(tbl)
local o = Common.table_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)
@@ -550,46 +550,46 @@ end
--- Returns the list is a sorted way that would be expected by people (this is by key) (faster alterative than above)
-- @tparam table tbl the table to be sorted
-- @treturn table the sorted table
function Public.table_keysort(tbl)
local o = Public.table_keys(tbl,true)
function Common.table_keysort(tbl)
local o = Common.table_keys(tbl,true)
local _tbl = {}
for _,k in pairs(o) do _tbl[k] = tbl[k] end
return _tbl
end
--- Returns a message with valid chat tags to change its colour
-- @tparam message string the message that will be in the output
-- @tparam color table a color which contains r,g,b as its keys
-- @tparam string message the message that will be in the output
-- @tparam table color a color which contains r,g,b as its keys
-- @treturn string the message with the color tags included
function Public.format_chat_colour(message,color)
function Common.format_chat_colour(message,color)
color = color or Colours.white
local color_tag = '[color='..math.round(color.r,3)..','..math.round(color.g,3)..','..math.round(color.b,3)..']'
return string.format('%s%s[/color]',color_tag,message)
end
--- Returns a message with valid chat tags to change its colour, using localization
-- @tparam message ?string|table the message that will be in the output
-- @tparam color table a color which contains r,g,b as its keys
-- @tparam ?string|table message the message that will be in the output
-- @tparam table color a color which contains r,g,b as its keys
-- @treturn table the message with the color tags included
function Public.format_chat_colour_localized(message,color)
function Common.format_chat_colour_localized(message,color)
color = color or Colours.white
color = math.round(color.r,3)..','..math.round(color.g,3)..','..math.round(color.b,3)
return {'color-tag',color,message}
end
--- Returns the players name in the players color
-- @tparam player LuaPlayer the player to use the name and color of
-- @tparam[opt=false] raw_string boolean when true a string is returned rather than a localized string
-- @tparam LuaPlayer player the player to use the name and color of
-- @tparam[opt=false] boolean raw_string when true a is returned rather than a localized string
-- @treturn table the players name with tags for the players color
function Public.format_chat_player_name(player,raw_string)
function Common.format_chat_player_name(player,raw_string)
player = Game.get_player_from_any(player)
local player_name = player and player.name or '<Server>'
local player_chat_colour = player and player.chat_color or Colours.white
if raw_string then
return Public.format_chat_colour(player_name,player_chat_colour)
return Common.format_chat_colour(player_name,player_chat_colour)
else
return Public.format_chat_colour_localized(player_name,player_chat_colour)
return Common.format_chat_colour_localized(player_name,player_chat_colour)
end
end
return Public
return Common

View File

@@ -25,7 +25,7 @@ local Button = {
}
--- Creates a new button element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new button element define
function Button.new_button(name)
@@ -68,9 +68,9 @@ function Button.new_button(name)
end
--- Adds sprites to a button making it a spirte button
-- @tparam sprite SpritePath the sprite path for the default sprite for the button
-- @tparam[opt] hovered_sprite SpritePath the sprite path for the sprite when the player hovers over the button
-- @tparam[opt] clicked_sprite SpritePath the sprite path for the sprite when the player clicks the button
-- @tparam SpritePath sprite the sprite path for the default sprite for the button
-- @tparam[opt] SpritePath hovered_sprite the sprite path for the sprite when the player hovers over the button
-- @tparam[opt] SpritePath clicked_sprite the sprite path for the sprite when the player clicks the button
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite)
self.draw_data.type = 'sprite-button'
@@ -81,8 +81,8 @@ function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite)
end
--- Adds a click / mouse button filter to the button
-- @tparam filter ?string|table either a table of mouse buttons or the first mouse button to filter, with a table true means allowed
-- @tparam[opt] ... when filter is not a table you can add the mouse buttons one after each other
-- @tparam table filter ?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed
-- @tparam[opt] table ... when filter is not a you can add the mouse buttons one after each other
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_click_filter(filter,...)
if type(filter) == 'string' then
@@ -103,8 +103,8 @@ function Button._prototype:set_click_filter(filter,...)
end
--- Adds a control key filter to the button
-- @tparam filter ?string|table either a table of control keys or the first control keys to filter, with a table true means allowed
-- @tparam[opt] ... when filter is not a table you can add the control keyss one after each other
-- @tparam table filter ?string|table either a of control keys or the first control keys to filter, with a table true means allowed
-- @tparam[opt] table ... when filter is not a you can add the control keyss one after each other
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_key_filter(filter,...)
if type(filter) == 'string' then

View File

@@ -26,7 +26,7 @@ local CenterFrames = {
}
--- Gets the center flow for a player
-- @tparam player LuapPlayer the player to get the flow for
-- @tparam LuaPlayer player the player to get the flow for
-- @treturn LuaGuiElement the center flow
function CenterFrames.get_flow(player)
player = Game.get_player_from_any(player)
@@ -34,15 +34,15 @@ function CenterFrames.get_flow(player)
end
--- Clears the center flow for a player
-- @tparam player LuapPlayer the player to clear the flow for
-- @tparam LuaPlayer player the player to clear the flow for
function CenterFrames.clear_flow(player)
local flow = CenterFrames.get_flow(player)
flow.clear()
end
--- Draws the center frame for a player, if already open then will do nothing
-- @tparam player LuapPlayer the player that will have the frame drawn
-- @tparam name string the name of the hui that will drawn
-- @tparam LuaPlayer player the player that will have the frame drawn
-- @tparam string name the name of the hui that will drawn
-- @treturn LuaGuiElement the new frame that was made
function CenterFrames.draw_frame(player,name)
local define = Gui.get_define(name,true)
@@ -52,8 +52,8 @@ function CenterFrames.draw_frame(player,name)
end
--- Draws the center frame for a player, if already open then will destroy it and redraw
-- @tparam player LuapPlayer the player that will have the frame drawn
-- @tparam name string the name of the hui that will drawn
-- @tparam LuaPlayer player the player that will have the frame drawn
-- @tparam string name the name of the hui that will drawn
-- @treturn LuaGuiElement the new frame that was made
function CenterFrames.redraw_frame(player,name)
local define = Gui.get_define(name,true)
@@ -63,9 +63,9 @@ function CenterFrames.redraw_frame(player,name)
end
--- Toggles if the frame is currently open or not, will open if closed and close if open
-- @tparam player LuapPlayer the player that will have the frame toggled
-- @tparam name string the name of the hui that will be toggled
-- @tparam[opt] state boolean when set will force a state for the frame
-- @tparam LuaPlayer player the player that will have the frame toggled
-- @tparam string name the name of the hui that will be toggled
-- @tparam[opt] boolean state when set will force a state for the frame
-- @treturn boolean if the frame if no open or closed
function CenterFrames.toggle_frame(player,name,state)
local define = Gui.get_define(name,true)
@@ -75,8 +75,8 @@ function CenterFrames.toggle_frame(player,name,state)
return true
elseif state == false then
local flow = CenterFrames.get_flow(player)
if flow[define.name] then
flow[define.name].destroy()
if flow[define.name..'-frame'] then
flow[define.name..'-frame'].destroy()
end
return false
else
@@ -86,7 +86,7 @@ function CenterFrames.toggle_frame(player,name,state)
end
--- Creates a new center frame define
-- @tparam permision_name string the name that can be used with the permision system
-- @tparam string permision_name the name that can be used with the permision system
-- @treturn table the new center frame define
function CenterFrames.new_frame(permision_name)
local self = Toolbar.new_button(permision_name)
@@ -99,7 +99,7 @@ function CenterFrames.new_frame(permision_name)
mt.__index = CenterFrames._prototype
mt.__call = self.event_handler
Gui.on_custom_close(self.name,function(event)
Gui.on_custom_close(self.name..'-frame',function(event)
local element = event.element
if element and element.valid then element.destroy() end
end)
@@ -108,7 +108,7 @@ function CenterFrames.new_frame(permision_name)
end
--- Sets the frame to be the current active gui when opened and closes all other frames
-- @tparam[opt=true] state boolean when true will auto close other frames and set this frame as player.opened
-- @tparam[opt=true] boolean state when true will auto close other frames and set this frame as player.opened
function CenterFrames._prototype:set_auto_focus(state)
if state == false then
self.auto_focus = false
@@ -118,14 +118,14 @@ function CenterFrames._prototype:set_auto_focus(state)
end
--- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
-- @tparam player LuaPlayer the player to draw the frame for
-- @tparam LuaPlayer player the player to draw the frame for
-- @treturn LuaGuiElement the new frame that was drawn
function CenterFrames._prototype:draw_frame(player)
player = Game.get_player_from_any(player)
local flow = CenterFrames.get_flow(player)
if flow[self.name] then
return flow[self.name]
if flow[self.name..'-frame'] then
return flow[self.name..'-frame']
end
if self.auto_focus then
@@ -134,7 +134,7 @@ function CenterFrames._prototype:draw_frame(player)
local frame = flow.add{
type='frame',
name=self.name
name=self.name..'-frame'
}
if self.auto_focus then
@@ -149,28 +149,28 @@ function CenterFrames._prototype:draw_frame(player)
end
--- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
-- @tparam player LuaPlayer the player to draw the frame for
-- @tparam LuaPlayer player the player to draw the frame for
-- @treturn LuaGuiElement the new frame that was drawn
function CenterFrames._prototype:redraw_frame(player)
player = Game.get_player_from_any(player)
local flow = CenterFrames.get_flow(player)
if flow[self.name] then
flow[self.name].destroy()
if flow[self.name..'-frame'] then
flow[self.name..'-frame'].destroy()
end
return self:draw_frame(player)
end
--- Toggles if the frame is open, if open it will close it and if closed it will open it
-- @tparam player LuaPlayer the player to draw the frame for
-- @tparam LuaPlayer player the player to draw the frame for
-- @treturn boolean with the gui frame is now open
function CenterFrames._prototype:toggle_frame(player)
player = Game.get_player_from_any(player)
local flow = CenterFrames.get_flow(player)
if flow[self.name] then
flow[self.name].destroy()
if flow[self.name..'-frame'] then
flow[self.name..'-frame'].destroy()
return false
else
self:draw_frame(player)
@@ -179,7 +179,7 @@ function CenterFrames._prototype:toggle_frame(player)
end
--- Creates an event handler that will trigger one of its functions, use with Event.add
-- @tparam[opt=update] action string the action to take on this event
-- @tparam[opt=update] string action the action to take on this event
function CenterFrames._prototype:event_handler(action)
action = action or 'update'
return function(event)

View File

@@ -50,9 +50,9 @@ local Store = require 'expcore.store'
local Game = require 'utils.game'
--- Event call for on_checked_state_changed and store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value boolean the new state of the checkbox
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam boolean value the new state of the checkbox
local function event_call(define,element,value)
if define.events.on_element_update then
local player = Game.get_player_by_index(element.player_index)
@@ -61,9 +61,9 @@ local function event_call(define,element,value)
end
--- Store call for store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value boolean the new state of the checkbox
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam boolean value the new state of the checkbox
local function store_call(define,element,value)
element.state = value
event_call(define,element,value)
@@ -87,7 +87,7 @@ local Checkbox = {
}
--- Creates a new checkbox element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new checkbox element define
function Checkbox.new_checkbox(name)
@@ -131,7 +131,7 @@ function Checkbox.new_checkbox(name)
end
--- Creates a new radiobutton element define, has all functions checkbox has
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new button element define
function Checkbox.new_radiobutton(name)
local self = Checkbox.new_checkbox(name)
@@ -144,9 +144,9 @@ function Checkbox.new_radiobutton(name)
end
--- Adds this radiobutton to be an option in the given option set (only one can be true at a time)
-- @tparam option_set string the name of the option set to add this element to
-- @tparam option_name string the name of this option that will be used to idenitife it
-- @tparam self the define to allow chaining
-- @tparam string option_set the name of the option set to add this element to
-- @tparam string option_name the name of this option that will be used to idenitife it
-- @treturn self the define to allow chaining
function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
self.option_set = option_set
self.option_name = option_name or self.name
@@ -160,7 +160,8 @@ function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
end
--- Gets the stored value of the radiobutton or the option set if present
-- @tparam category[opt] string the category to get such as player name or force name
-- @tparam string category[opt] the category to get such as player name or force name
-- @tparam boolean internal used to prevent stackover flow
-- @treturn any the value that is stored for this define
function Checkbox._prototype_radiobutton:get_store(category,internal)
if not self.store then return end
@@ -174,8 +175,9 @@ function Checkbox._prototype_radiobutton:get_store(category,internal)
end
--- Sets the stored value of the radiobutton or the option set if present
-- @tparam category[opt] string the category to get such as player name or force name
-- @tparam value any the value to set for this define, must be valid for its type ie boolean for checkbox etc
-- @tparam string category[opt] the category to get such as player name or force name
-- @tparam boolean value the value to set for this define, must be valid for its type ie for checkbox etc
-- @tparam boolean internal used to prevent stackover flow
-- @treturn boolean true if the value was set
function Checkbox._prototype_radiobutton:set_store(category,value,internal)
if not self.store then return end
@@ -189,11 +191,11 @@ function Checkbox._prototype_radiobutton:set_store(category,value,internal)
end
--- Registers a new option set that can be linked to radiobutotns (only one can be true at a time)
-- @tparam name string the name of the option set, must be unique
-- @tparam callback function the update callback when the value of the option set chagnes
-- @tparam string name the name of the option set, must be unique
-- @tparam function callback the update callback when the value of the option set chagnes
-- callback param - value string - the new selected option for this option set
-- callback param - category string - the category that updated if categorize was used
-- @tpram categorize function the function used to convert an element into a string
-- @tparam function categorize the function used to convert an element into a string
-- @treturn string the name of this option set to be passed to add_as_option
function Checkbox.new_option_set(name,callback,categorize)
@@ -216,8 +218,8 @@ function Checkbox.new_option_set(name,callback,categorize)
end
--- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
-- @tparam name string the name of the option set to draw the radiobuttons of
-- @tparam element LuaGuiElement the parent element that the radiobuttons will be drawn to
-- @tparam string name the name of the option set to draw the radiobuttons of
-- @tparam LuaGuiElement element the parent element that the radiobuttons will be drawn to
function Checkbox.draw_option_set(name,element)
if not Checkbox.option_sets[name] then return end
local options = Checkbox.option_sets[name]
@@ -231,9 +233,9 @@ function Checkbox.draw_option_set(name,element)
end
--- Sets all radiobutotn in a element to false (unless excluded) and can act recursivly
-- @tparam element LuaGuiElement the root gui element to start setting radio buttons from
-- @tparam[opt] exclude ?string|table the name of the radiobutton to exclude or a table of radiobuttons where true will set the state true
-- @tparam[opt=false] recursive boolean if true will recur as much as possible, if a number will recur that number of times
-- @tparam LuaGuiElement element the root gui element to start setting radio buttons from
-- @tparam[opt] table exclude ?string|table the name of the radiobutton to exclude or a of radiobuttons where true will set the state true
-- @tparam[opt=false] ?number|boolean recursive if true will recur as much as possible, if a will recur that number of times
-- @treturn boolean true if successful
function Checkbox.reset_radiobuttons(element,exclude,recursive)
if not element or not element.valid then return end

View File

@@ -167,7 +167,7 @@ Gui.defines = {} -- Stores the indivdual element definations
Gui.names = {} -- Stores debug names to link to gui uids
--- Used internally to create new prototypes for element defines
-- @tparam tbl table a table that will have functions added to it
-- @tparam table tbl table a that will have functions added to it
-- @treturn table the new table with the keys added to it
function Gui._prototype_factory(tbl)
for k,v in pairs(Gui._prototype) do
@@ -177,12 +177,12 @@ function Gui._prototype_factory(tbl)
end
--- Used internally to create event handler adders for element defines
-- @tparam name string the key that the event will be stored under, should be the same as the event name
-- @tparam string name the key that the event will be stored under, should be the same as the event name
-- @treturn function the function that can be used to add an event handler
function Gui._event_factory(name)
--- Gui._prototype:on_event(callback)
--- Add a hander to run on this event, replace event with the event, different classes have different events
-- @tparam callback function the function that will be called on the event
-- @tparam function callback the function that will be called on the event
-- callback param - player LuaPlayer - the player who owns the gui element
-- callback param - element LuaGuiElement - the element that caused the event
-- callback param - value any - (not always present) the updated value for the element
@@ -204,7 +204,7 @@ end
function Gui._store_factory(callback)
--- Gui._prototype:add_store(categorize)
--- Adds a store location for the define that will save the state of the element, categorize is a function that returns a string
-- @tparam[opt] categorize function if present will be called to convert an element into a category string
-- @tparam[opt] function categorize if present will be called to convert an element into a category string
-- categorize param - element LuaGuiElement - the element that needs to be converted
-- categorize return - string - a determistic string that referses to a category such as player name or force name
-- @treturn self the element define to allow chaining
@@ -238,8 +238,8 @@ end
function Gui._sync_store_factory(callback)
--- Gui._prototype:add_sync_store(location,categorize)
--- Adds a store location for the define that will sync between games, categorize is a function that returns a string
-- @tparam location string a unique string location, unlike add_store a uid location should not be used to avoid migration problems
-- @tparam[opt] categorize function if present will be called to convert an element into a category string
-- @tparam string location string a unique location, unlike add_store a uid location should not be used to avoid migration problems
-- @tparam[opt] function categorize if present will be called to convert an element into a category string
-- categorize param - element LuaGuiElement - the element that needs to be converted
-- categorize return - string - a determistic string that referses to a category such as player name or force name
-- @treturn self the element define to allow chaining
@@ -272,7 +272,7 @@ function Gui._sync_store_factory(callback)
end
--- Used internally to create new element defines from a class prototype
-- @tparam prototype table the class prototype that will be used for the element define
-- @tparam table prototype the class prototype that will be used for the element define
-- @treturn table the new element define with all functions accessed via __index metamethod
function Gui._define_factory(prototype)
local uid = Gui.uid_name()
@@ -299,7 +299,7 @@ function Gui._prototype:uid()
end
--- Sets a debug alias for the define
-- @tparam name string the debug name for the element define that can be used to get this element define
-- @tparam string name the debug name for the element define that can be used to get this element define
-- @treturn self the element define to allow chaining
function Gui._prototype:debug_name(name)
self.debug_name = name
@@ -307,7 +307,7 @@ function Gui._prototype:debug_name(name)
end
--- Sets the caption for the element define
-- @tparam caption string the caption that will be drawn with the element
-- @tparam string caption the caption that will be drawn with the element
-- @treturn self the element define to allow chaining
function Gui._prototype:set_caption(caption)
self.draw_data.caption = caption
@@ -315,7 +315,7 @@ function Gui._prototype:set_caption(caption)
end
--- Sets the tooltip for the element define
-- @tparam tooltip string the tooltip that will be displayed for this element when drawn
-- @tparam string tooltip the tooltip that will be displayed for this element when drawn
-- @treturn self the element define to allow chaining
function Gui._prototype:set_tooltip(tooltip)
self.draw_data.tooltip = tooltip
@@ -323,8 +323,8 @@ function Gui._prototype:set_tooltip(tooltip)
end
--- Sets the style for the element define
-- @tparam style string the style that will be used for this element when drawn
-- @tapram[opt] callback function function is called when element is drawn to alter its style
-- @tparam string style the style that will be used for this element when drawn
-- @tparam[opt] callback function function is called when element is drawn to alter its style
-- @treturn self the element define to allow chaining
function Gui._prototype:set_style(style,callback)
self.draw_data.style = style
@@ -345,7 +345,7 @@ function Gui._prototype:set_embeded_flow(state)
end
--- Sets an authenticator that blocks the draw function if check fails
-- @tparam callback function the function that will be ran to test if the element should be drawn or not
-- @tparam function callback the function that will be ran to test if the element should be drawn or not
-- callback param - player LuaPlayer - the player that the element is being drawn to
-- callback param - define_name string - the name of the define that is being drawn
-- callback return - boolean - false will stop the element from being drawn
@@ -360,7 +360,7 @@ function Gui._prototype:set_pre_authenticator(callback)
end
--- Sets an authenticator that disables the element if check fails
-- @tparam callback function the function that will be ran to test if the element should be enabled or not
-- @tparam function callback the function that will be ran to test if the element should be enabled or not
-- callback param - player LuaPlayer - the player that the element is being drawn to
-- callback param - define_name string - the name of the define that is being drawn
-- callback return - boolean - false will disable the element
@@ -376,7 +376,7 @@ end
--- Draws the element using what is in the draw_data table, allows use of authenticator if present, registers new instances if store present
-- the data with in the draw_data is set up through the use of all the other functions
-- @tparam element LuaGuiElement the element that the define will draw a copy of its self onto
-- @tparam LuaGuiElement element the element that the define will draw a copy of its self onto
-- @treturn LuaGuiElement the new element that was drawn so styles can be applied
function Gui._prototype:draw_to(element,...)
if element[self.name] then return end
@@ -415,7 +415,7 @@ function Gui._prototype:draw_to(element,...)
end
--- Gets the value in this elements store, category needed if categorize function used
-- @tparam category[opt] string the category to get such as player name or force name
-- @tparam string category[opt] the category to get such as player name or force name
-- @treturn any the value that is stored for this define
function Gui._prototype:get_store(category)
if not self.store then return end
@@ -427,8 +427,8 @@ function Gui._prototype:get_store(category)
end
--- Sets the value in this elements store, category needed if categorize function used
-- @tparam category[opt] string the category to get such as player name or force name
-- @tparam value any the value to set for this define, must be valid for its type ie boolean for checkbox etc
-- @tparam string category[opt] the category to get such as player name or force name
-- @tparam boolean any value the value to set for this define, must be valid for its type ie for checkbox etc
-- @treturn boolean true if the value was set
function Gui._prototype:set_store(category,value)
if not self.store then return end
@@ -441,7 +441,7 @@ end
--- Gets an element define give the uid, debug name or a copy of the element define
-- @tparam name ?string|table the uid, debug name or define for the element define to get
-- @tparam[opt] internal boolean when true the error trace is one level higher (used internally)
-- @tparam[opt] boolean internal when true the error trace is one level higher (used internally)
-- @treturn table the element define that was found or an error
function Gui.get_define(name,internal)
if type(name) == 'table' then
@@ -465,7 +465,7 @@ end
--- Gets the value that is stored for a given element define, category needed if categorize function used
-- @tparam name ?string|table the uid, debug name or define for the element define to get
-- @tparam[opt] category string the category to get the value for
-- @tparam[opt] string category the category to get the value for
-- @treturn any the value that is stored for this define
function Gui.get_store(name,category)
local define = Gui.get_define(name,true)
@@ -474,8 +474,8 @@ end
--- Sets the value stored for a given element define, category needed if categorize function used
-- @tparam name ?string|table the uid, debug name or define for the element define to set
-- @tparam[opt] category string the category to set the value for
-- @tparam value any the value to set for the define, must be valid for its type ie boolean for a checkbox
-- @tparam[opt] string category the category to set the value for
-- @tparam boolean any value the value to set for the define, must be valid for its type ie for a checkbox
-- @treturn boolean true if the value was set
function Gui.set_store(name,category,value)
local define = Gui.get_define(name,true)
@@ -483,7 +483,7 @@ function Gui.set_store(name,category,value)
end
--- A categorize function to be used with add_store, each player has their own value
-- @tparam element LuaGuiElement the element that will be converted to a string
-- @tparam LuaGuiElement element the element that will be converted to a string
-- @treturn string the player's name who owns this element
function Gui.player_store(element)
local player = Game.get_player_by_index(element.player_index)
@@ -491,7 +491,7 @@ function Gui.player_store(element)
end
--- A categorize function to be used with add_store, each force has its own value
-- @tparam element LuaGuiElement the element that will be converted to a string
-- @tparam LuaGuiElement element the element that will be converted to a string
-- @treturn string the player's force name who owns this element
function Gui.force_store(element)
local player = Game.get_player_by_index(element.player_index)
@@ -499,7 +499,7 @@ function Gui.force_store(element)
end
--- A categorize function to be used with add_store, each surface has its own value
-- @tparam element LuaGuiElement the element that will be converted to a string
-- @tparam LuaGuiElement element the element that will be converted to a string
-- @treturn string the player's surface name who owns this element
function Gui.surface_store(element)
local player = Game.get_player_by_index(element.player_index)
@@ -516,7 +516,7 @@ function Gui.draw(name,element,...)
end
--- Will toggle the enabled state of an element
-- @tparam element LuaGuiElement the gui element to toggle
-- @tparam LuaGuiElement element the gui element to toggle
-- @treturn boolean the new state that the element has
function Gui.toggle_enable(element)
if not element or not element.valid then return end
@@ -529,7 +529,7 @@ function Gui.toggle_enable(element)
end
--- Will toggle the visiblity of an element
-- @tparam element LuaGuiElement the gui element to toggle
-- @tparam LuaGuiElement element the gui element to toggle
-- @treturn boolean the new state that the element has
function Gui.toggle_visible(element)
if not element or not element.valid then return end
@@ -542,11 +542,11 @@ function Gui.toggle_visible(element)
end
--- Sets the padding for a gui element
-- @tparam element LuaGuiElement the element to set the padding for
-- @tparam[opt=0] up number the amount of padding on the top
-- @tparam[opt=0] down number the amount of padding on the bottom
-- @tparam[opt=0] left number the amount of padding on the left
-- @tparam[opt=0] right number the amount of padding on the right
-- @tparam LuaGuiElement element the element to set the padding for
-- @tparam[opt=0] number up the amount of padding on the top
-- @tparam[opt=0] number down the amount of padding on the bottom
-- @tparam[opt=0] number left the amount of padding on the left
-- @tparam[opt=0] number right the amount of padding on the right
function Gui.set_padding(element,up,down,left,right)
local style = element.style
style.top_padding = up or 0
@@ -557,10 +557,10 @@ end
--- Sets the padding for a gui style
-- @tparam element LuaStyle the element to set the padding for
-- @tparam[opt=0] up number the amount of padding on the top
-- @tparam[opt=0] down number the amount of padding on the bottom
-- @tparam[opt=0] left number the amount of padding on the left
-- @tparam[opt=0] right number the amount of padding on the right
-- @tparam[opt=0] number up the amount of padding on the top
-- @tparam[opt=0] number down the amount of padding on the bottom
-- @tparam[opt=0] number left the amount of padding on the left
-- @tparam[opt=0] number right the amount of padding on the right
function Gui.set_padding_style(style,up,down,left,right)
style.top_padding = up or 0
style.bottom_padding = down or 0
@@ -569,8 +569,8 @@ function Gui.set_padding_style(style,up,down,left,right)
end
--- Allows the creation of a right align flow to place elements into
-- @tparam element LuaGuiElement the element to add this flow to,
-- @tparam[opt] flow_name string the name of the flow can be nil
-- @tparam LuaGuiElement element the element to add this flow to,
-- @tparam[opt] string flow_name the name of the flow can be nil
-- @treturn LuaGuiElement the flow that was created
function Gui.create_right_align(element,flow_name)
local right_flow =
@@ -585,7 +585,7 @@ function Gui.create_right_align(element,flow_name)
end
--- Destroies an element but tests for it being present and valid first
-- @tparam element LuaGuiElement the element to be destroied
-- @tparam LuaGuiElement element the element to be destroied
-- @treturn boolean true if it was destoried
function Gui.destory_if_valid(element)
if element and element.valid then

View File

@@ -20,9 +20,9 @@ local Gui = require 'expcore.gui.core'
local Game = require 'utils.game'
--- Event call for on_selection_state_changed and store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value string the new option for the dropdown
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam string value the new option for the dropdown
local function event_call(define,element,value)
local player = Game.get_player_by_index(element.player_index)
@@ -35,11 +35,11 @@ local function event_call(define,element,value)
end
end
--- Store call for store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value string the new option for the dropdown
local _select_value
--- Store call for store update
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam string value the new option for the dropdown
local function store_call(define,element,value)
_select_value(element,value)
event_call(define,element,value)
@@ -55,7 +55,7 @@ local Dropdown = {
}
--- Creates a new dropdown element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new dropdown element define
function Dropdown.new_dropdown(name)
@@ -103,7 +103,7 @@ function Dropdown.new_dropdown(name)
end
--- Creates a new list box element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new list box element define
function Dropdown.new_list_box(name)
local self = Dropdown.new_dropdown(name)
@@ -113,8 +113,8 @@ function Dropdown.new_list_box(name)
end
--- Adds new static options to the dropdown which will trigger the general callback
-- @tparam options ?string|table either a table of option strings or the first option string, with a table values are the options
-- @tparam[opt] ... when options is not a table you can add the options one after each other
-- @tparam table options ?string|table either a of option strings or the first option string, with a table values are the options
-- @tparam[opt] table ... when options is not a you can add the options one after each other
-- @tparam self the define to allow chaining
function Dropdown._prototype:new_static_options(options,...)
if type(options) == 'string' then
@@ -131,11 +131,11 @@ end
Dropdown._prototype.add_options = Dropdown._prototype.new_static_options
--- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
-- @tparam callback function the function that will run to get the options for the dropdown
-- @tparam function callback the function that will run to get the options for the dropdown
-- callback param - player LuaPlayer - the player that the element is being drawn to
-- callback param - element LuaGuiElement - the element that is being drawn
-- callback return - table - the values of this table will be appended to the static options of the dropdown
-- @tparam self the define to allow chaining
-- @treturn self the define to allow chaining
function Dropdown._prototype:new_dynamic_options(callback)
if type(callback) ~= 'function' then
return error('Dynamic options callback must be a function',2)
@@ -146,12 +146,12 @@ end
Dropdown._prototype.add_dynamic = Dropdown._prototype.new_dynamic_options
--- Adds a case specific callback which will only run when that option is selected (general case still triggered)
-- @tparam option string the name of the option to trigger the callback on; if not already added then will be added as an option
-- @tparam callback function the function that will be called when that option is selected
-- @tparam string option the name of the option to trigger the callback on; if not already added then will be added as an option
-- @tparam function callback the function that will be called when that option is selected
-- callback param - player LuaPlayer - the player who owns the gui element
-- callback param - element LuaGuiElement - the element which is being effected
-- callback param - value string - the new option that has been selected
-- @tparam self the define to allow chaining
-- @treturn self the define to allow chaining
function Dropdown._prototype:add_option_callback(option,callback)
if not self.option_callbacks then self.option_callbacks = {} end
if not self.options then self.options = {} end
@@ -165,8 +165,8 @@ function Dropdown._prototype:add_option_callback(option,callback)
end
--- Selects the option from a dropdown or list box given the value rather than key
-- @tparam element LuaGuiElement the element that contains the option
-- @tparam value string the option to select from the dropdown
-- @tparam LuaGuiElement element the element that contains the option
-- @tparam string value the option to select from the dropdown
-- @treturn number the key where the value was
function Dropdown.select_value(element,value)
for k,item in pairs(element.items) do
@@ -179,7 +179,7 @@ end
_select_value = Dropdown.select_value
--- Returns the currently selected value rather than index
-- @tparam element LuaGuiElement the gui element that you want to get the value of
-- @tparam LuaGuiElement element the gui element that you want to get the value of
-- @treturn string the value that is currently selected
function Dropdown.get_selected_value(element)
local index = element.selected_index

View File

@@ -15,9 +15,9 @@ local Gui = require 'expcore.gui.core'
local Game = require 'utils.game'
--- Event call for on_elem_changed and store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value string the new value for the elem button
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam string value the new value for the elem button
local function event_call(define,element,value)
local player = Game.get_player_by_index(element.player_index)
@@ -28,12 +28,12 @@ local function event_call(define,element,value)
end
--- Store call for store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value string the new value for the elem button
local function store_call(self,element,value)
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam string value the new value for the elem button
local function store_call(define,element,value)
element.elem_value = value
event_call(self,element,value)
event_call(define,element,value)
end
local ElemButton = {
@@ -46,7 +46,7 @@ local ElemButton = {
}
--- Creates a new elem button element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new elem button element define
function ElemButton.new_elem_button(name)
@@ -90,7 +90,7 @@ function ElemButton.new_elem_button(name)
end
--- Sets the type of the elem button, the type is required so this must be called at least once
-- @tparam type string the type that this elem button is see factorio api
-- @tparam string type the type that this elem button is see factorio api
-- @treturn the element define to allow for chaining
function ElemButton._prototype:set_type(type)
self.draw_data.elem_type = type
@@ -98,7 +98,7 @@ function ElemButton._prototype:set_type(type)
end
--- Sets the default value for the elem button, this may be a function or a string
-- @tparam value ?string|function a string will be a static default and a function will be called when drawn to get the default
-- @tparam ?string|function value string a will be a static default and a function will be called when drawn to get the default
-- @treturn the element define to allow for chaining
function ElemButton._prototype:set_default(value)
self.default = value

View File

@@ -86,22 +86,22 @@ Global.register(Instances.data,function(tbl)
end)
--- Returns if a instnace group has a categorise function; must be registerd
-- @tparam name string the name of the instance group
-- @tparam string name the name of the instance group
-- @treturn boolean true if there is a categorise function
function Instances.has_categories(name)
return type(Instances.categorise[name]) == 'function'
end
--- Returns if the given name is a registered instance group
-- @tparam name string the name of the instance group you are testing
-- @tparam string name the name of the instance group you are testing
-- @treturn boolean true if the name is registered
function Instances.is_registered(name)
return Instances.categorise[name] ~= nil
end
--- Registers the name of an instance group to allow for storing element instances
-- @tparam name string the name of the instance group; must to unique
-- @tparam[opt] categorise function function used to turn the element into a string
-- @tparam string name the name of the instance group; must to unique
-- @tparam[opt] function categorise function used to turn the element into a string
-- categorise param - element LuaGuiElement - the gui element to be turned into a string
-- categorise return - string - the category that the element will be added to like the player's name or force's name
-- @treturn string the name that was added so it can be used as a varible
@@ -123,8 +123,8 @@ function Instances.register(name,categorise)
end
--- Adds an element to the instance group under the correct category; must be registered
-- @tparam name string the name of the instance group to add the element to
-- @tparam element LuaGuiElement the element to add the the instance group
-- @tparam string name the name of the instance group to add the element to
-- @tparam LuaGuiElement element the element to add the the instance group
function Instances.add_element(name,element)
if not Instances.categorise[name] then
return error('Inavlid name for instance group: '..name,2)
@@ -140,8 +140,8 @@ function Instances.add_element(name,element)
end
--- Gets all element instances without first removing any invalid ones; used internally and must be registered
-- @tparam name string the name of the instance group to get the instances of
-- @tparam[opt] category string the category to get the instance from, not needed when no categorise function
-- @tparam string name the name of the instance group to get the instances of
-- @tparam[opt] string category the category to get the instance from, not needed when no categorise function
-- @treturn table the table of element instances of which some may be invalid
function Instances.get_elements_raw(name,category)
if not Instances.categorise[name] then
@@ -156,8 +156,8 @@ function Instances.get_elements_raw(name,category)
end
--- Gets all valid element instances and has the option of running a callback on those that are valid
-- @tparam name string the name of the instance group to get the instances of
-- @tparam[opt] category string the category to get the instances of, not needed when no categorise function
-- @tparam string name the name of the instance group to get the instances of
-- @tparam[opt] string category the category to get the instances of, not needed when no categorise function
-- @tparan[opt] callback function when given the callback will be ran on all valid elements
-- callback param - element LuaGuiElement - the current valid element
-- @treturn table the table of element instances with all invalid ones removed
@@ -185,9 +185,9 @@ Instances.get_elements = Instances.get_valid_elements
Instances.apply_to_elements = Instances.get_valid_elements
--- A version of add_element that does not require the group to be registered
-- @tparam name string the name of the instance group to add the element to
-- @tparam string name the name of the instance group to add the element to
-- @tparam category ?string|nil the category to add the element to, can be nil but must still be given
-- @tparam element LuaGuiElement the element to add to the instance group
-- @tparam LuaGuiElement element the element to add to the instance group
function Instances.unregistered_add_element(name,category,element)
if not Instances.data[name] then Instances.data[name] = {} end
if category then
@@ -199,9 +199,9 @@ function Instances.unregistered_add_element(name,category,element)
end
--- A version of get_elements that does not require the group to be registered
-- @tparam name string the name of the instance group to get the instances of
-- @tparam string name the name of the instance group to get the instances of
-- @tparam category ?string|nil the category to get the instances of, can be nil but must still be given
-- @tparam[opt] callback function when given will be called on all valid instances
-- @tparam[opt] function callback when given will be called on all valid instances
-- callback param - element LuaGuiElement - the current valid element
-- @treturn table the table of element instances with all invalid ones removed
function Instances.unregistered_get_elements(name,category,callback)

View File

@@ -66,7 +66,7 @@ setmetatable(LeftFrames._prototype, {
})
--- Gets the left frame flow for a player
-- @tparam player LuaPlayer the player to get the flow of
-- @tparam LuaPlayer player the player to get the flow of
-- @treturn LuaGuiElement the left frame flow for the player
function LeftFrames.get_flow(player)
player = Game.get_player_from_any(player)
@@ -74,8 +74,8 @@ function LeftFrames.get_flow(player)
end
--- Gets one frame from the left flow by its name
-- @tparam name string the name of the gui frame to get
-- @tparam player LuaPlayer the player to get the frame of
-- @tparam string name the name of the gui frame to get
-- @tparam LuaPlayer player the player to get the frame of
-- @treturn LuaGuiElement the frame in the left frame flow with that name
function LeftFrames.get_frame(name,player)
local define = LeftFrames.frames[name]
@@ -86,7 +86,7 @@ function LeftFrames.get_frame(name,player)
end
--- Gets all open frames for a player, if non are open it will remove the close all button
-- @tparam player LuaPlayer the player to get the flow of
-- @tparam LuaPlayer player the player to get the flow of
-- @treturn table contains all the open (and registered) frames for the player
function LeftFrames.get_open(player)
local open = {}
@@ -104,9 +104,9 @@ function LeftFrames.get_open(player)
end
--- Toggles the visiblty of a left frame, or sets its visiblty state
-- @tparam name string the name of the gui frame to toggle
-- @tparam player LuaPlayer the player to get the frame of
-- @tparam[opt] state boolean when given will be the state that the visiblty is set to
-- @tparam string name the name of the gui frame to toggle
-- @tparam LuaPlayer player the player to get the frame of
-- @tparam[opt] boolean state when given will be the state that the visiblty is set to
-- @treturn boolean the new state of the visiblity
function LeftFrames.toggle_frame(name,player,state)
local define = LeftFrames.frames[name]
@@ -127,7 +127,7 @@ function LeftFrames.toggle_frame(name,player,state)
end
--- Creates a new left frame define
-- @tparam permision_name string the name that can be used with the permision system
-- @tparam string permision_name the name that can be used with the permision system
-- @treturn table the new left frame define
function LeftFrames.new_frame(permision_name)
@@ -147,7 +147,7 @@ function LeftFrames.new_frame(permision_name)
end
--- Sets if the frame is visible when a player joins, can also be a function to return a boolean
-- @tparam[opt=true] state ?boolean|function the default state of the visiblty, can be a function
-- @tparam[opt=true] ?boolean|function state the default state of the visiblty, can be a function
-- state param - player LuaPlayer - the player that has joined the game
-- state param - define_name string - the define name for the frame
-- state return - boolean - false will hide the frame
@@ -163,24 +163,24 @@ function LeftFrames._prototype:set_open_by_default(state)
end
--- Sets the direction of the frame, either vertical or horizontal
-- @tparam direction string the direction to have the elements be added to thef frame
-- @tparam string direction the direction to have the elements be added to thef frame
function LeftFrames._prototype:set_direction(direction)
self.direction = direction
return self
end
--- Gets the frame for this define from the left frame flow
-- @tparam player LuaPlayer the player to get the frame of
-- @tparam LuaPlayer player the player to get the frame of
-- @treturn LuaGuiElement the frame in the left frame flow for this define
function LeftFrames._prototype:get_frame(player)
local flow = LeftFrames.get_flow(player)
if flow[self.name] and flow[self.name].valid then
return flow[self.name]
if flow[self.name..'-frame'] and flow[self.name..'-frame'].valid then
return flow[self.name..'-frame']
end
end
--- Returns if the player currently has this define visible
-- @tparam player LuaPlayer the player to get the frame of
-- @tparam LuaPlayer player the player to get the frame of
-- @treturn boolean true if it is open/visible
function LeftFrames._prototype:is_open(player)
local frame = self:get_frame(player)
@@ -188,7 +188,7 @@ function LeftFrames._prototype:is_open(player)
end
--- Toggles the visiblty of the left frame
-- @tparam player LuaPlayer the player to toggle the frame of
-- @tparam LuaPlayer player the player to toggle the frame of
-- @treturn boolean the new state of the visiblity
function LeftFrames._prototype:toggle(player)
local frame = self:get_frame(player)
@@ -198,7 +198,7 @@ function LeftFrames._prototype:toggle(player)
end
--- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw
-- @tparam player LuaPlayer the player to update the frame of
-- @tparam LuaPlayer player the player to update the frame of
function LeftFrames._prototype:update(player)
local frame = self:get_frame(player)
if self.events.on_update then
@@ -210,7 +210,7 @@ function LeftFrames._prototype:update(player)
end
--- Updates the frame for all players, see update
-- @tparam[opt=false] update_offline boolean when true will update the frame for offline players
-- @tparam[opt=false] boolean update_offline when true will update the frame for offline players
function LeftFrames._prototype:update_all(update_offline)
local players = update_offline == true and game.players or game.connected_players
for _,player in pairs(players) do
@@ -219,7 +219,7 @@ function LeftFrames._prototype:update_all(update_offline)
end
--- Redraws the frame by calling on_draw, will always clear the frame
-- @tparam player LuaPlayer the player to update the frame of
-- @tparam LuaPlayer player the player to update the frame of
function LeftFrames._prototype:redraw(player)
local frame = self:get_frame(player)
frame.clear()
@@ -229,7 +229,7 @@ function LeftFrames._prototype:redraw(player)
end
--- Redraws the frame for all players, see redraw
-- @tparam[opt=false] update_offline boolean when true will update the frame for offline players
-- @tparam[opt=false] boolean update_offline when true will update the frame for offline players
function LeftFrames._prototype:redraw_all(update_offline)
local players = update_offline == true and game.players or game.connected_players
for _,player in pairs(players) do
@@ -238,7 +238,7 @@ function LeftFrames._prototype:redraw_all(update_offline)
end
--- Creates an event handler that will trigger one of its functions, use with Event.add
-- @tparam[opt=update] action string the action to take on this event
-- @tparam[opt=update] string action the action to take on this event
function LeftFrames._prototype:event_handler(action)
action = action or 'update'
return function(event)
@@ -276,7 +276,7 @@ Event.add(defines.events.on_player_created,function(event)
for _,define in pairs(LeftFrames.frames) do
local frame = flow.add{
type='frame',
name=define.name,
name=define.name..'-frame',
direction=define.direction
}

View File

@@ -34,22 +34,22 @@ Global.register(PopupFrames.paused_popups,function(tbl)
end)
--- Sets the state of the element in the pasued list, nil or true
-- @tparam element LuaGuiElement the element to set the state of
-- @tparam[opt] state boolean the state to set it to, true will pause the the progress bar
-- @tparam LuaGuiElement element the element to set the state of
-- @tparam[opt] boolean state the state to set it to, true will pause the the progress bar
local function set_pasued_state(element,state)
local name = element.player_index..':'..element.index
PopupFrames.paused_popups[name] = state
end
--- Gets the state of the element in the pasued list, nil or true
-- @tparam element LuaGuiElement the element to get the state of
-- @tparam LuaGuiElement element the element to get the state of
local function get_pasued_state(element)
local name = element.player_index..':'..element.index
return PopupFrames.paused_popups[name]
end
--- Gets the left flow that contains the popup frames
-- @tparam player LuaPlayer the player to get the flow for
-- @tparam LuaPlayer player the player to get the flow for
-- @treturn LuaGuiElement the left flow that contains the popup frames
function PopupFrames.get_flow(player)
player = Game.get_player_from_any(player)
@@ -58,10 +58,10 @@ function PopupFrames.get_flow(player)
end
--- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
-- @tparam define_name string the name of the define that you want to open for the player
-- @tparam player LuaPlayer the player to open the popup for
-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
-- @tparam ... any the other params that you want to pass to your on_draw event
-- @tparam string define_name the name of the define that you want to open for the player
-- @tparam LuaPlayer player the player to open the popup for
-- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
-- @tparam any ... the other params that you want to pass to your on_draw event
-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
function PopupFrames.open(define_name,player,open_time,...)
local define = Gui.get_define(define_name,true)
@@ -70,7 +70,7 @@ function PopupFrames.open(define_name,player,open_time,...)
end
--- Closes the popup, is called by progress bar and close button
-- @tparam element LuaGuiElement either the progress bar or the close button
-- @tparam LuaGuiElement element either the progress bar or the close button
local function close_popup(element)
local frame = element.parent.parent.parent
if not frame or not frame.valid then return end
@@ -117,7 +117,7 @@ Gui.on_click(PopupFrames.close_frame_name,function(event)
end)
--- Creates a new popup frame define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new popup frame define
function PopupFrames.new_popup(name)
local self = Gui._define_factory(PopupFrames._prototype)
@@ -182,7 +182,7 @@ function PopupFrames.new_popup(name)
end
--- Sets the default open time for the popup, will be used if non is provided with open
-- @tparam amount number the number of ticks, by default, the popup will be open for
-- @tparam number amount the number of ticks, by default, the popup will be open for
-- @treturn table the define to allow for chaining
function PopupFrames._prototype:set_default_open_time(amount)
self.default_open_time = amount
@@ -190,9 +190,9 @@ function PopupFrames._prototype:set_default_open_time(amount)
end
--- Opens this define for a player, can be given open time and any other params for the draw function
-- @tparam player LuaPlayer the player to open the popup for
-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
-- @tparam ... any the other params that you want to pass to your on_draw event
-- @tparam LuaPlayer player the player to open the popup for
-- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
-- @tparam any ... the other params that you want to pass to your on_draw event
-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
function PopupFrames._prototype:open(player,open_time,...)
open_time = open_time or self.default_open_time or 0

View File

@@ -25,8 +25,8 @@ local Global = require 'utils.global'
local Game = require 'utils.game'
--- Event call for when the value is outside the range 0-1
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
local function event_call(define,element)
local player = Game.get_player_by_index(element.player_index)
@@ -39,8 +39,9 @@ local function event_call(define,element)
end
--- Store call for store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam number value the new value for the progress bar
local function store_call(define,element,value)
if value then
element.value = value
@@ -71,7 +72,7 @@ Global.register({
end)
--- Gets the define data, cant use Gui.get_define as it would error
-- @tparam define ?table|string the define to get
-- @tparam ?table|string define the define to get
-- @treturn table the define or nil
local function get_define(define)
if type(define) == 'table' then
@@ -84,7 +85,7 @@ local function get_define(define)
end
--- Gets the element data, used when there is no define
-- @tparam element LuaGuiElement
-- @tparam LuaGuiElement element the element to get the data of
-- @treturn table the element data simialr to define
local function get_element(element)
if not element.valid then return end
@@ -96,8 +97,8 @@ local function get_element(element)
end
--- Sets the maximum value that represents the end value of the progress bar
-- @tparam element ?LuaGuiElement|string either a gui element or a registered define
-- @tparam amount number the amount to have set as the maximum
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam number amount the amount to have set as the maximum
function ProgressBar.set_maximum(element,amount)
amount = amount > 0 and amount or error('amount must be greater than 0')
@@ -124,8 +125,8 @@ function ProgressBar.set_maximum(element,amount)
end
--- Increases the value of the progressbar, if a define is given all of its instances are incremented
-- @tapram element ?LuaGuiElement|string either a gui element or a registered define
-- @tparam[opt=1] amount number the amount to increase the progressbar by
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam[opt=1] number amount the amount to increase the progressbar by
function ProgressBar.increment(element,amount)
amount = type(amount) == 'number' and amount or 1
@@ -151,8 +152,8 @@ function ProgressBar.increment(element,amount)
end
--- Decreases the value of the progressbar, if a define is given all of its instances are decresed
-- @tapram element ?LuaGuiElement|string either a gui element or a registered define
-- @tparam[opt=1] amount number the amount to decrease the progressbar by
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
function ProgressBar.decrement(element,amount)
amount = type(amount) == 'number' and amount or 1
@@ -178,7 +179,7 @@ function ProgressBar.decrement(element,amount)
end
--- Creates a new progressbar element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new progressbar elemente define
function ProgressBar.new_progressbar(name)
local self = Gui._define_factory(ProgressBar._prototype)
@@ -220,7 +221,7 @@ function ProgressBar.new_progressbar(name)
end
--- Sets the maximum value that represents the end value of the progress bar
-- @tparam amount number the amount to have set as the maximum
-- @tparam number amount the amount to have set as the maximum
-- @treturn table the define to allow chaining
function ProgressBar._prototype:set_default_maximum(amount)
amount = amount > 0 and amount or error('amount must be greater than 0')
@@ -229,7 +230,7 @@ function ProgressBar._prototype:set_default_maximum(amount)
end
--- Will set the progress bar to start at 1 and trigger when it hits 0
-- @tparam[opt=true] state boolean when true the bar will start filled, to be used with decrease
-- @tparam[opt=true] boolean state when true the bar will start filled, to be used with decrease
-- @treturn table the define to allow chaining
function ProgressBar._prototype:use_count_down(state)
if state == false then
@@ -241,9 +242,10 @@ function ProgressBar._prototype:use_count_down(state)
end
--- Main logic for changing the value of a progress bar, this only applies when its a registered define
-- @tparam self table the define that is being changed
-- @tparam amount number the amount which it is being changed by, may be negative
-- @tparam[opt] category string the category to use with store
-- @tparam table self the define that is being changed
-- @tparam number amount the amount which it is being changed by, may be negative
-- @tparam[opt] string category the category to use with store
-- @tparam[opt] function filter when given the filter must return true for the value of the element to be changed
local function change_value_prototype(self,amount,category,filter)
local function reset_store()
@@ -298,32 +300,32 @@ local function change_value_prototype(self,amount,category,filter)
end
--- Increases the value of the progressbar
-- @tparam[opt=1] amount number the amount to increase the progressbar by
-- @tparam[opt] category string the category that is used with a store
-- @tparam[opt=1] number amount the amount to increase the progressbar by
-- @tparam[opt] string category the category that is used with a store
function ProgressBar._prototype:increment(amount,category)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,amount,category)
end
--- Increases the value of the progressbar, if the filter condition is met, does not work with store
-- @tparam[opt=1] amount number the amount to increase the progressbar by
-- @tparam[opt] category string the category that is used with a store
-- @tparam[opt=1] number amount the amount to increase the progressbar by
-- @tparam function filter the filter to be used
function ProgressBar._prototype:increment_filtered(amount,filter)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,amount,nil,filter)
end
--- Decreases the value of the progressbar
-- @tparam[opt=1] amount number the amount to decrease the progressbar by
-- @tparam[opt] category string the category that is used with a store
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
-- @tparam[opt] string category the category that is used with a store
function ProgressBar._prototype:decrement(amount,category)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,-amount,category)
end
--- Decreases the value of the progressbar, if the filter condition is met, does not work with store
-- @tparam[opt=1] amount number the amount to decrease the progressbar by
-- @tparam[opt] category string the category that is used with a store
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
-- @tparam function filter the filter to be used
function ProgressBar._prototype:decrement_filtered(amount,filter)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,-amount,nil,filter)
@@ -331,8 +333,8 @@ end
--- Adds an element into the list of instances that will are waiting to complete, does not work with store
-- note use store if you want persistent data, this only stores the elements not the values which they have
-- @tparam element LuaGuiElement the element that you want to add into the waiting to complete list
-- @tparam[opt] maximum number the maximum for this element if not given the default for this define is used
-- @tparam LuaGuiElement element the element that you want to add into the waiting to complete list
-- @tparam[opt] number maximum the maximum for this element if not given the default for this define is used
function ProgressBar._prototype:add_element(element,maximum)
if self.store then return end
if not ProgressBar.independent[self.name] then
@@ -345,7 +347,7 @@ function ProgressBar._prototype:add_element(element,maximum)
end
--- Resets an element, or its store, to be back at the start, either 1 or 0
-- @tparam element LuaGuiElement the element that you want to reset the progress of
-- @tparam LuaGuiElement element the element that you want to reset the progress of
function ProgressBar._prototype:reset_element(element)
if not element or not element.valid then return end
local value = self.count_down and 1 or 0
@@ -358,7 +360,7 @@ function ProgressBar._prototype:reset_element(element)
end
--- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented
-- @tparam[opt] filter function when given will use filtered incerement
-- @tparam[opt] function filter when given will use filtered incerement
-- @treturn function the event handler
function ProgressBar._prototype:event_counter(filter)
if type(filter) == 'function' then
@@ -373,7 +375,7 @@ function ProgressBar._prototype:event_counter(filter)
end
--- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented
-- @tparam[opt] filter function when given will use filtered decerement
-- @tparam[opt] function filter when given will use filtered decerement
-- @treturn function the event handler
function ProgressBar._prototype:event_countdown(filter)
if type(filter) == 'function' then

View File

@@ -18,9 +18,9 @@ local Instances = require 'expcore.gui.instances'
local Game = require 'utils.game'
--- Event call for on_value_changed and store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value number the new value for the slider
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam number value the new value for the slider
local function event_call(define,element,value)
local player = Game.get_player_by_index(element.player_index)
@@ -43,9 +43,9 @@ local function event_call(define,element,value)
end
--- Store call for store update
-- @tparam define table the define that this is acting on
-- @tparam element LuaGuiElement the element that triggered the event
-- @tparam value number the new value for the slider
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam number value the new value for the slider
local function store_call(define,element,value)
element.slider_value = value
event_call(define,element,value)
@@ -61,7 +61,7 @@ local Slider = {
}
--- Creates a new slider element define
-- @tparam[opt] name string the optional debug name that can be added
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new slider element define
function Slider.new_slider(name)
@@ -116,7 +116,7 @@ function Slider.new_slider(name)
end
--- Adds notches to the slider
-- @tparam[opt] state boolean when true will draw notches onto the slider
-- @tparam[opt] boolean state when true will draw notches onto the slider
function Slider._prototype:use_notches(state)
if state == false then
self.draw_data.style = nil
@@ -127,8 +127,8 @@ function Slider._prototype:use_notches(state)
end
--- Sets the range of a slider, if not used will use default values for a slider
-- @tparam[opt] min number the minimum value that the slider can take
-- @tparam[opt] max number the maximum value that the slider can take
-- @tparam[opt] number min the minimum value that the slider can take
-- @tparam[opt] number max the maximum value that the slider can take
-- @treturn self the define to allow chaining
function Slider._prototype:set_range(min,max)
self.min = min
@@ -146,7 +146,7 @@ function Slider._prototype:set_range(min,max)
end
--- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player
-- @tparam element LuaGuiElement the parent element that the lable will be drawn to
-- @tparam LuaGuiElement element the parent element that the lable will be drawn to
-- @treturn LuaGuiElement the new label element so that styles can be applied
function Slider._prototype:draw_label(element)
local name = self.name..'-label'
@@ -173,7 +173,7 @@ function Slider._prototype:draw_label(element)
end
--- Enables auto draw of the label, the label will share the same parent element as the slider
-- @tparam[opt=true] state boolean when false will disable the auto draw of the label
-- @tparam[opt=true] boolean state when false will disable the auto draw of the label
-- @treturn self the define to allow chaining
function Slider._prototype:enable_auto_draw_label(state)
if state == false then

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