mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Moved All Code Out Of Locale
This commit is contained in:
280
ExpCore/GuiParts/inputs.lua
Normal file
280
ExpCore/GuiParts/inputs.lua
Normal file
@@ -0,0 +1,280 @@
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--[[
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||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
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||||
]]
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local inputs = {}
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inputs._input = {}
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-- these are just so you can have short cuts to this
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inputs.events = {
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error='error',
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state=defines.events.on_gui_checked_state_changed,
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click=defines.events.on_gui_click,
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elem=defines.events.on_gui_elem_changed,
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selection=defines.events.on_gui_selection_state_changed,
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text=defines.events.on_gui_text_changed,
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slider=defines.events.on_gui_value_changed
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}
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--- Sets the input to trigger on an certain event
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-- @usage button:on_event(defines.events.on_gui_click,player_return)
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-- @param event the event to raise callback on | can be number of the event | can be a key of inputs.events
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-- @tparam function callback the function you want to run on the event
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-- @treturn table returns self so you can chain together
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function inputs._input:on_event(event,callback)
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if not is_type(callback,'function') then return self end
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if inputs.events[event] then event = inputs.events[event] end
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if event == 'error' then self._error = callback return self end
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self.events[event] = callback
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return self
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end
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--- Draw the input into the root element
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-- @usage button:draw(frame)
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-- @param root the element you want to add the input to
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-- @return returns the element that was added
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function inputs._input:draw(root)
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if is_type(self.draw_data.caption,'string') and game.player.gui.is_valid_sprite_path(self.draw_data.caption) then
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local data = table.deepcopy(self.draw_data)
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data.type = 'sprite-button'
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return root.add(data)
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elseif is_type(self.draw_data.sprite,'string') and game.player.gui.is_valid_sprite_path(self.draw_data.sprite) then
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local data = table.deepcopy(self.draw_data)
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data.type = 'sprite-button'
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return root.add(data)
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elseif is_type(self.data._state,'function') then
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local data = table.deepcopy(self.draw_data)
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local success, err = pcall(self.data._state,root)
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if success then data.state = err else error(err) end
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return root.add(data)
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else
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return root.add(self.draw_data)
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end
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end
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--- Add a new input, this is the same as doing frame.add{} but returns a diffrent object
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-- @usage Gui.inputs.add{type='button',name='test',caption='Test'}
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-- @tparam table obj the new element to add if caption is a sprite path then sprite is used
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-- @treturn table the custom input object
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function inputs.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.type,'string') then return end
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local type = obj.type
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if type == 'button' or
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type == 'sprite-button' or
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type == 'choose-elem-button' or
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type == 'checkbox' or
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type == 'radiobutton' or
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type == 'textfield' or
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type == 'text-box' or
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type == 'slider'
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then else return end
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if obj.type == 'button' or obj.type == 'sprite-button' then obj.style = mod_gui.button_style end
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obj.draw_data = table.deepcopy(obj)
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obj.data = {}
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obj.events = {}
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setmetatable(obj,{__index=inputs._input})
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Gui._add_data('inputs_'..type,obj.name,obj)
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return obj
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end
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-- this just runs the events given to inputs
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function inputs._event_handler(event)
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local elements = Gui._get_data('inputs_'..event.element.type) or {}
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local element = elements[event.element.name]
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if not element and event.element.type == 'sprite-button' then
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elements = Gui._get_data('inputs_button') or {}
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element = elements[event.element.name]
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end
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if element then
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if not is_type(element.events[event.name],'function') then return end
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local success, err = pcall(element.events[event.name],event)
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if not success then
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if is_type(element._error,'function') then pcall(element._error)
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else error(err) end
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end
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end
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end
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Event.register(inputs.events.state,inputs._event_handler)
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Event.register(inputs.events.click,inputs._event_handler)
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Event.register(inputs.events.elem,inputs._event_handler)
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Event.register(inputs.events.state,inputs._event_handler)
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Event.register(inputs.events.text,inputs._event_handler)
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-- the folwing functions are just to make inputs easier but if what you want is not include use inputs.add(obj)
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--- Used to define a button, can have many function
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-- @usage Gui.inputs.add_button('test','Test','Just for testing',{{condition,callback},...})
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-- @tparam string name the name of this button
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-- @tparam string the display for this button, either text or sprite path
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-- @tparam string tooltip the tooltip to show on the button
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-- @param callbacks can either be a single function or a list of function pairs see exaplmes at bottom
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-- @treturn table the button object that was made, to allow a custom error event if wanted
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function inputs.add_button(name,display,tooltip,callbacks)
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local button = inputs.add{
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type='button',
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name=name,
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caption=display,
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tooltip=tooltip
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}
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button.data._callbacks = callbacks
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button:on_event('click',function(event)
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local player = Game.get_player(event)
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local mouse = event.button
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local keys = {alt=event.alt,ctrl=event.control,shift=event.shift}
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local element = event.element
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local callbacks = button.data._callbacks
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if is_type(callbacks,'function') then callbacks = {function(...) return true end,callbacks} end
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for _,data in pairs(callbacks) do
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if is_type(data[1],'function') and is_type(data[2],'function') then
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local success, err = pcall(data[1],player,mouse,keys,event)
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if success and err == true then
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local success, err = pcall(data[2],player,element,event)
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if not success then error(err) end
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elseif not success then error(err) end
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else error('Invalid Callback Condition Format') end
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end
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end)
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return button
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end
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--- Used to define a choose-elem-button callback only on elem_changed
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-- @usage Gui.inputs.add_elem_button('test','Test','Just for testing',function)
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-- @tparam string name the name of this button
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-- @tparam string the display for this button, either text or sprite path
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-- @tparam string tooltip the tooltip to show on the button
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-- @tparam function the callback to call on change function(player,element,elem)
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-- @treturn table the button object that was made, to allow a custom error event if wanted
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function inputs.add_elem_button(name,elem_type,tooltip,callback)
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local button = inputs.add{
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type='choose-elem-button',
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name=name,
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elem_type=elem_type,
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tooltip=tooltip
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}
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button.data._callback = callback
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button:on_event('elem',function(event)
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local player = Game.get_player(event)
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local element = event.element or {elem_type=nil,elem_value=nil}
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local elem = {type=element.elem_type,value=element.elem_value}
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if is_type(button.data._callback,'function') then
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local success, err = pcall(button.data._callback,player,element,elem)
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if not success then error(err) end
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else error('Invalid Callback') end
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end)
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return button
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end
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--- Used to define a checkbox callback only on state_changed
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-- @usage Gui.inputs.add_checkbox('test',false,'Just for testing',function,function,funvtion)
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-- @tparam string name the name of this button
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-- @tparam string the display for this button, either text or sprite path
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-- @tparam string tooltip the tooltip to show on the button
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-- @tparam function the callback to call on change function(player,element,elem)
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-- @treturn table the button object that was made, to allow a custom error event if wanted
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function inputs.add_checkbox(name,radio,display,default,callback_true,callback_false)
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local type = 'checkbox'; if radio then type='radiobutton' end
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local state = false; if is_type(default,'boolean') then state = default end
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local checkbox = inputs.add{
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type=type,
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name=name,
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caption=display,
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state=state
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}
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if is_type(default,'function') then checkbox.data._state = default end
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checkbox.data._true = callback_true
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checkbox.data._false = callback_false
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checkbox:on_event('state',function(event)
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local player = Game.get_player(event)
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local state = event.element.state
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if state then
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if is_type(checkbox.data._true,'function') then
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local success, err = pcall(checkbox.data._true,player,event.element)
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if not success then error(err) end
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else error('Invalid Callback') end
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else
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if is_type(checkbox.data._false,'function') then
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local success, err = pcall(checkbox.data._false,player,event.element)
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if not success then error(err) end
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else error('Invalid Callback') end
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end
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end)
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return checkbox
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end
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--- 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.
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-- @usage Gui.inputs.reset_radio{radio1,radio2,...}
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-- @param elements can be a list of elements or a single element
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function inputs.reset_radio(elements)
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if #elements > 0 then
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for _,element in pairs(elements) do
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if element.valid then
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local _elements = Gui._get_data('inputs_'..element.type) or {}
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local _element = _elements[element.name]
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local state = false
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local success, err = pcall(_element.data._state,element.parent)
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if success then state = err else error(err) end
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element.state = state
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end
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end
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else
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if elements.valid then
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local _elements = Gui._get_data('inputs_'..elements.type) or {}
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local _element = _elements[elements.name]
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local state = false
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local success, err = pcall(_element.data._state,elements.parent)
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if success then state = err else error(err) end
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element.state = state
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end
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end
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end
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return inputs
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--[[
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Input Example
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-- Basic Button Using Gui.inputs.add
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local test = Gui.inputs.add{
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name='test-button',
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type='button',
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caption='Test'
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}
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test:on_event(Gui.inputs.events.click,function(event) game.print('test') end)
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-- then later in code
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local frame = player.gui.top.add{name='test',type='frame'}
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test:draw(frame)
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-- Mutly Function Button Using Gui.inputs.add_button
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Gui.inputs.add_button('test-inputs','Try RMB','alt,ctrl,shift and mouse buttons',{
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.left and keys.alt end,
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function(player,element) player_return('Left: Alt',nil,player) end
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},
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.left and keys.ctrl end,
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function(player,element) player_return('Left: Ctrl',nil,player) end
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},
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.left and keys.shift end,
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function(player,element) player_return('Left: Shift',nil,player) end
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},
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.right and keys.alt end,
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function(player,element) player_return('Right: Alt',nil,player) end
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},
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.right and keys.ctrl end,
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function(player,element) player_return('Right: Ctrl',nil,player) end
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},
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{
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function(player,mouse,keys) return mouse == defines.mouse_button_type.right and keys.shift end,
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function(player,element) player_return('Right: Shift',nil,player) end
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}
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}):on_event('error',function(err) game.print('this is error handliling') end)
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]]
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48
ExpCore/GuiParts/toolbar.lua
Normal file
48
ExpCore/GuiParts/toolbar.lua
Normal file
@@ -0,0 +1,48 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
|
||||
local toolbar = {}
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--- Add a button to the toolbar, ranks need to be allowed to use these buttons if ranks is preset
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-- @usage toolbar.add('foo','Foo','Test',function() game.print('test') end)
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-- @tparam string name the name of the button
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-- @tparam string caption can be a sprite path or text to show
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-- @tparma string tooltip the help to show for the button
|
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-- @tparam function callback the function which is called on_click
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-- @treturn table the button object that was made
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function toolbar.add(name,caption,tooltip,callback)
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local button = Gui.inputs.add{type='button',name=name,caption=caption,tooltip=tooltip}
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button:on_event(Gui.inputs.events.click,callback)
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Gui._add_data('toolbar',name,button)
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return button
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end
|
||||
|
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--- Draws the toolbar for a certain player
|
||||
-- @usage toolbar.draw(1)
|
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-- @param player the player to draw the tool bar of
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||||
function toolbar.draw(player)
|
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local player = Game.get_player(player)
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if not player then return end
|
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local toolbar_frame = mod_gui.get_button_flow(player)
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toolbar_frame.clear()
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for name,button in pairs(Gui._get_data('toolbar')) do
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if is_type(Ranking,'table') and Ranking._presets and Ranking._presets().meta.rank_count > 0 then
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||||
local rank = Ranking.get_rank(player)
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if rank:allowed(name) then
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button:draw(toolbar_frame)
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end
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else button:draw(toolbar_frame) end
|
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end
|
||||
end
|
||||
|
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if defines.events.rank_change then
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Event.register(defines.events.rank_change,toolbar.draw)
|
||||
end
|
||||
|
||||
return toolbar
|
||||
139
ExpCore/commands.lua
Normal file
139
ExpCore/commands.lua
Normal file
@@ -0,0 +1,139 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
--Please Only Edit Below This Line-----------------------------------------------------------
|
||||
local command_calls = {}
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local command_data = {}
|
||||
|
||||
--- Uses a commands data to return the inputs as a string
|
||||
-- @usage command = command_data[command_name]
|
||||
-- command_inputs(command) -- returns "<input1> <input2> "
|
||||
-- @tparam table the data for the command being run
|
||||
-- @treturn string the inputs in string format
|
||||
local function command_inputs(command)
|
||||
if not is_type(command,'table') then return end
|
||||
local inputs = ''
|
||||
for _,input in pairs(command.inputs) do
|
||||
if input == true then break end
|
||||
inputs = inputs..'<'..input..'> '
|
||||
end
|
||||
return inputs
|
||||
end
|
||||
|
||||
--- Uses the command data and the event to return a table of the args
|
||||
-- @usage command = command_data[command_name]
|
||||
-- command_args(event,command) -- return {input1='one',input2='two'}
|
||||
-- @tparam defines.events.on_console_command event the event rasied by the command
|
||||
-- @tparam table command the data for the command being run
|
||||
-- @treturn table a table version of the event.parameter based on expected inputs
|
||||
local function command_args(event,command)
|
||||
if not event or not is_type(command,'table') then return end
|
||||
local args = {}
|
||||
-- haddles no parameters given
|
||||
if not event.parameter then
|
||||
if #command.inputs > 0 then return args, false
|
||||
else return args, true
|
||||
end
|
||||
end
|
||||
-- finds all the words and cheaks if the right number were given
|
||||
local words = string.split(event.parameter,' ')
|
||||
if table.last(command.inputs) == true then
|
||||
if #words < #command.inputs-1 then return args, false end
|
||||
else
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||||
if #words < #command.inputs then return args, false end
|
||||
end
|
||||
-- if it is the right number then process and return the args
|
||||
for index,input in pairs(command.inputs) do
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||||
if command.inputs[index+1] == true then
|
||||
args[input] = table.concat(words,' ',index)
|
||||
break
|
||||
else
|
||||
args[input] = words[index]
|
||||
end
|
||||
end
|
||||
return args, true
|
||||
end
|
||||
|
||||
--- Used to return all the commands a player can use
|
||||
-- @usage get_commands(1) -- return {{command data},{command data}}
|
||||
-- @param player the player refreced by string|number|LuaPlayer|event
|
||||
-- @treturn table a table containg all the commands the player can use
|
||||
function get_commands(player)
|
||||
local commands = {}
|
||||
local player = Game.get_player(player)
|
||||
if not player then return commands end
|
||||
local rank = Ranking.get_rank(player)
|
||||
for name,data in pairs(command_data) do
|
||||
if Ranking.rank_allowed(rank,name) then table.insert(commands,data) end
|
||||
end
|
||||
return commands
|
||||
end
|
||||
|
||||
--- Used to call the custom commands
|
||||
-- @usage You dont its an internal command
|
||||
-- @tparam defines.events.on_console_command event the event rasied by the command=
|
||||
local function run_custom_command(command)
|
||||
local command_data = command_data[command.name]
|
||||
local player_name = Game.get_player(command) and Game.get_player(command).name or 'server'
|
||||
-- is the player allowed to use this command
|
||||
if is_type(Ranking,'table') and Ranking._presets and Ranking._presets().meta.rank_count > 0 and not Ranking.get_rank(player_name):allowed(command.name) then
|
||||
player_return({'commands.unauthorized'},defines.text_color.crit)
|
||||
if game.player then game.player.play_sound{path='utility/cannot_build'} end
|
||||
game.write_file('commands.log','\n'..game.tick
|
||||
..' Player: '..player_name
|
||||
..' Failed to use command (Unauthorized): '..command.name
|
||||
..' With args of: '..table.to_string(command_args(command,command_data))
|
||||
, true, 0)
|
||||
return
|
||||
end
|
||||
-- gets the args for the command
|
||||
local args, valid = command_args(command,command_data)
|
||||
if not valid then
|
||||
player_return({'commands.invalid-inputs',command.name,command_inputs(command_data)},defines.text_color.high)
|
||||
if game.player then game.player.play_sound{path='utility/deconstruct_big'} end
|
||||
game.write_file('commands.log','\n'..game.tick
|
||||
..' Player: '..player_name
|
||||
..' Failed to use command (Invalid Args): '..command.name
|
||||
..' With args of: '..table.to_string(args)
|
||||
, true, 0)
|
||||
return
|
||||
end
|
||||
-- runs the command
|
||||
local success, err = pcall(command_calls[command.name],event,args)
|
||||
if err then error(err) end
|
||||
player_return({'commands.command-ran'},defines.text_color.info)
|
||||
game.write_file('commands.log','\n'..game.tick
|
||||
..' Player: '..player_name
|
||||
..' Used command: '..command.name
|
||||
..' With args of: '..table.to_string(args)
|
||||
, true, 0)
|
||||
end
|
||||
|
||||
commands._add_command = commands.add_command
|
||||
commands._expgaming = true
|
||||
--- Used to define commands
|
||||
-- @usage inputs = {'player','reason',true}
|
||||
-- commands.add_command('ban','bans a player',inputs,function() return end)
|
||||
-- @tparam string name the name of the command
|
||||
-- @tparam[opt='No Description'] string description the description of the command
|
||||
-- @tparam[opt={'parameter',true}] table inputs a table of the inputs to be used, last index being true makes the last parameter open ended (longer than one word)
|
||||
-- @tparam function event the function to call on the event
|
||||
commands.add_command = function(name, description, inputs, event)
|
||||
if command_calls[name] then return end
|
||||
if not is_type(name,'string') then return end
|
||||
if not is_type(event,'function') then return end
|
||||
local description = is_type(description,'string') and description or 'No Description'
|
||||
local inputs = is_type(inputs,'table') and inputs or {'parameter',true}
|
||||
command_data[name] = {
|
||||
name=name,
|
||||
description=description,
|
||||
inputs=inputs
|
||||
}
|
||||
command_calls[name] = event
|
||||
commands._add_command(name,command_inputs(command_data[name])..description,run_custom_command)
|
||||
end
|
||||
28
ExpCore/gui.lua
Normal file
28
ExpCore/gui.lua
Normal file
@@ -0,0 +1,28 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
|
||||
local Gui = {}
|
||||
local Gui_data = {}
|
||||
|
||||
-- this is to enforce the read only propetry of the gui
|
||||
function Gui._add_data(key,value_key,value)
|
||||
if game then return end
|
||||
if not Gui_data[key] then Gui_data[key] = {} end
|
||||
Gui_data[key][value_key] = value
|
||||
end
|
||||
|
||||
function Gui._get_data(key) return Gui_data[key] end
|
||||
|
||||
function Gui:_load_parts(parts)
|
||||
for _,part in pairs(parts) do
|
||||
self[part] = require('/GuiParts/'..part)
|
||||
end
|
||||
end
|
||||
|
||||
return Gui
|
||||
40
ExpCore/load.lua
Normal file
40
ExpCore/load.lua
Normal file
@@ -0,0 +1,40 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
|
||||
--[[
|
||||
ExpCore
|
||||
|
||||
This file allow you to only require this one file to return the diffent libarys.
|
||||
This file will return a function which can be used to access only the part you want.
|
||||
Pass a table with the names of the objects you want and it will be return in that order
|
||||
]]
|
||||
|
||||
local StdExpCoreLib = {}
|
||||
|
||||
require '/commands'
|
||||
StdExpCoreLib.Server = require '/server'
|
||||
StdExpCoreLib.Ranking = require '/ranking'
|
||||
StdExpCoreLib.Gui = require '/gui'
|
||||
StdExpCoreLib.Gui:_load_parts{
|
||||
'inputs',
|
||||
'toolbar',
|
||||
--'center',
|
||||
--'left',
|
||||
--'popup'
|
||||
}
|
||||
|
||||
return function(rtn)
|
||||
local _return = {}
|
||||
for _,name in pairs(rtn) do
|
||||
if StdExpCoreLib[name] then
|
||||
table.insert(_return,StdExpCoreLib[name])
|
||||
end
|
||||
end
|
||||
return unpack(_return)
|
||||
end
|
||||
312
ExpCore/ranking.lua
Normal file
312
ExpCore/ranking.lua
Normal file
@@ -0,0 +1,312 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
--Please Only Edit Below This Line-----------------------------------------------------------
|
||||
local Ranking = {}
|
||||
defines.events.rank_change = script.generate_event_name()
|
||||
Ranking._rank = {}
|
||||
Ranking._group = {}
|
||||
-- this function is to avoid errors - see /ranks.lua
|
||||
function Ranking._ranks(names)
|
||||
return {}
|
||||
end
|
||||
|
||||
-- this function is to avoid errors - see /ranks.lua
|
||||
function Ranking._groups(names)
|
||||
return {}
|
||||
end
|
||||
|
||||
-- this function is to avoid errors - see /ranks.lua
|
||||
function Ranking._meta()
|
||||
return {}
|
||||
end
|
||||
|
||||
-- this function is to avoid errors - see addons/playerRanks.lua
|
||||
function Ranking._base_preset(table)
|
||||
Ranking._presets().current = table
|
||||
end
|
||||
|
||||
-- this returns a global list
|
||||
function Ranking._presets()
|
||||
if not global.exp_core then global.exp_core = {} end
|
||||
if not global.exp_core.ranking then global.exp_core.ranking = {meta=Ranking._meta(),old={},current={}} end
|
||||
return global.exp_core.ranking
|
||||
end
|
||||
|
||||
--- Returns a rank object given a player or rank name
|
||||
-- @usage Ranking.get_rank(game.player)
|
||||
-- Ranking.get_rank('admin')
|
||||
-- @param mixed player|player index|player name|rank name|rank|'server'|'root' what rank to get
|
||||
-- @treturn table the rank that is linked to mixed
|
||||
function Ranking.get_rank(mixed)
|
||||
if not mixed then return false end
|
||||
local ranks = Ranking._ranks(true)
|
||||
local _return = false
|
||||
if is_type(mixed,'table') then
|
||||
if mixed.index then
|
||||
_return = game.players[mixed.index] and ranks[mixed.permission_group.name] or false
|
||||
else
|
||||
_return = mixed.group and mixed or false
|
||||
end
|
||||
else
|
||||
_return = game.players[mixed] and ranks[game.players[mixed].permission_group.name]
|
||||
or table.autokey(ranks,mixed) and table.autokey(ranks,mixed)
|
||||
or string.contains(mixed,'server') and Ranking.get_rank(Ranking._presets().meta.root)
|
||||
or string.contains(mixed,'root') and Ranking.get_rank(Ranking._presets().meta.root)
|
||||
or false
|
||||
end
|
||||
return _return
|
||||
end
|
||||
|
||||
--- Returns the group object used to sort ranks given group name or see Ranking.get_rank
|
||||
-- @usage Ranking.get_group(game.player)
|
||||
-- Ranking.get_group('root')
|
||||
-- @param mixed player|player index|player name|rank name|rank|'server'|'root'|group name|group what group to get
|
||||
-- @treturn table the group that is linked to mixed
|
||||
function Ranking.get_group(mixed)
|
||||
if not mixed then return false end
|
||||
local groups = Ranking._groups(true)
|
||||
local rank = Ranking.get_rank(mixed)
|
||||
return rank and rank.group
|
||||
or is_type(mixed,'table') and mixed.ranks and mixed
|
||||
or is_type(mixed,'string') and table.autokey(groups,mixed) and table.autokey(groups,mixed)
|
||||
or false
|
||||
end
|
||||
|
||||
--- Prints to all rank of greater/lower power of the rank given
|
||||
-- @usage Ranking.print('admin','We got a grifer')
|
||||
-- @param rank_base the rank that acts as the cut off point (rank is always included)
|
||||
-- @param rtn what do you want to return to the players
|
||||
-- @tparam bolean below if true rank below base are printed to
|
||||
function Ranking.print(rank_base,rtn,colour,below)
|
||||
local colour = colour or defines.color.white
|
||||
local rank_base = Ranking.get_rank(rank_base)
|
||||
local ranks = Ranking._ranks()
|
||||
if below then
|
||||
for power,rank in pairs(ranks) do
|
||||
if rank_base.power >= power then rank:print(rtn,colour) end
|
||||
end
|
||||
else
|
||||
for power,rank in pairs(ranks) do
|
||||
if rank_base.power <= power then rank:print(rtn,colour) end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Gives a user a rank
|
||||
-- @usage Ranking.give_rank(1,'admin')
|
||||
-- @param player the player to give the rank to
|
||||
-- @param rank the rank to give to the player
|
||||
-- @param[opt='server'] by_player the player who is giving the rank
|
||||
-- @param[opt=game.tick] tick the tick that the rank is being given on
|
||||
function Ranking.give_rank(player,rank,by_player,tick)
|
||||
local print_colour = defines.text_color.info
|
||||
local tick = tick or game.tick
|
||||
local by_player_name = Game.get_player(by_player) and Game.get_player(by_player).name or game.player and game.player.name or 'server'
|
||||
local rank = Ranking.get_rank(rank) or Ranking.get_rank(Ranking._presets().meta.default)
|
||||
local player = Game.get_player(player) or error('No Player To Give Rank')
|
||||
local old_rank = Ranking.get_rank(player) or Ranking.get_rank(Ranking._presets().meta.default)
|
||||
local message = 'ranking.rank-down'
|
||||
-- messaging
|
||||
if old_rank.name == rank.name then return end
|
||||
if rank.power < old_rank.power then message = 'ranking.rank-up' player.play_sound{path='utility/achievement_unlocked'}
|
||||
else player.play_sound{path='utility/game_lost'} end
|
||||
game.print({message,player.name,rank.name,by_player_name},print_colour)
|
||||
if rank.group.name ~= 'User' then player_return({'ranking.rank-given',rank.name},print_colour,player) end
|
||||
if player.tag ~= old_rank.tag then player_return({'ranking.tag-reset'},print_colour,player) end
|
||||
-- rank change
|
||||
player.permission_group = game.permissions.get_group(rank.name)
|
||||
player.tag = rank.tag
|
||||
if not old_rank.group.name == 'Jail' then Ranking._presets().old[player.index] = rank.name end
|
||||
if defines.events.rank_change then
|
||||
script.raise_event(defines.events.rank_change,{
|
||||
name=defines.events.rank_change,
|
||||
tick=tick,
|
||||
player_index=player.index,
|
||||
by_player_name=by_player_name,
|
||||
new_rank=rank,
|
||||
old_rank=old_rank
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
--- Revert the last change to a players rank
|
||||
-- @usage Ranking.revert(1)
|
||||
-- @param player the player to revert the rank of
|
||||
-- @param[opt=nil] by_player the player who is doing the revert
|
||||
function Ranking.revert(player,by_player)
|
||||
local player = Game.get_player(player)
|
||||
Ranking.give_rank(player,Ranking._presets().old[player.index],by_player)
|
||||
end
|
||||
|
||||
--- Given the player has a rank in the preset table it is given
|
||||
-- @usage Ranking.find_preset(1)
|
||||
-- @param player the player to test for an auto rank
|
||||
-- @tparam[opt=nil] tick the tick it happens on
|
||||
function Ranking.find_preset(player,tick)
|
||||
local presets = Ranking._presets().current
|
||||
local meta_data = Ranking._presets().meta
|
||||
local default = Ranking.get_rank(meta_data.default)
|
||||
local player = Game.get_player(player)
|
||||
local current_rank = Ranking.get_rank(player) or {power=-1,group={name='not jail'}}
|
||||
local ranks = {default}
|
||||
if current_rank.group.name == 'Jail' then return end
|
||||
if presets[string.lower(player.name)] then
|
||||
local rank = Ranking.get_rank(presets[string.lower(player.name)])
|
||||
if current_rank.power >= rank.power then return end
|
||||
table.insert(ranks,rank)
|
||||
end
|
||||
if current_rank.power < meta_data.time_highest and tick_to_min(player.online_time) > meta_data.time_lowest then
|
||||
for _,rank_name in pairs(meta_data.time_ranks) do
|
||||
local rank = Ranking.get_rank(rank_name)
|
||||
if tick_to_min(player.online_time) > rank.time then
|
||||
table.insert(ranks,rank)
|
||||
end
|
||||
end
|
||||
end
|
||||
local _rank = nil
|
||||
for _,rank in pairs(ranks) do
|
||||
if rank.power > current_rank.power then _rank = rank end
|
||||
end
|
||||
if _rank then
|
||||
if _rank.name == default.name then
|
||||
player.tag = _rank.tag
|
||||
player.permission_group = game.permissions.get_group(_rank.name)
|
||||
else
|
||||
Ranking.give_rank(player,_rank,nil,tick)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- this is the base rank object, do not store in global
|
||||
|
||||
--- Is this rank allowed to open this gui or use this command etc.
|
||||
-- @usage rank:allowed('server-interface')
|
||||
-- @tparam teh action to test for
|
||||
-- @treturn bolean is it allowed
|
||||
function Ranking._rank:allowed(action)
|
||||
return self.allow[action] or self.is_root or false
|
||||
end
|
||||
|
||||
--- Get all the players in this rank
|
||||
-- @usage rank:get_players()
|
||||
-- @tparam bolean online get only online players
|
||||
-- @treturn table a table of all players in this rank
|
||||
function Ranking._rank:get_players(online)
|
||||
local players = game.permissions.get_group(rank.name).players
|
||||
local _return = {}
|
||||
if online then
|
||||
for _,player in pairs(players) do
|
||||
if player.connected then table.insert(_return,player) end
|
||||
end
|
||||
else
|
||||
_return = players
|
||||
end
|
||||
return _return
|
||||
end
|
||||
|
||||
--- Print a message to all players of this rank
|
||||
-- @usage rank:print('foo')
|
||||
-- @param rtn any value you want to return
|
||||
function Ranking._rank:print(rtn,colour)
|
||||
local colour = colour or defines.color.white
|
||||
if not Server or not Server._thread then
|
||||
for _,player in pairs(self:get_players()) do
|
||||
player_return(rtn,colour,player)
|
||||
end
|
||||
else
|
||||
-- using threads to make less lag
|
||||
Server.new_thread{
|
||||
data={rank=self,rtn=rtn}
|
||||
}:on_event('resolve',function(thread)
|
||||
return thread.data.rank:get_players(true)
|
||||
end):on_event('success',function(thread,players)
|
||||
for _,player in pairs(players) do
|
||||
player_return(thread.data.rtn,colour,player)
|
||||
end
|
||||
end):queue()
|
||||
end
|
||||
end
|
||||
|
||||
-- this is used to edit a group once made key is what is being edited and set_value makes it over ride the current value
|
||||
-- see Addons/playerRanks for examples
|
||||
function Ranking._rank:edit(key,set_value,value)
|
||||
if game then return end
|
||||
if set_value then self[key] = value return end
|
||||
if key == 'disallow' then
|
||||
self.disallow = table.merge(self.disallow,value,true)
|
||||
elseif key == 'allow' then
|
||||
self.allow = table.merge(self.allow,value)
|
||||
end
|
||||
Ranking._update_rank(self)
|
||||
end
|
||||
|
||||
-- this is the base group object, do not store in global, these cant be used in game
|
||||
|
||||
-- this makes a new group
|
||||
-- {name='root',allow={},disallow={}}
|
||||
function Ranking._group:create(obj)
|
||||
if game then return end
|
||||
if not is_type(obj.name,'string') then return end
|
||||
setmetatable(obj,{__index=Ranking._group})
|
||||
self.index = #Ranking._groups(names)+1
|
||||
obj.ranks = {}
|
||||
obj.allow = obj.allow or {}
|
||||
obj.disallow = obj.disallow or {}
|
||||
Ranking._add_group(obj)
|
||||
return obj
|
||||
end
|
||||
|
||||
-- this makes a new rank in side this group
|
||||
-- {name='Root',short_hand='Root',tag='[Root]',time=nil,colour=defines.colors.white,allow={},disallow={}}
|
||||
function Ranking._group:add_rank(obj)
|
||||
if game then return end
|
||||
if not is_type(obj.name,'string') or
|
||||
not is_type(obj.short_hand,'string') or
|
||||
not is_type(obj.tag,'string') or
|
||||
not is_type(obj.colour,'table') then return end
|
||||
setmetatable(obj,{__index=Ranking._rank})
|
||||
obj.group = self
|
||||
obj.allow = obj.allow or {}
|
||||
obj.disallow = obj.disallow or {}
|
||||
setmetatable(obj.allow,{__index=self.allow})
|
||||
setmetatable(obj.disallow,{__index=self.disallow})
|
||||
Ranking._add_rank(obj,obj.power)
|
||||
Ranking._set_rank_power()
|
||||
table.insert(self.ranks,obj)
|
||||
if not self.highest or obj.power > self.highest.power then self.highest = obj end
|
||||
if not self.lowest or obj.power < self.lowest.power then self.lowest = obj end
|
||||
end
|
||||
|
||||
-- this is used to edit a group once made key is what is being edited and set_value makes it over ride the current value
|
||||
-- see Addons/playerRanks for examples
|
||||
function Ranking._group:edit(key,set_value,value)
|
||||
if game then return end
|
||||
if set_value then self[key] = value return end
|
||||
if key == 'disallow' then
|
||||
self.disallow = table.merge(self.disallow,value,true)
|
||||
elseif key == 'allow' then
|
||||
self.allow = table.merge(self.allow,value)
|
||||
end
|
||||
Ranking._update_group(self)
|
||||
end
|
||||
|
||||
Event.register(defines.events.on_player_joined_game,function(event)
|
||||
Ranking.find_preset(event.player_index)
|
||||
end)
|
||||
|
||||
Event.register(-1,function(event)
|
||||
for power,rank in pairs(Ranking._ranks()) do
|
||||
local perm = game.permissions.create_group(rank.name)
|
||||
for _,toRemove in pairs(rank.disallow) do
|
||||
perm.set_allows_action(defines.input_action[toRemove],false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
return Ranking
|
||||
237
ExpCore/ranks.lua
Normal file
237
ExpCore/ranks.lua
Normal file
@@ -0,0 +1,237 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
--Please Only Edit Below This Line-----------------------------------------------------------
|
||||
local groups = {}
|
||||
local ranks = {}
|
||||
|
||||
function Ranking._add_group(group) if game then return end table.insert(groups,group) end
|
||||
function Ranking._add_rank(rank,pos) if game then return end if pos then table.insert(ranks,pos,rank) else table.insert(ranks,rank) end end
|
||||
function Ranking._set_rank_power() if game then return end for power,rank in pairs(ranks) do rank.power = power end end
|
||||
function Ranking._update_rank(rank) if game then return end ranks[rank.power] = rank end
|
||||
function Ranking._update_group(group) if game then return end groups[group.index] = group end
|
||||
|
||||
--[[
|
||||
How to use groups:
|
||||
name the name that you can use to refence it.
|
||||
disallow if present then all ranks in this group will have this added to their disallow.
|
||||
allow if present then all ranks in this group will have this added to their allow.
|
||||
highest is asigned by the script to show the highest rank in this group.
|
||||
lowest is asigned by the script to show the lowest rank in this group.
|
||||
How to add ranks:
|
||||
Name is what will be used in the scripts and is often the best choice for display in text.
|
||||
short_hand is what can be used when short on space but the rank still need to be displayed.
|
||||
tag is the tag the player will gain when moved to the rank, it can be nil.
|
||||
time is used for auto-rank feature where you are moved to the rank after a certain play time in minutes.
|
||||
colour is the RGB value that can be used to emphasise GUI elements based on rank.
|
||||
power is asigned by the script based on their index in ranks, you can insert new ranks between current ones, lower is better
|
||||
group is asigned by the script to show the group this rank is in
|
||||
disallow is a list containing input actions that the user can not perform.
|
||||
allow is a list of custom commands and effects that that rank can use, all defined in the sctips.
|
||||
|
||||
For allow, add the allow as the key and the value as true
|
||||
Example: test for 'server-interface' => allow['server-interface'] = true
|
||||
|
||||
For disallow, add to the list the end part of the input action
|
||||
Example: defines.input_action.drop_item -> 'drop_item'
|
||||
http://lua-api.factorio.com/latest/defines.html#defines.input_action
|
||||
--]]
|
||||
|
||||
-- If you wish to add more groups please use addons/playerRanks.lua
|
||||
-- If you wish to add to these rank groups use addons/playerRanks.lua
|
||||
-- Ranks will inherite from each other ie higher ranks can do everything lower ranks can
|
||||
-- But groups do not inherite from each other
|
||||
-- DO NOT REMOVE ANY OF THESE GROUPS
|
||||
|
||||
local root = Ranking._group:create{
|
||||
name='Root',
|
||||
allow={
|
||||
['interface'] = true
|
||||
},
|
||||
disallow={}
|
||||
}
|
||||
local admin = Ranking._group:create{
|
||||
name='Admin',
|
||||
allow={},
|
||||
disallow={
|
||||
'set_allow_commands',
|
||||
'edit_permission_group',
|
||||
'delete_permission_group',
|
||||
'add_permission_group'
|
||||
}
|
||||
}
|
||||
local user = Ranking._group:create{
|
||||
name='User',
|
||||
allow={},
|
||||
disallow={
|
||||
'set_allow_commands',
|
||||
'edit_permission_group',
|
||||
'delete_permission_group',
|
||||
'add_permission_group'
|
||||
}
|
||||
}
|
||||
local jail = Ranking._group:create{
|
||||
name='Jail',
|
||||
allow={},
|
||||
disallow={
|
||||
'set_allow_commands',
|
||||
'edit_permission_group',
|
||||
'delete_permission_group',
|
||||
'add_permission_group'
|
||||
}
|
||||
}
|
||||
|
||||
-- If you wish to add more ranks please use addons/playerRanks.lua
|
||||
-- If you wish to add to these rank use addons/playerRanks.lua
|
||||
root:add_rank{
|
||||
name='Root',
|
||||
short_hand='Root',
|
||||
tag='[Root]',
|
||||
colour=defines.color.white,
|
||||
is_root=true
|
||||
}
|
||||
root:add_rank{
|
||||
name='Owner',
|
||||
short_hand='Owner',
|
||||
tag='[Owner]',
|
||||
time=nil,
|
||||
colour={r=170,g=0,b=0}
|
||||
}
|
||||
root:add_rank{
|
||||
name='Community Manager',
|
||||
short_hand='Com Mngr',
|
||||
tag='[Com Mngr]',
|
||||
colour={r=150,g=68,b=161}
|
||||
}
|
||||
root:add_rank{
|
||||
name='Developer',
|
||||
short_hand='Dev',
|
||||
tag='[Dev]',
|
||||
colour={r=179,g=125,b=46}
|
||||
}
|
||||
|
||||
admin:add_rank{
|
||||
name='Admin',
|
||||
short_hand='Admin',
|
||||
tag='[Admin]',
|
||||
colour={r=233,g=63,b=233}
|
||||
}
|
||||
admin:add_rank{
|
||||
name='Mod',
|
||||
short_hand='Mod',
|
||||
tag='[Mod]',
|
||||
colour={r=0,g=170,b=0},
|
||||
disallow={
|
||||
'server_command'
|
||||
}
|
||||
}
|
||||
|
||||
user:add_rank{
|
||||
name='Donator',
|
||||
short_hand='P2W',
|
||||
tag='[P2W]',
|
||||
colour={r=233,g=63,b=233}
|
||||
}
|
||||
user:add_rank{
|
||||
name='Member',
|
||||
short_hand='Mem',
|
||||
tag='[Member]',
|
||||
colour={r=24,g=172,b=188},
|
||||
disallow={
|
||||
'set_auto_launch_rocket',
|
||||
'change_programmable_speaker_alert_parameters',
|
||||
'drop_item'
|
||||
}
|
||||
}
|
||||
user:add_rank{
|
||||
name='Guest',
|
||||
short_hand='',
|
||||
tag='',
|
||||
colour={r=255,g=159,b=27},
|
||||
is_default=true,
|
||||
disallow={
|
||||
'build_terrain',
|
||||
'remove_cables',
|
||||
'launch_rocket',
|
||||
'reset_assembling_machine',
|
||||
'cancel_research'
|
||||
}
|
||||
}
|
||||
|
||||
jail:add_rank{
|
||||
name='Jail',
|
||||
short_hand='Jail',
|
||||
tag='[Jail]',
|
||||
colour={r=50,g=50,b=50},
|
||||
disallow={
|
||||
'open_character_gui',
|
||||
'begin_mining',
|
||||
'start_walking',
|
||||
'player_leave_game'
|
||||
}
|
||||
}
|
||||
|
||||
function Ranking._auto_edit_ranks()
|
||||
for power,rank in pairs(ranks) do
|
||||
if ranks[power-1] then
|
||||
rank:edit('disallow',false,ranks[power-1].disallow)
|
||||
end
|
||||
end
|
||||
for power = #ranks, 1, -1 do
|
||||
rank = ranks[power]
|
||||
if ranks[power+1] then
|
||||
rank:edit('allow',false,ranks[power+1].allow)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- used to force rank to be read-only
|
||||
function Ranking._groups(name)
|
||||
if name then
|
||||
if name then
|
||||
local _return = {}
|
||||
for power,group in pairs(groups) do
|
||||
_return[group.name] = group
|
||||
end
|
||||
return _return
|
||||
end
|
||||
end
|
||||
return groups
|
||||
end
|
||||
|
||||
function Ranking._ranks(name)
|
||||
if name then
|
||||
local _return = {}
|
||||
for power,rank in pairs(ranks) do
|
||||
_return[rank.name] = rank
|
||||
end
|
||||
return _return
|
||||
end
|
||||
return ranks
|
||||
end
|
||||
|
||||
-- used to save lag by doing some calculation at the start
|
||||
function Ranking._meta()
|
||||
local meta = {time_ranks={}}
|
||||
for power,rank in pairs(ranks) do
|
||||
meta.rank_count = power
|
||||
if rank.is_default then
|
||||
meta.default = rank.name
|
||||
end
|
||||
if rank.is_root then
|
||||
meta.root = rank.name
|
||||
end
|
||||
if rank.time then
|
||||
table.insert(meta.time_ranks,rank.name)
|
||||
if not meta.time_highest or power < meta.time_highest then meta.time_highest = power end
|
||||
if not meta.time_lowest or rank.time < meta.time_lowest then meta.time_lowest = power.time end
|
||||
end
|
||||
meta.time_highest = meta.time_highest or 0
|
||||
meta.time_lowest = meta.time_lowest or 0
|
||||
end
|
||||
return meta
|
||||
end
|
||||
421
ExpCore/server.lua
Normal file
421
ExpCore/server.lua
Normal file
@@ -0,0 +1,421 @@
|
||||
--[[
|
||||
Explosive Gaming
|
||||
|
||||
This file can be used with permission but this and the credit below must remain in the file.
|
||||
Contact a member of management on our discord to seek permission to use our code.
|
||||
Any changes that you may make to the code are yours but that does not make the script yours.
|
||||
Discord: https://discord.gg/r6dC2uK
|
||||
]]
|
||||
--Please Only Edit Below This Line-----------------------------------------------------------
|
||||
-- server allows control over threads and other features the devs missed out
|
||||
local Server = {}
|
||||
Server._thread = {}
|
||||
|
||||
--- Returns a un-used uuid (better system needed)
|
||||
-- @usage obj.uuid = Server.new_uuid()
|
||||
-- @treturn string the new uuid
|
||||
function Server.new_uuid()
|
||||
local uuid = tostring(Server._uuid()())
|
||||
uuid = string.to_hex('uuid'..uuid)
|
||||
return uuid
|
||||
end
|
||||
|
||||
-- use this to change the location of the server uuids
|
||||
function Server._uuid(reset)
|
||||
global.exp_core = not reset and global.exp_core or {}
|
||||
global.exp_core.uuids = not reset and global.exp_core.uuids or game.create_random_generator()
|
||||
return global.exp_core.uuids
|
||||
end
|
||||
|
||||
--- Returns either the number of threads or a able of threads
|
||||
-- @usage Server.threads() -- return {...}
|
||||
-- Server.threads(true) -- return int
|
||||
-- @tparam[opt=nil] bolean count true to return the number of threads
|
||||
-- @return either a list of threads or a number
|
||||
function Server.threads(count)
|
||||
return count and Server._threads().all._n or Server._threads().all
|
||||
end
|
||||
|
||||
-- use this to change the location of the server threads
|
||||
-- all stores the threads indexed uuid, the other three only store the uuid's to index in the all table
|
||||
function Server._threads(reset)
|
||||
global.exp_core = not reset and global.exp_core or {}
|
||||
global.exp_core.threads = not reset and global.exp_core.threads or {print_to={},queue={},tick={},timeout={},events={},all={_n=0},paused={},named={}}
|
||||
return global.exp_core.threads
|
||||
end
|
||||
|
||||
-- see thread:create (this was done so thread can remain local)
|
||||
function Server.new_thread(obj)
|
||||
return Server._thread:create(obj)
|
||||
end
|
||||
|
||||
--- Used to get a thread via it's uuid or by name if one is given
|
||||
-- @usage Server.get_thread('decon') -- return thread
|
||||
-- @param mixed either a uuid or the name given to a thread
|
||||
-- @treturn table the thread by that name or uuid
|
||||
function Server.get_thread(mixed)
|
||||
local threads = Server._threads()
|
||||
if threads.named[mixed] then return threads.all[threads.named[mixed]]
|
||||
elseif threads.paused[mixed] then return threads.all[threads.paused[mixed]]
|
||||
elseif threads.all[mixed] then return threads.all[mixed]
|
||||
else return false end
|
||||
end
|
||||
|
||||
--- Adds a thread into the resolve queue, can be used to lower lag
|
||||
-- @usage Server.queue_thread(thread) -- return true/false
|
||||
-- @tparam table the thread to add to the queue must have a resolve function (must be open)
|
||||
-- @treturn bolean was the thread added
|
||||
function Server.queue_thread(thread_to_queue)
|
||||
if not thread_to_queue and not thread_to_queue.valid and not thread_to_queue:valid() then return false end
|
||||
if not thread_to_queue._resolve then return false end
|
||||
table.insert(Server._threads().queue,thread_to_queue.uuid)
|
||||
return true
|
||||
end
|
||||
|
||||
--- Closes all active threads, can use force if it causes errors
|
||||
-- @usage Server.close_all_threads()
|
||||
-- Server.close_all_threads(true) -- use if no force makes errors
|
||||
-- @tparam bolean with_force use force when closing
|
||||
function Server.close_all_threads(with_force)
|
||||
if not with_force then
|
||||
for uuid,next_thread in pairs(Server.threads()) do
|
||||
if uuid ~= '_n' then next_thread:close() end
|
||||
end
|
||||
else
|
||||
Server._threads(true)
|
||||
end
|
||||
end
|
||||
|
||||
--- Runs all the theads which have opened with an on_tick event
|
||||
-- @ussage Server.run_tick_threads()
|
||||
function Server.run_tick_threads()
|
||||
table.each(Server._threads().tick,function(uuid)
|
||||
local next_thread = Server.get_thread(uuid)
|
||||
if next_thread and next_thread:valid() and next_thread._tick then
|
||||
local success, err = pcall(next_thread._tick,next_thread)
|
||||
if not success then next_thread:error(err) end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
--- Checks the timeout on all active timeout threads
|
||||
-- @ussage Server.check_timeouts()
|
||||
function Server.check_timeouts()
|
||||
table.each(Server._threads().timeout,function(uuid)
|
||||
local next_thread = Server.get_thread(uuid)
|
||||
if next_thread and next_thread:valid() then
|
||||
next_thread:check_timeout()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
-- for use in debuging
|
||||
function Server._thread_handler_debuger(player,event,state)
|
||||
local player = Game.get_player(player)
|
||||
local print_to = Server._threads().print_to
|
||||
print_to[player.index] = print_to[player.index] or {}
|
||||
print_to[player.index][event] = state
|
||||
end
|
||||
--- Calles all threads on a certain game event (used with script.on_event)
|
||||
-- @tparam table event the event that is called
|
||||
function Server._thread_handler(event)
|
||||
table.each(Server._threads().print_to,function(print_to,player_index,event)
|
||||
if event.name == defines.events.on_tick then return true end
|
||||
if print_to[event.name] then
|
||||
player_return(event,defines.text_color.bg,player_index)
|
||||
end
|
||||
end,event)
|
||||
local event_id = event.name
|
||||
local threads = Server._threads().events[event_id]
|
||||
if not threads then return end
|
||||
table.each(threads,function(uuid)
|
||||
local next_thread = Server.get_thread(uuid)
|
||||
if next_thread and next_thread:valid() then
|
||||
if is_type(next_thread._events[event_id],'function') then
|
||||
local success, err = pcall(next_thread._events[event_id],next_thread,event)
|
||||
if not success then next_thread:error(err) end
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
for _,event in pairs(defines.events) do Event.register(event,Server._thread_handler) end
|
||||
|
||||
--[[ cant be used V
|
||||
--- Adds a event handler to tell threads about events
|
||||
-- @usage Server.add_thread_handler(defines.event)
|
||||
-- @tparam number event the event to run the thread handler on
|
||||
-- @treturn bolean if the handler was added
|
||||
function Server.add_thread_handler(event)
|
||||
if not is_type(event,'number') then return false end
|
||||
local threads = Server._threads()
|
||||
if not threads.events[event] then
|
||||
threads.events[event] = {}
|
||||
Event.register(event,Server._thread_handler)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
]]
|
||||
|
||||
--- Given a string or function it will run that function and return any values
|
||||
-- @usage Server.interface('local x = 1+1 print(x) return x') -- return 2
|
||||
-- Server.interface('local x = 1+1 print(x)',thread) -- no return
|
||||
-- @param callback either a function or string which will be ran via pcall
|
||||
-- @param[opt] use_thread give a thread for the interface to run on (does not need to be open, but cant use on_resolve)
|
||||
-- @param[opt] ... any args you want to pass to the function
|
||||
function Server.interface(callback,use_thread,...)
|
||||
if use_thread then
|
||||
if use_thread == true then use_thread = Server.new_thread{data={callback,...}} end
|
||||
use_thread:on_event('resolve',function(thread)
|
||||
if is_type(thread.data[1],'function') then
|
||||
local success, err = pcall(unpack(thread.data))
|
||||
if not success then error(err) end
|
||||
return err
|
||||
else
|
||||
local callback = table.remove(thread.data,1)
|
||||
local success, err = pcall(loadstring(callback),unpack(thread.data))
|
||||
if not success then error(err) end
|
||||
return err
|
||||
end
|
||||
end)
|
||||
use_thread:open()
|
||||
Server.queue_thread(use_thread)
|
||||
else
|
||||
if is_type(callback,'function') then
|
||||
local success, err = pcall(callback,...)
|
||||
return success, err
|
||||
else
|
||||
local success, err = pcall(loadstring(callback),...)
|
||||
return success, err
|
||||
end
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
if commands._expgaming then
|
||||
commands.add_command('interface', 'Runs the given input from the script', {'code',true}, function(event,args)
|
||||
local callback = args.code
|
||||
if not string.find(callback,'%s') and not string.find(callback,'return') then callback = 'return '..callback end
|
||||
if game.player then callback = 'local player, surface, force = game.player, game.player.surface, game.player.force '..callback end
|
||||
if Ranking and Ranking.get_rank and game.player then callback = 'local rank = Ranking.get_rank(game.player) '..callback end
|
||||
local success, err = Server.interface(callback)
|
||||
player_return(err)
|
||||
end)
|
||||
end
|
||||
|
||||
-- thread allows you to run fuinction async to the main game
|
||||
--- Returns a new thread object
|
||||
-- @usage new_thread = thread:create()
|
||||
-- @tparam[opt={}] table obj all are opt {timeout=int,name=str,data=any} advanced users can prefix with _function to avoid the on_function functions
|
||||
-- @treturn table the new thread object
|
||||
function Server._thread:create(obj)
|
||||
local obj = obj or {}
|
||||
setmetatable(obj,{__index=Server._thread})
|
||||
obj.uuid = Server.new_uuid()
|
||||
return obj
|
||||
end
|
||||
|
||||
-- see Server.queue_thread - this just opens it first
|
||||
function Server._thread:queue()
|
||||
self:open()
|
||||
return Server.queue_thread(self)
|
||||
end
|
||||
|
||||
--- Test if the thread has all requied parts
|
||||
-- @usage if thread:valid() then end
|
||||
-- @tparam bolean skip_location_check true to skip the location check
|
||||
-- @treturn bolean is the thread valid
|
||||
function Server._thread:valid(skip_location_check)
|
||||
local skip_location_check = skip_location_check or false
|
||||
if is_type(self.uuid,'string') and
|
||||
skip_location_check or is_type(self.opened,'number') and
|
||||
skip_location_check or is_type(Server._threads().all[self.uuid],'table') and
|
||||
is_type(self.timeout) or is_type(self.timeout,'number') and
|
||||
is_type(self.name) or is_type(self.name,'string') and
|
||||
is_type(self._close) or is_type(self._close,'function') and
|
||||
is_type(self._timeout) or is_type(self._timeout,'function') and
|
||||
is_type(self._tick) or is_type(self._tick,'function') and
|
||||
is_type(self._resolve) or is_type(self._resolve,'function') and
|
||||
is_type(self._success) or is_type(self._success,'function') and
|
||||
is_type(self._error) or is_type(self._error,'function') then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
--- Opens the thread by storing it in a place the server object can find it
|
||||
-- @usage thread:open() -- return true
|
||||
-- @treturn bolean if the thread was opened
|
||||
function Server._thread:open()
|
||||
if not self:valid(true) or self.opened then return false end
|
||||
local threads = Server._threads()
|
||||
local uuid = self.uuid
|
||||
self.opened = game.tick
|
||||
threads.all[uuid] = threads.all[uuid] or self
|
||||
threads.all._n = threads.all._n+1
|
||||
if is_type(self.timeout,'number') then table.insert(threads.timeout,uuid) end
|
||||
if is_type(self._tick,'function') then table.insert(threads.tick,uuid) end
|
||||
if is_type(self.name,'string') then threads.named[self.name] = threads.named[self.name] or self.uuid end
|
||||
if is_type(self._events,'table') then
|
||||
table.each(self._events,function(callback,event,threads,uuid)
|
||||
-- cant be used V
|
||||
--Server.add_thread_handler(event)
|
||||
if not threads.events[event] then threads.events[event] = {} end
|
||||
table.insert(threads.events[event],uuid)
|
||||
end,threads,self.uuid)
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- Inverse of thread:open() - it removes the thread and calles on_close
|
||||
-- @usage thread:close() -- return true
|
||||
-- @treturn bolean if the thread had a on_close function
|
||||
function Server._thread:close()
|
||||
local threads = Server._threads()
|
||||
local uuid = self.uuid
|
||||
local _return = false
|
||||
if is_type(self._close,'function') then pcall(self._close,self) _return = true end
|
||||
local value,key = table.find(threads.queue,function(v,k,uuid) return v == uuid end,uuid)
|
||||
if key then table.remove(threads.queue,key) end
|
||||
local value,key = table.find(threads.timeout,function(v,k,uuid) return v == uuid end,uuid)
|
||||
if key then table.remove(threads.timeout,key) end
|
||||
local value,key = table.find(threads.tick,function(v,k,uuid) return v == uuid end,uuid)
|
||||
if key then table.remove(threads.tick,key) end
|
||||
if is_type(self._events,'table') then
|
||||
table.each(self._events,function(callback,event)
|
||||
if threads.events[event] then
|
||||
local value,key = table.find(threads.events[event],function(v,k,uuid) return v == uuid end,uuid)
|
||||
if key then table.remove(threads.events[event],key) end
|
||||
-- cant be used V
|
||||
--if #threads.events[event] == 0 then Event.remove(event,Server.game_event) threads.events[event] = nil end
|
||||
end
|
||||
end)
|
||||
end
|
||||
if is_type(self.name,'string') then threads.paused[self.name] = self.uuid self.opened = nil
|
||||
else threads.all[uuid] = nil threads.all._n = threads.all._n-1 end
|
||||
return _return
|
||||
end
|
||||
|
||||
--- Trigger the on_resolve function and closes the thread - error and success called based on result of pcall (useful for async)
|
||||
-- @usage thread:resolve(x,y,z) -- return true
|
||||
-- @param[opt] ... any arguments you want to pass to the resolve function
|
||||
-- @treturn bolean true if the thread called on_success or on_error
|
||||
function Server._thread:resolve(...)
|
||||
local _return = false
|
||||
if is_type(self._resolve,'function') then
|
||||
local success, err = pcall(self._resolve,self,...)
|
||||
if success then
|
||||
if is_type(self._success,'function') then
|
||||
Server.interface(function(thread,err)
|
||||
local success,err = pcall(thread._success,thread,err)
|
||||
if not success then thread:error(err) end
|
||||
end,true,self,err)
|
||||
_return = true
|
||||
end
|
||||
else
|
||||
_return = self:error(err)
|
||||
end
|
||||
end
|
||||
self:close()
|
||||
return _return
|
||||
end
|
||||
|
||||
--- Checks the timeout on a thread - if timedout then it calles on_timeout and closes
|
||||
-- @usage thread:check_timeout() -- return true
|
||||
-- @treturn bolean if the thread timedout
|
||||
function Server._thread:check_timeout()
|
||||
local _return = false
|
||||
if not self:valid() then return false end
|
||||
if is_type(self.timeout,'number') and game.tick >= (self.opened+self.timeout) then
|
||||
if is_type(self._timeout,'function') then
|
||||
pcall(self._timeout,self)
|
||||
end
|
||||
_return = true
|
||||
self:close()
|
||||
end
|
||||
return _return
|
||||
end
|
||||
|
||||
--- Rasies an error on this thread
|
||||
-- @usage thread:error(err) -- return true
|
||||
-- @param err the err to be rasied
|
||||
-- @treturn bolean did the thread handdle the error
|
||||
function Server._thread:error(err)
|
||||
local _return = false
|
||||
if is_type(self._error,'function') then
|
||||
pcall(self._error,self,err)
|
||||
_return = true
|
||||
else
|
||||
error(err)
|
||||
end
|
||||
return _return
|
||||
end
|
||||
--- Set function to run then an event is called on a thread, none of them are 'needed' but you are advised to have atleast one
|
||||
-- @usage thread:on_event('close',function) -- return true
|
||||
-- events = ['close','timeout','tick','resolve','success','error']
|
||||
-- if event is a number then it is asumed to be a game event
|
||||
-- @tparam string event the name of the event that it is called on
|
||||
-- @tparam function callback the function which is called on the event
|
||||
-- @treturn table returns self so that there can be chained
|
||||
function Server._thread:on_event(event,callback)
|
||||
local events = {'close','timeout','tick','resolve','success','error'}
|
||||
local value = table.find(events,function(v,k,find) return v == string.lower(find) end,event)
|
||||
if value and is_type(callback,'function') then
|
||||
self['_'..value] = callback
|
||||
elseif is_type(event,'number') and is_type(callback,'function') then
|
||||
if not self._events then self._events = {} end
|
||||
self._events[event] = callback
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
Event.register(defines.events.on_tick,function(event)
|
||||
local threads = Server._threads()
|
||||
if #threads.tick > 0 then Server.run_tick_threads() end
|
||||
if #threads.timeout > 0 then Server.check_timeouts() end
|
||||
if #threads.queue > 0 then
|
||||
local current_thread = threads.all[threads.queue[1]]
|
||||
if current_thread and current_thread:valid() then current_thread:resolve() end
|
||||
end
|
||||
end)
|
||||
|
||||
Event.register(-2,function(event)
|
||||
local threads = Server.threads()
|
||||
for uuid,thread in pairs(threads) do
|
||||
if uuid ~= '_n' then setmetatable(thread,{__index=Server._thread}) end
|
||||
end
|
||||
end)
|
||||
|
||||
return Server
|
||||
--[[
|
||||
Thread Example:
|
||||
|
||||
local thread = Server.new_thread{name='tree-decon',data={}}
|
||||
-- user thread:on_event('tick') rather than thread:on_event(defines.events.on_tick) as it makes less lag
|
||||
thread:on_event('tick',function(self)
|
||||
local trees = self.data
|
||||
if #trees == 0 then return end
|
||||
local tree = table.remove(trees,1)
|
||||
if tree.valid then tree.destroy() end
|
||||
end)
|
||||
thread:on_event('error',function(self,err)
|
||||
-- cant see how this can cause an error
|
||||
-- but this is where error handling goes
|
||||
-- any event including on_resolve and on_tick can raise this
|
||||
end)
|
||||
thread:on_event(defines.events.on_marked_for_deconstruction,function(self,event)
|
||||
if event.entity.type == 'tree' then
|
||||
table.insert(self.data,event.entity)
|
||||
end
|
||||
end)
|
||||
thread:open()
|
||||
|
||||
local thread = Server.new_thread{name='print-place',data={}}
|
||||
thread:on_event(defines.events.on_built_entity,function(self,event)
|
||||
game.print('Events')
|
||||
end)
|
||||
thread:open()
|
||||
|
||||
all on_event functions can be chained from the thread creation rather than use varibles
|
||||
]]
|
||||
Reference in New Issue
Block a user