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Core
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@@ -1,66 +1,73 @@
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--- Adds an easy way to store and watch for updates to a value
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--[[
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>>>> Basic Use
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At the most basic level this allows for the naming of locations to store in the global table, the second feature is that you are
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able to listen for updates of this value, which means that when ever the set function is called it will trigger the update callback.
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--[[-- Core Module - Store
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- Adds an easy way to store and watch for updates to a value
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@core Store
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@alias Store
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This may be useful when storing config values and when they get set you want to make sure it is taken care of, or maybe you want
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to have a value that you can trigger an update of from different places.
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@usage
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---- Basic Use
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-- At the most basic level this allows for the naming of locations to store in the global table, the second feature is that you are
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-- able to listen for updates of this value, which means that when ever the set function is called it will trigger the update callback.
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-- this will register a new location called 'scenario.difficulty'
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-- This may be useful when storing config values and when they get set you want to make sure it is taken care of, or maybe you want
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-- to have a value that you can trigger an update of from different places.
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-- This will register a new location called 'scenario.difficulty'
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-- note that setting a start value is optional and we could take nil to mean normal
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Store.register('scenario.difficulty',function(value)
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game.print('The scenario difficulty has be set to: '..value)
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end)
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-- this will set the value in the store to 'hard' and will trigger the update callback which will print a message to the game
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-- This will set the value in the store to 'hard' and will trigger the update callback which will print a message to the game
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Store.set('scenario.difficulty','hard')
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-- this will return 'hard'
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-- This will return 'hard'
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Store.get('scenario.difficulty')
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>>>> Using Children
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One limitation of store is that all locations must be registered to avoid desyncs, to get round this issue "children" can be used.
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When you set the value of a child it does not have its own update callback so rather the "parent" location which has been registered
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will have its update value called with a second param of the name of that child.
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@usage
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---- Using Children
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-- One limitation of store is that all locations must be registered to avoid desyncs, to get round this issue "children" can be used.
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-- When you set the value of a child it does not have its own update callback so rather the "parent" location which has been registered
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-- will have its update value called with a second param of the name of that child.
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This may be useful when you want a value of each player or force and since you cant register every player at the start you must use
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the players name as the child name.
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-- This may be useful when you want a value of each player or force and since you cant register every player at the start you must use
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-- the players name as the child name.
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-- this will register the location 'scenario.score' where we plan to use force names as the child
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-- This will register the location 'scenario.score' where we plan to use force names as the child
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Store.register('scenario.score',function(value,child)
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game.print(child..' now has a score of '..value)
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end)
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-- this will return nil, but will not error as children don't need to be registered
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-- This will return nil, but will not error as children don't need to be registered
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Store.get('scenario.score','player')
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-- this will set 'player' to have a value of 10 for 'scenario.score' and trigger the game message print
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-- This will set 'player' to have a value of 10 for 'scenario.score' and trigger the game message print
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Store.set('scenario.score','player',10)
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-- this would be the similar to Store.get however this will return the names of all the children
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-- This would be the similar to Store.get however this will return the names of all the children
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Store.get_children('scenario.score')
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>>>> Using Sync
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There is the option to use synced values which is the same as a normal value however you can combine this with an external script
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which can read the output from 'script-output/log/store.log' and have it send rcon commands back to the game allowing for cross instance
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syncing of values.
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@usage
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---- Using Sync
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-- There is the option to use synced values which is the same as a normal value however you can combine this with an external script
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-- which can read the output from 'script-output/log/store.log' and have it send rcon commands back to the game allowing for cross instance
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-- syncing of values.
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This may be useful when you want to have a value change effect multiple instances or even if you just want a database to store values so
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you can sync data between map resets.
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-- This may be useful when you want to have a value change effect multiple instances or even if you just want a database to store values so
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-- you can sync data between map resets.
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-- this example will register the location 'statistics.total-play-time' where we plan to use plan names as the child
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-- This example will register the location 'statistics.total-play-time' where we plan to use plan names as the child
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-- note that the location must be the same across instances
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Store.register('statistics.total-play-time',true,function(value,child)
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game.print(child..' now has now played for '..value)
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end)
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-- use of set and are all the same as non synced but you should include from_sync as true
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-- Use of set and are all the same as non synced but you should include from_sync as true
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>>>> Alternative method
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Some people may prefer to use a variable rather than a string for formating reasons here is an example. Also for any times when
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there will be little external input Store.uid_location() can be used to generate non conflicting locations, uid_location will also
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be used if you give a nil location.
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@usage
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---- Alternative method
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-- Some people may prefer to use a variable rather than a string for formating reasons here is an example. Also for any times when
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-- there will be little external input Store.uid_location() can be used to generate non conflicting locations, uid_location will also
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-- be used if you give a nil location.
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local store_game_speed =
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Store.register(function(value)
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