Updated Tasks

This commit is contained in:
Cooldude2606
2019-10-11 23:25:04 +01:00
parent bc2a8d3bdb
commit cf1515c1c8
97 changed files with 2518 additions and 2479 deletions

View File

@@ -11,14 +11,19 @@ local Store = require 'expcore.store' --- @dep expcore.store
local config = require 'config.bonuses' --- @dep config.bonuses
require 'config.expcore-commands.parse_general'
local bonus_store =
Store.register(function(value,category)
local player = Game.get_player_from_any(category)
-- Store bonus percentages keyed by player name
local bonus_store = Store.register(function(player)
return player.name
end)
-- Apply a bonus amount to a player
local function apply_bonus(player,amount)
if not amount then return end
for bonus,min_max in pairs(config) do
local increase = min_max[2]*value
local increase = min_max[2]*amount
player[bonus] = min_max[1]+increase
end
end)
end
--- Changes the amount of bonus you receive
-- @command bonus
@@ -27,22 +32,25 @@ Commands.new_command('bonus','Changes the amount of bonus you receive')
:add_param('amount','integer-range',0,50)
:register(function(player,amount)
local percent = amount/100
Store.set(bonus_store,player.name,percent)
Store.set(bonus_store,player,percent)
Commands.print{'expcom-bonus.set',amount}
Commands.print({'expcom-bonus.wip'},'orange')
end)
Event.add(defines.events.on_player_respawned,function(event)
local player = Game.get_player_by_index(event.player_index)
local value = Store.get(bonus_store,player.name)
if value then
for bonus,min_max in pairs(config) do
local increase = min_max[2]*value
player[bonus] = min_max[1]+increase
end
end
-- When store is updated apply new bonus to the player
Store.watch(bonus_store,function(value,category)
local player = Game.get_player_from_any(category)
apply_bonus(player,value)
end)
-- When a player respawns re-apply bonus
Event.add(defines.events.on_player_respawned,function(event)
local player = Game.get_player_by_index(event.player_index)
local value = Store.get(bonus_store,player)
apply_bonus(player,value)
end)
-- When a player dies allow them to have instant respawn
Event.add(defines.events.on_player_died,function(event)
local player = Game.get_player_by_index(event.player_index)
if Roles.player_has_flag(player,'instance-respawn') then
@@ -50,12 +58,15 @@ Event.add(defines.events.on_player_died,function(event)
end
end)
-- Remove bonus if a player no longer has access to the command
local function role_update(event)
local player = Game.get_player_by_index(event.player_index)
if not Roles.player_allowed(player,'command/bonus') then
Store.clear(bonus_store,player.name)
Store.clear(bonus_store,player)
end
end
Event.add(Roles.events.on_role_assigned,role_update)
Event.add(Roles.events.on_role_unassigned,role_update)
Event.add(Roles.events.on_role_unassigned,role_update)
return bonus_store

View File

@@ -1,27 +1,12 @@
--[[-- Control Module - Tasks
- Stores tasks for each force.
@control Tasks
@alias Tasks
- Stores tasks for each force.
@control Tasks
@alias Tasks
@usage
-- import the module from the control modules
local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks
@usage-- Making and then editing a new task
local task_id = Tasks.add_task(game.player.force.name,nil,game.player.name)
-- To create a new task all you need is the name of the force you want to add the task to
-- you can give a place to add it but this is optional
Tasks.new_task('player')
-- You can then update this task to what ever value that you want
-- the task id is returned by new_task, or within an update handler
-- if a player name is not given that it will assume '<server>'
Tasks.update_task(task_id,'My number one task!','Cooldude2606')
-- You can then remove the task and all data linked with it
Tasks.remove_task(task_id)
-- set_editing and is_editing may be used to block other or provide warnings
-- none of this is enforced by this module and so you must do so in your own module
Tasks.set_editing(task_id,'Cooldude2606',true)
Tasks.update_task(task_id,'We need more iron!',game.player.name)
]]
@@ -29,148 +14,169 @@ local Store = require 'expcore.store' --- @dep expcore.store
local Global = require 'utils.global' --- @dep utils.global
local Token = require 'utils.token' --- @dep utils.token
local Tasks = {
store = 'gui.left.task-list.tasks',
handlers = {},
details = {},
forces = {}
}
local Tasks = {}
local task_details = Tasks.details
local force_tasks = Tasks.forces
Global.register({
task_details=task_details,
force_tasks=force_tasks
},function(tbl)
Tasks.details = tbl.task_details
Tasks.forces = tbl.force_tasks
task_details = Tasks.details
force_tasks = Tasks.forces
-- Global lookup table for force name to task ids
local force_tasks = {}
Global.register(force_tasks,function(tbl)
force_tasks = tbl
end)
local task_store = Tasks.store
Store.register(task_store,function(value,task_id)
local details = task_details[task_id]
local force = game.forces[details.force]
for _,handler in pairs(Tasks.handlers) do
handler(force,task_id)
end
end)
-- Task store is keyed by task id, value is a table
local task_store = Store.register()
Tasks.store = task_store
--- Setters.
-- functions used to created and alter tasks
-- @section setters
--- Adds a new handler for when a task is updated
-- @tparam function callback the callback which is ran when a task is updated
-- @treturn boolean true if the callback was added
function Tasks.add_handler(callback)
if type(callback) == 'function' then
table.insert(Tasks.handlers,callback)
return true
end
return false
end
--[[-- Add a new task for a force, the task can be placed into a certain position for that force
@tparam string force_name the name of the force to add the task for
@tparam[opt] number task_number the order place to add the task to, appends to end if omited
@tparam[opt] string player_name the player who added this task, will cause them to be listed under editing
@treturn string the uid of the task which was created
--- Adds a new task for a force, with option to place it in a certain order
-- @tparam string force_name the name of the force to add the task for
-- @tparam[opt] number task_number the order place to add the task to, adds to end if omited
-- @tparam[opt] string player_name when given this player will be added to the editing list
-- @treturn string the uid of the task which was created
function Tasks.new_task(force_name,task_number,player_name)
@usage-- Adding a new task for your force
local task_id = Tasks.add_task(game.player.force.name,nil,game.player.name)
]]
function Tasks.add_task(force_name,task_number,player_name)
-- Get a new task id
local task_id = tostring(Token.uid())
-- Get the existing tasks for this force
local tasks = force_tasks[force_name]
if not tasks then
force_tasks[force_name] = {}
tasks = force_tasks[force_name]
end
-- Insert the task id into the forces tasks
if task_number then
table.insert(tasks,task_number,task_id)
else
table.insert(tasks,task_id)
end
task_details[task_id] = {
task_id=task_id,
force=force_name,
last_edit_player=player_name or '<server>',
last_edit_time=game.tick,
editing={}
}
-- Create the editing table
local editing = {}
if player_name then
task_details[task_id].editing[player_name] = true
editing[player_name] = true
end
Store.set(task_store,task_id,'New Task')
-- Add the new task to the store
Store.set(task_store,task_id,{
task_id = task_id,
force_name = force_name,
message = 'New Task',
last_edit_name = player_name or '<server>',
last_edit_time = game.tick,
curently_editing = editing
})
return task_id
end
--- Removes a task and all data linked with it
-- @tparam string task_id the uid of the task which you want to remove
--[[-- Removes a task and any data that is linked with it
@tparam string task_id the uid of the task which you want to remove
@usage-- Removing a task
Tasks.remove_task(task_id)
]]
function Tasks.remove_task(task_id)
local details = task_details[task_id]
local force = details.force
local task = Store.get(task_store,task_id)
local force_name = task.force_name
Store.clear(task_store,task_id)
task_details[task_id] = nil
table.remove_element(force_tasks[force],task_id)
table.remove_element(force_tasks[force_name],task_id)
end
--- Updates a task message
-- @tparam string task_id the uid of the task that you want to update
-- @tparam string task the message that you want to change the task to
-- @tparam[opt='server'] string player_name the name of the player who made the edit
function Tasks.update_task(task_id,task,player_name)
local details = task_details[task_id]
details.last_edit_player = player_name or '<server>'
details.last_edit_time = game.tick
Store.set(task_store,task_id,task)
--[[-- Update the message and last edited information for a task
@tparam string task_id the uid of the task that you want to update
@tparam string new_message the message that you want to have for the task
@tparam[opt='server'] string player_name the name of the player who made the edit
@usage-- Updating the message for on a task
Task.update_task(task_id,'We need more iron!',game.player.name)
]]
function Tasks.update_task(task_id,new_message,player_name)
Store.update(task_store,task_id,function(task)
task.last_edit_name = player_name or '<server>'
task.last_edit_time = game.tick
task.message = new_message
end)
end
--- Sets a player to be editing this task, used with is_editing
-- @tparam string task_id the uid of the task that you want to editing for
-- @tparam string player_name the name of the player you want to set editing for
-- @tparam[opt] boolean state the new state to set editing to
--[[-- Set the editing state for a player, can be used as a warning or to display a text field
@tparam string task_id the uid of the task that you want to effect
@tparam string player_name the name of the player you want to set the state for
@tparam boolean state the new state to set editing to
@usage-- Setting your editing state to true
Tasks.set_editing(task_id,game.player.name,true)
]]
function Tasks.set_editing(task_id,player_name,state)
local details = task_details[task_id]
details.editing[player_name] = state
Store.update(task_store,task_id,function(task)
task.curently_editing[player_name] = state
end)
end
--[[-- Adds an update handler for when a task is added, removed, or updated
@tparam function handler the handler which is called when a task is updated
@usage-- Add a game print when a task is updated
Tasks.on_update(function(task)
game.print(task.force_name..' now has the task: '..task.message)
end)
]]
function Tasks.on_update(handler)
Store.watch(task_store,handler)
end
--- Getters.
-- function used to get information about tasks
-- @section getters
--- Gets the task stored at this id
-- @tparam string task_id the uid of the task you want to get
-- @treturn string the task message that was stored here
--[[-- Gets the task information that is linked with this id
@tparam string task_id the uid of the task you want to get
@treturn table the task information
@usage-- Getting task information outside of on_update
local task = Tasks.get_task(task_id)
]]
function Tasks.get_task(task_id)
return Store.get(task_store,task_id)
end
--- Gets the task details stored at this id
-- @tparam string task_id the uid of the task you want to get
-- @treturn table the task details that was stored here
function Tasks.get_details(task_id)
return task_details[task_id]
end
--[[-- Gets all the task ids that a force has
@tparam string force_name the name of the force that you want the task ids for
@treturn table an array of all the task ids
--- Gets the task ids for a force
-- @tparam string force_name the name of the force that you want the ids for
-- @treturn table an array of all the task ids
function Tasks.get_force_tasks(force_name)
@usage-- Getting the task ids for a force
local task_ids = Tasks.get_force_task_ids(game.player.force.name)
]]
function Tasks.get_force_task_ids(force_name)
return force_tasks[force_name] or {}
end
--- Gets if a player is currently editing this task
-- @tparam string task_id the uid of the task you want to check
-- @tparam string player_name the name of the player that you want to check
-- @treturn boolean weather the player is currently editing this task
function Tasks.is_editing(task_id,player_name)
local details = task_details[task_id]
return details.editing[player_name]
--[[-- Gets the editing state for a player
@tparam string task_id the uid of the task you want to check
@tparam string player_name the name of the player that you want to check
@treturn boolean weather the player is currently editing this task
@usage-- Check if a player is editing a task or not
local editing = Tasks.get_editing(task_id,game.player.name)
]]
function Tasks.get_editing(task_id,player_name)
local task = Store.get(task_store,task_id)
return task.curently_editing[player_name]
end
-- Module Return
return Tasks

View File

@@ -12,10 +12,9 @@ local format_time,table_keys = ext_require('expcore.common','format_time','table
local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks
--- If a player is allowed to use the edit buttons
local function player_allowed_edit(player,task_id)
if task_id then
local details = Tasks.get_details(task_id)
if config.user_can_edit_own_tasks and details.last_edit_player == player.name then
local function player_allowed_edit(player,task)
if task then
if config.user_can_edit_own_tasks and task.last_edit_player == player.name then
return true
end
else
@@ -37,7 +36,6 @@ end
--- Button in the header to add a new task
-- @element add_new_task
local update_all
local add_new_task =
Gui.new_button()
:set_sprites('utility/add')
@@ -48,7 +46,7 @@ Gui.new_button()
style.width = 20
end)
:on_click(function(player,element)
Tasks.new_task(player.force.name,nil,player.name)
Tasks.add_task(player.force.name,nil,player.name)
end)
--- Used to save changes to a task
@@ -64,14 +62,13 @@ Gui.new_button()
end)
:on_click(function(player,element)
local task_id = element.parent.name
local task = element.parent.task.text
local new_message = element.parent.task.text
Tasks.set_editing(task_id,player.name)
Tasks.update_task(task_id,task,player.name)
Tasks.update_task(task_id,new_message,player.name)
end)
--- Used to cancel any changes you made to a task
-- @element cancel_edit
local generate_task
local cancel_edit =
Gui.new_button()
:set_sprites('utility/close_black')
@@ -84,7 +81,6 @@ end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.set_editing(task_id,player.name)
generate_task(player,element.parent.parent,task_id)
end)
--- Removes the task from the list
@@ -101,7 +97,6 @@ end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.remove_task(task_id)
update_all()
end)
--- Opens edit mode for the task
@@ -118,7 +113,6 @@ end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.set_editing(task_id,player.name,true)
generate_task(player,element.parent.parent.parent,task_id)
end)
--[[ Generates each task, handles both view and edit mode
@@ -133,23 +127,24 @@ end)
>> edit_task
>> discard_task
]]
function generate_task(player,element,task_id)
local function generate_task(player,element,task_id)
local task = Tasks.get_task(task_id)
local editing = Tasks.is_editing(task_id,player.name)
local details = Tasks.get_details(task_id)
local last_edit_player = details.last_edit_player
local last_edit_time = details.last_edit_time
local tasks = Tasks.get_force_tasks(player.force.name)
local task_number = table.index_of(tasks, task_id)
local task_ids = Tasks.get_force_task_ids(player.force.name)
local task_number = table.index_of(task_ids, task_id)
if not task then
-- task is nil so remove it from the list
element.parent.no_tasks.visible = #tasks == 01
element.parent.no_tasks.visible = #task_ids == 1
Gui.destroy_if_valid(element['count-'..task_id])
Gui.destroy_if_valid(element['edit-'..task_id])
Gui.destroy_if_valid(element[task_id])
else
local message = task.message
local editing = task.curently_editing[player.name]
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
element.parent.no_tasks.visible = false
-- if it is not already present then add it now
local task_area = element[task_id]
@@ -182,8 +177,8 @@ function generate_task(player,element,task_id)
element['count-'..task_id].caption = task_number..')'
local edit_area = element['edit-'..task_id][task_id]
local players = table_keys(details.editing)
local allowed = player_allowed_edit(player,task_id)
local players = table_keys(task.editing)
local allowed = player_allowed_edit(player,task)
edit_area.visible = allowed
@@ -197,8 +192,8 @@ function generate_task(player,element,task_id)
local element_type = task_area.task and task_area.task.type or nil
if not editing and element_type == 'label' then
-- update the label already present
task_area.task.caption = task
task_area.task.tooltip = {'task-list.last-edit',last_edit_player,format_time(last_edit_time)}
task_area.task.caption = message
task_area.task.tooltip = {'task-list.last-edit',last_edit_name,format_time(last_edit_time)}
elseif not editing then
-- create the label, view mode
@@ -212,8 +207,8 @@ function generate_task(player,element,task_id)
task_area.add{
name='task',
type='label',
caption=task,
tooltip={'task-list.last-edit',last_edit_player,format_time(last_edit_time)}
caption=message,
tooltip={'task-list.last-edit',last_edit_name,format_time(last_edit_time)}
}
label.style.single_line = false
label.style.maximal_width = 150
@@ -230,7 +225,7 @@ function generate_task(player,element,task_id)
task_area.add{
name='task',
type='textfield',
text=task
text=message
}
entry.style.maximal_width = 150
entry.style.height = 20
@@ -311,26 +306,32 @@ Gui.new_left_frame('gui/task-list')
:set_open_by_default()
:on_creation(function(player,element)
local data_table = generate_container(player,element)
local tasks = Tasks.get_force_tasks(player.force.name)
local task_ids = Tasks.get_force_task_ids(player.force.name)
for _,task_id in pairs(tasks) do
for _,task_id in pairs(task_ids) do
generate_task(player,data_table,task_id)
end
end)
:on_update(function(player,element)
local data_table = element.container.scroll.table
local tasks = Tasks.get_force_tasks(player.force.name)
local task_ids = Tasks.get_force_task_ids(player.force.name)
for _,task_id in pairs(tasks) do
for _,task_id in pairs(task_ids) do
generate_task(player,data_table,task_id)
end
end)
update_all = task_list 'update_all'
--- When a new task is added it will udpate the task list for everyone on that force
Tasks.add_handler(function(force,task_id)
for _,player in pairs(force.players) do
Tasks.on_update(function(task,task_id)
local players
if task then
local force = game.forces[task.force_name]
players = force.players
else
players = game.connected_players
end
for _,player in pairs(players) do
local frame = task_list:get_frame(player)
local element = frame.container.scroll.table
generate_task(player,element,task_id)