local Global = require 'utils.global' local Event = require 'utils.event' local Game = require 'utils.game' local Enum = ext_require('expcore.common','enum') local Store = { data={}, locations={}, types = Enum{ 'local', -- data is not stored with any sub_location, updates caused only by set 'player', -- data is stroed per player, updates caused by watch and set 'force', -- data is stroed per force, updates caused by watch and set 'surface', -- data is stroed per surface, updates caused by watch and set 'game', -- data is stored with any sub_location, updates caused by watch and set 'global' -- data is stored externaly with any sub_location, updates casued by watch, set and the external source } } Global.register(Store.data,function(tbl) Store.data = table end) --- Returns a factorio object for the sub_location local function get_sub_location_object(store_type,sub_location) if store_type == Store.types.player then sub_location = Game.get_player_from_any(sub_location) if not sub_location then return error('Invalid player for sub_location',3) end return sub_location elseif store_type == Store.types.force then sub_location = type(sub_location) == 'table' and type(sub_location.__self) == 'userdata' and sub_location or game.forces[sub_location] if not sub_location then return error('Invalid force for sub_location',3) end return sub_location elseif store_type == Store.types.surface then sub_location = type(sub_location) == 'table' and type(sub_location.__self) == 'userdata' and sub_location or game.surfaces[sub_location] if not sub_location then return error('Invalid surface for sub_location',3) end return sub_location end end --- Emits an event to the external store that a value was updated local function set_global_location_value(location,sub_location,value) -- not yet impimented, this will emit to a file in some way to set the value in an external database end --- Register a new location to store a value, the valu returned from getter will be watched for updates -- @tparam location string the location path for the data must be unqiue -- @tparam store_type string the type of store this is, see Store.types -- @tparam getter function will be called to get the value for the store, the value is watched for updates -- @tparam setter function when the store value changes the setter will be called -- @tparam[opt=false] no_error boolean when true will skip check for location already registered function Store.register(location,store_type,getter,setter,no_error) if not no_error and Store.locations[location] then return error('The location is already registed: '..location,2) end store_type = type(store_type) == 'string' and Store.types[store_type] or store_type Store.locations[location] = { location=location, store_type=store_type, getter=getter, setter=setter } end --- Sets the stored values at the location, will call the setter function -- @tparam location string the location to be updated, must be registed -- @tparam sub_location string sub_location to set, either string,player,force or surface depending on store type -- @tparam value any the value to set at the location function Store.set(location,sub_location,value) if not Store.locations[location] then return error('The location is not registed: '..location) end location = Store.locations[location] local sub_location_object = get_sub_location_object(location.store_type,sub_location) if location.store_type ~= Store.types['local'] then if not Store.data[location.location] then Store.data[location.location] = {} end Store.data[location.location][sub_location] = value end if location.store_type == Store.types.global then set_global_location_value(location.location,value) end location.setter(sub_location_object or sub_location,value) end --- Gets the value at the location, if the value is nil then the getter function is called -- @tparam location string the location to be returned, must be registed -- @tparam sub_location string sub_location to get, either string,player,force or surface depending on store type -- @treturn any the value that was at this location function Store.get(location,sub_location) if not Store.locations[location] then return end location = Store.locations[location] local sub_location_object = get_sub_location_object(location.store_type,sub_location) local rtn = Store.data[location.location][sub_location] if rtn == nil then rtn = location.getter(sub_location_object or sub_location) end return rtn end --- Checks if the store value needs updating, and if true will update it calling the setter function -- @tparam location string the location to be check, must be registed -- @tparam sub_location string sub_location to check, either string,player,force or surface depending on store type -- @treturn boolean if the value was updated and setter function called function Store.check(location,sub_location) if not Store.locations[location] then return false end location = Store.locations[location] local sub_location_object = get_sub_location_object(location.store_type,sub_location) local store,getter = Store.data[location.location][sub_location],location.getter(sub_location_object or sub_location) if store ~= getter then if not Store.data[location.location] then Store.data[location.location] = {} end Store.data[location.location][sub_location] = getter location.setter(sub_location_object or sub_location,getter) return true end return false end --- Checks once per second for changes to the store values Event.on_nth_tick(60,function() for _,location in pairs(Store.locations) do if location.store_type ~= Store.types['local'] then if not Store.data[location.location] then Store.data[location.location] = {} end for sub_location,_ in pairs(Store.data[location.location]) do Store.check(location,sub_location) end end end end) return Store