Files
factorio-scenario-ExpCluster/exp_legacy/module/expcore/common.lua
2024-11-19 22:29:35 +00:00

829 lines
30 KiB
Lua

--[[-- Core Module - Common
- Adds some commonly used functions used in many modules
@core Common
@alias Common
]]
local Colours = require("modules/exp_util/include/color")
local Game = require("modules.exp_legacy.utils.game") --- @dep utils.game
local Common = {}
--- Type Checking.
-- @section typeCheck
--[[-- Asserts the argument is of type test_type
@tparam any value the value to be tested
@tparam[opt=nil] string test_type the type to test for if not given then it tests for nil
@treturn boolean is v of type test_type
@usage-- Check for a string value
local is_string = type_check(value, 'string')
@usage-- Check for a nil value
local is_nil = type_check(value)
]]
function Common.type_check(value, test_type)
return test_type and value and type(value) == test_type or not test_type and not value or false
end
--[[-- Raises an error if the value is of the wrong type
@tparam any value the value that you want to test the type of
@tparam string test_type the type that the value should be
@tparam string error_message the error message that is returned
@tparam number level the level to call the error on (level = 1 is the caller)
@treturn boolean true if no error was called
@usage-- Raise error if value is not a number
type_error(value, 'number', 'Value must be a number')
]]
function Common.type_error(value, test_type, error_message, level)
level = level and level + 1 or 2
return Common.type_check(value, test_type) or error(error_message, level)
end
--[[-- Asserts the argument is one of type test_types
@param value the variable to check
@param test_types the type as a table of strings
@treturn boolean true if value is one of test_types
@usage-- Check for a string or table
local is_string_or_table = multi_type_check(value, {'string', 'table'})
]]
function Common.multi_type_check(value, test_types)
local vtype = type(value)
for _, arg_type in ipairs(test_types) do
if vtype == arg_type then
return true
end
end
return false
end
--[[-- Raises an error if the value is of the wrong type
@tparam any value the value that you want to test the type of
@tparam table test_types the type as a table of strings
@tparam string error_message the error message that is returned
@tparam number level the level to call the error on (level = 1 is the caller)
@treturn boolean true if no error was called
@usage-- Raise error if value is not a string or table
multi_type_error('foo', {'string', 'table'}, 'Value must be a string or table')
]]
function Common.multi_type_error(value, test_types, error_message, level)
level = level and level + 1 or 2
return Common.mult_type_check(value, test_types) or error(error_message, level)
end
--[[-- Raises an error when the value is the incorrect type, uses a consistent error message format
@tparam any value the value that you want to test the type of
@tparam string test_type the type that the value should be
@tparam number param_number the number param it is
@tparam[opt] string param_name the name of the param
@treturn boolean true if no error was raised
@usage-- Output: "Bad argument #2 to "<anon>"; argument is of type string expected number"
validate_argument_type(value, 'number', 2)
@usage-- Output: "Bad argument #2 to "<anon>"; "repeat_count" is of type string expected number"
validate_argument_type(value, 'number', 2, 'repeat_count')
]]
function Common.validate_argument_type(value, test_type, param_number, param_name)
if not Common.test_type(value, test_type) then
local function_name = debug.getinfo(2, "n").name or "<anon>"
local error_message
if param_name then
error_message = string.format("Bad argument #%d to %q; %q is of type %s expected %s", param_number, function_name, param_name, type(value), test_type)
else
error_message = string.format("Bad argument #%d to %q; argument is of type %s expected %s", param_number, function_name, type(value), test_type)
end
return error(error_message, 3)
end
return true
end
--[[-- Raises an error when the value is the incorrect type, uses a consistent error message format
@tparam any value the value that you want to test the type of
@tparam string test_types the types that the value should be
@tparam number param_number the number param it is
@tparam[opt] string param_name the name of the param
@treturn boolean true if no error was raised
@usage-- Output: "Bad argument #2 to "<anon>"; argument is of type number expected string or table"
validate_argument_type(value, {'string', 'table'}, 2)
@usage-- Output: "Bad argument #2 to "<anon>"; "player" is of type number expected string or table"
validate_argument_type(value, {'string', 'table'}, 2, 'player')
]]
function Common.validate_argument_multi_type(value, test_types, param_number, param_name)
if not Common.multi_type_check(value, test_types) then
local function_name = debug.getinfo(2, "n").name or "<anon>"
local error_message
if param_name then
error_message = string.format("Bad argument #%2d to %q; %q is of type %s expected %s", param_number, function_name, param_name, type(value), table.concat(test_types, " or "))
else
error_message = string.format("Bad argument #%2d to %q; argument is of type %s expected %s", param_number, function_name, type(value), table.concat(test_types, " or "))
end
return error(error_message, 3)
end
return true
end
--- Will raise an error if called during runtime
-- @usage error_if_runtime()
function Common.error_if_runtime()
if package.lifecycle == 8 then
local function_name = debug.getinfo(2, "n").name or "<anon>"
error(function_name .. " can not be called during runtime", 3)
end
end
--- Value Returns.
-- @section valueReturns
--[[-- Tests if a string contains a given substring.
@tparam string s the string to check for the substring
@tparam string contains the substring to test for
@treturn boolean true if the substring was found in the string
@usage-- Test if a string contains a sub string
local found = string_contains(str, 'foo')
]]
function Common.string_contains(s, contains)
return s and string.find(s, contains) ~= nil
end
--[[-- Used to resolve a value that could also be a function returning that value
@tparam any value the value which you want to test is not nil and if it is a function then call the function
@treturn any the value given or returned by value if it is a function
@usage-- Default value handling
-- if default value is not a function then it is returned
-- if default value is a function then it is called with the first argument being self
local value = Common.resolve_value(self.defaut_value, self)
]]
function Common.resolve_value(value, ...)
return value and type(value) == "function" and value(...) or value
end
--- Converts a varible into its boolean value, nil and false return false
-- @treturn boolean the boolean form of the varible
-- @usage local bool = cast_bool(var)
function Common.cast_bool(var)
return var and true or false
end
--- Returns either the second or third argument based on the first argument
-- @usage ternary(input_string == 'test', 'Input is test', 'Input is not test')
function Common.ternary(c, t, f)
return c and t or f
end
--- Returns a string for a number with comma seperators
-- @usage comma_value(input_number)
function Common.comma_value(n) -- credit http://richard.warburton.it
local left, num, right = string.match(n, "^([^%d]*%d)(%d*)(.-)$")
return left .. (num:reverse():gsub("(%d%d%d)", "%1, "):reverse()) .. right
end
--[[-- Sets a table element to value while also returning value.
@tparam table tbl to change the element of
@tparam string key the key to set the value of
@tparam any value the value to set the key as
@treturn any the value that was set
@usage-- Set and return value
local value = set_and_return(players, player.name, player.online_time)
]]
function Common.set_and_return(tbl, key, value)
tbl[key] = value
return value
end
--[[-- Writes a table object to a file in json format
@tparam string path the path of the file to write include / to use dir
@tparam table tbl the table that will be converted to a json string and wrote to file
@usage-- Write a lua table as a json to script-outpt/dump
write_json('dump', tbl)
]]
function Common.write_json(path, tbl)
game.write_file(path, game.table_to_json(tbl) .. "\n", true, 0)
end
--[[-- Calls a require that will not error if the file is not found
@usage local file = opt_require('file.not.present') -- will not cause any error
@tparam string path the path that you want to require
@return the returns from that file or nil, error if not loaded
@usage-- Require a file without causing errors, for when a file might not exist
local Module = opt_require 'expcore.common'
]]
function Common.opt_require(path)
local success, rtn = pcall(require, path)
if success then
return rtn
else
return nil, rtn
end
end
--[[-- Returns a desync safe file path for the current file
@tparam[opt=0] number offset the offset in the stack to get, 0 is current file
@treturn string the file path
@usage-- Get the current file path
local file_path = get_file_path()
]]
function Common.get_file_path(offset)
offset = offset or 0
return debug.getinfo(offset + 2, "S").short_src:sub(10, -5)
end
--[[-- Converts a table to an enum
@tparam table tbl table the that will be converted
@treturn table the new table that acts like an enum
@usage-- Make an enum
local colors = enum{
'red',
'green',
'blue'
}
]]
function Common.enum(tbl)
local rtn = {}
for k, v in pairs(tbl) do
if type(k) ~= "number" then
rtn[v] = k
end
end
for k, v in pairs(tbl) do
if type(k) == "number" then
table.insert(rtn, v)
end
end
for k, v in pairs(rtn) do
rtn[v] = k
end
return rtn
end
--[[-- Returns the closest match to the input
@tparam table options table a of options for the auto complete
@tparam string input string the input that will be completed
@tparam[opt=false] boolean use_key when true the keys of options will be used as the options
@tparam[opt=false] boolean rtn_key when true the the key will be returned rather than the value
@return the list item found that matches the input
@usage-- Get the element that includes "foo"
local value = auto_complete(tbl, "foo")
@usage-- Get the element with a key that includes "foo"
local value = auto_complete(tbl, "foo", true)
@usage-- Get the key with that includes "foo"
local key = auto_complete(tbl, "foo", true, true)
]]
function Common.auto_complete(options, input, use_key, rtn_key)
if type(input) ~= "string" then return end
input = input:lower()
for key, value in pairs(options) do
local check = use_key and key or value
if Common.string_contains(string.lower(check), input) then
return rtn_key and key or value
end
end
end
--- Formatting.
-- @section formatting
--[[-- Returns a valid string with the name of the actor of a command.
@tparam string player_name the name of the player to use rather than server, used only if game.player is nil
@treturn string the name of the current actor
@usage-- Get the current actor
local player_name = get_actor()
]]
function Common.get_actor(player_name)
return game.player and game.player.name or player_name or "<server>"
end
--[[-- Returns a message with valid chat tags to change its colour
@tparam string message the message that will be in the output
@tparam table color a color which contains r, g, b as its keys
@treturn string the message with the color tags included
@usage-- Use factorio tags to color a chat message
local message = format_chat_colour('Hello, World!', { r=355, g=100, b=100 })
]]
function Common.format_chat_colour(message, color)
color = color or Colours.white
local color_tag = "[color=" .. math.round(color.r, 3) .. ", " .. math.round(color.g, 3) .. ", " .. math.round(color.b, 3) .. "]"
return string.format("%s%s[/color]", color_tag, message)
end
--[[-- Returns a message with valid chat tags to change its colour, using localization
@tparam ?string|table message the message that will be in the output
@tparam table color a color which contains r, g, b as its keys
@treturn table the message with the color tags included
@usage-- Use factorio tags and locale strings to color a chat message
local message = format_chat_colour_localized('Hello, World!', { r=355, g=100, b=100 })
]]
function Common.format_chat_colour_localized(message, color)
color = color or Colours.white
color = math.round(color.r, 3) .. ", " .. math.round(color.g, 3) .. ", " .. math.round(color.b, 3)
return { "color-tag", color, message }
end
--[[-- Returns the players name in the players color
@tparam LuaPlayer player the player to use the name and color of
@tparam[opt=false] boolean raw_string when true a string is returned rather than a localized string
@treturn table the players name with tags for the players color
@usage-- Format a players name using the players color as a string
local message = format_chat_player_name(game.player, true)
]]
function Common.format_chat_player_name(player, raw_string)
player = Game.get_player_from_any(player)
local player_name = player and player.name or "<Server>"
local player_chat_colour = player and player.chat_color or Colours.white
if raw_string then
return Common.format_chat_colour(player_name, player_chat_colour)
else
return Common.format_chat_colour_localized(player_name, player_chat_colour)
end
end
--[[-- Will return a value of any type to the player/server console, allows colour for in-game players
@tparam any value a value of any type that will be returned to the player or console
@tparam[opt=defines.colour.white] ?defines.color|string colour the colour of the text for the player, ignored when printing to console
@tparam[opt=game.player] LuaPlayer player the player that return will go to, if no game.player then returns to server
@usage-- Return a value to the current actor, rcon included
player_return('Hello, World!')
@usage-- Return a value to the current actor, with color
player_return('Hello, World!', 'green')
@usage-- Return to a player other than the current
player_return('Hello, World!', nil, player)
]]
function Common.player_return(value, colour, player)
colour = Common.type_check(colour, "table") and colour or Colours[colour] ~= Colours.white and Colours[colour] or Colours.white
player = player or game.player
-- converts the value to a string
local returnAsString
if Common.type_check(value, "table") or type(value) == "userdata" then
if Common.type_check(value.__self, "userdata") or type(value) == "userdata" then
-- value is userdata
returnAsString = "Cant Display Userdata"
elseif Common.type_check(value[1], "string") and string.find(value[1], ".+[.].+") and not string.find(value[1], "%s") then
-- value is a locale string
returnAsString = value
elseif getmetatable(value) ~= nil and not tostring(value):find("table: 0x") then
-- value has a tostring meta method
returnAsString = tostring(value)
else
-- value is a table
returnAsString = table.inspect(value, { depth = 5, indent = " ", newline = "\n" })
end
elseif Common.type_check(value, "function") then
-- value is a function
returnAsString = "Cant Display Functions"
else
returnAsString = tostring(value)
end
-- returns to the player or the server
if player then
-- allows any valid player identifier to be used
player = Game.get_player_from_any(player)
if not player then error("Invalid Player given to player_return", 2) end
-- plays a nice sound that is different to normal message sound
player.play_sound{ path = "utility/scenario_message" }
player.print(returnAsString, colour)
else
rcon.print(returnAsString)
end
end
--[[-- Formats tick into a clean format, denominations from highest to lowest
-- time will use : separates
-- when a denomination is false it will overflow into the next one
@tparam number ticks the number of ticks that represents a time
@tparam table options table a of options to use for the format
@treturn string a locale string that can be used
@usage-- Output: "0h 5m"
local time = format_time(18000, { hours=true, minutes=true, string=true })
@usage-- Output: "0 hours and 5 minutes"
local time = format_time(18000, { hours=true, minutes=true, string=true, long=true })
@usage-- Output: "00:05:00"
local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true })
@usage-- Output: "--:--:--"
local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true, null=true })
]]
function Common.format_time(ticks, options)
-- Sets up the options
options = options or {
days = false,
hours = true,
minutes = true,
seconds = false,
long = false,
time = false,
string = false,
null = false,
}
-- Basic numbers that are used in calculations
local max_days, max_hours, max_minutes, max_seconds = ticks / 5184000, ticks / 216000, ticks / 3600, ticks / 60
local days, hours = max_days, max_hours - math.floor(max_days) * 24
local minutes, seconds = max_minutes - math.floor(max_hours) * 60, max_seconds - math.floor(max_minutes) * 60
-- Handles overflow of disabled denominations
local rtn_days, rtn_hours, rtn_minutes, rtn_seconds = math.floor(days), math.floor(hours), math.floor(minutes), math.floor(seconds)
if not options.days then
rtn_hours = rtn_hours + rtn_days * 24
end
if not options.hours then
rtn_minutes = rtn_minutes + rtn_hours * 60
end
if not options.minutes then
rtn_seconds = rtn_seconds + rtn_minutes * 60
end
-- Creates the null time format, does not work with long
if options.null and not options.long then
rtn_days = "--"
rtn_hours = "--"
rtn_minutes = "--"
rtn_seconds = "--"
end
-- Format options
local suffix = "time-symbol-"
local suffix_2 = "-short"
if options.long then
suffix = ""
suffix_2 = ""
end
local div = options.string and " " or "time-format.simple-format-tagged"
if options.time then
div = options.string and ":" or "time-format.simple-format-div"
suffix = false
end
-- Adds formatting
if suffix ~= false then
if options.string then
-- format it as a string
local long = suffix == ""
rtn_days = long and rtn_days .. " days" or rtn_days .. "d"
rtn_hours = long and rtn_hours .. " hours" or rtn_hours .. "h"
rtn_minutes = long and rtn_minutes .. " minutes" or rtn_minutes .. "m"
rtn_seconds = long and rtn_seconds .. " seconds" or rtn_seconds .. "s"
else
rtn_days = { suffix .. "days" .. suffix_2, rtn_days }
rtn_hours = { suffix .. "hours" .. suffix_2, rtn_hours }
rtn_minutes = { suffix .. "minutes" .. suffix_2, rtn_minutes }
rtn_seconds = { suffix .. "seconds" .. suffix_2, rtn_seconds }
end
elseif not options.null then
-- weather string or not it has same format
rtn_days = string.format("%02d", rtn_days)
rtn_hours = string.format("%02d", rtn_hours)
rtn_minutes = string.format("%02d", rtn_minutes)
rtn_seconds = string.format("%02d", rtn_seconds)
end
-- The final return is construed
local rtn
local append = function(dom, value)
if dom and options.string then
rtn = rtn and rtn .. div .. value or value
elseif dom then
rtn = rtn and { div, rtn, value } or value
end
end
append(options.days, rtn_days)
append(options.hours, rtn_hours)
append(options.minutes, rtn_minutes)
append(options.seconds, rtn_seconds)
return rtn
end
--- Factorio.
-- @section factorio
--[[-- Copies items to the position and stores them in the closest entity of the type given
-- Copies the items by prototype name, but keeps them in the original inventory
@tparam table items items which are to be added to the chests, an array of LuaItemStack
@tparam[opt=navies] LuaSurface surface the surface that the items will be copied to
@tparam[opt={0, 0}] table position the position that the items will be copied to {x=100, y=100}
@tparam[opt=32] number radius the radius in which the items are allowed to be placed
@tparam[opt=iron-chest] string chest_type the chest type that the items should be copied into
@treturn LuaEntity the last chest that had items inserted into it
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
copy_items_stack(game.player.get_main_inventory().get_contents())
]]
function Common.copy_items_stack(items, surface, position, radius, chest_type)
chest_type = chest_type or "iron-chest"
surface = surface or game.surfaces[1]
if position and type(position) ~= "table" then return end
if type(items) ~= "table" then return end
-- Finds all entities of the given type
local p = position or { x = 0, y = 0 }
local r = radius or 32
local entities = surface.find_entities_filtered{ area = { { p.x - r, p.y - r }, { p.x + r, p.y + r } }, name = chest_type } or {}
local count = #entities
local current = 1
-- Makes a new empty chest when it is needed
local function make_new_chest()
local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
local chest = surface.create_entity{ name = chest_type, position = pos, force = "neutral" }
table.insert(entities, chest)
count = count + 1
return chest
end
-- Function used to round robin the items into all chests
local function next_chest(item)
local chest = entities[current]
if count == 0 then return make_new_chest() end
if chest.get_inventory(defines.inventory.chest).can_insert(item) then
-- If the item can be inserted then the chest is returned
current = current + 1
if current > count then current = 1 end
return chest
else
-- Other wise it is removed from the list
table.remove(entities, current)
count = count - 1
end
end
-- Inserts the items into the chests
local last_chest
for i = 1, #items do
local item = items[i]
if item.valid_for_read then
local chest = next_chest(item)
if not chest or not chest.valid then return error(string.format("Cant move item %s to %s{%s, %s} no valid chest in radius", item.name, surface.name, p.x, p.y)) end
chest.insert(item)
last_chest = chest
end
end
return last_chest
end
--[[-- Moves items to the position and stores them in the closest entity of the type given
-- Differs from move_items by accepting a table of LuaItemStack and transferring them into the inventory - not copying
@tparam table items items which are to be added to the chests, an array of LuaItemStack
@tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
@tparam[opt={0, 0}] table position the position that the items will be moved to {x=100, y=100}
@tparam[opt=32] number radius the radius in which the items are allowed to be placed
@tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
@treturn LuaEntity the last chest that had items inserted into it
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
move_items_stack(game.player.get_main_inventory())
]]
function Common.move_items_stack(items, surface, position, radius, chest_type)
chest_type = chest_type or "steel-chest"
surface = surface or game.surfaces[1]
if position and type(position) ~= "table" then
return
end
if type(items) ~= "table" then
return
end
-- Finds all entities of the given type
local p = position or { x = 0, y = 0 }
local r = radius or 32
local entities = surface.find_entities_filtered{ area = { { p.x - r, p.y - r }, { p.x + r, p.y + r } }, name = { chest_type, "iron-chest" } } or {}
local count = #entities
local current = 0
local last_entity = nil
-- ipairs does not work on LuaInventory
for i = 1, #items do
local item = items[i]
if item.valid_for_read then
local inserted = false
-- Attempt to insert the items
for j = 1, count do
local entity = entities[((current + j - 1) % count) + 1]
if entity.can_insert(item) then
last_entity = entity
current = current + 1
entity.insert(item)
inserted = true
break
end
end
-- If it was not inserted then a new entity is needed
if not inserted then
--[[
if not options.allow_creation then
error('Unable to insert items into a valid entity, consider enabling allow_creation')
end
if options.name == nil then
error('Name must be provided to allow creation of new entities')
end
if options.position then
pos = surface.find_non_colliding_position(chest_type, p, r, 1, true)
elseif options.area then
pos = surface.find_non_colliding_position_in_box(chest_type, options.area, 1, true)
else
pos = surface.find_non_colliding_position(chest_type, {0,0}, 0, 1, true)
end
]]
local pos = surface.find_non_colliding_position(chest_type, p, r, 1, true)
last_entity = surface.create_entity{ name = chest_type, position = pos, force = "neutral" }
count = count + 1
entities[count] = last_entity
last_entity.insert(item)
end
end
end
--[[
-- Makes a new empty chest when it is needed
local function make_new_chest()
local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
table.insert(entities, chest)
count = count + 1
return chest
end
-- Function used to round robin the items into all chests
local function next_chest(item)
local chest = entities[current]
if count == 0 then
return make_new_chest()
end
if chest.get_inventory(defines.inventory.chest).can_insert(item) then
-- If the item can be inserted then the chest is returned
current = current + 1
if current > count then
current = 1
end
return chest
else
-- Other wise it is removed from the list
table.remove(entities, current)
count = count - 1
end
end
-- Inserts the items into the chests
local last_chest
for i=1,#items do
local item = items[i]
if item.valid_for_read then
local chest = next_chest(item)
if not chest or not chest.valid then
return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y))
end
local empty_stack = chest.get_inventory(defines.inventory.chest).find_empty_stack(item.name)
if not empty_stack then
return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y))
end
empty_stack.transfer_stack(item)
last_chest = chest
end
end
return last_chest
]]
return last_entity
end
--[[-- Prints a colored value on a location, color is based on the value.
nb: src is below but the gradent has been edited
https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31
@tparam number value the value to show must be between -1 and 1, scale can be used to achive this
@tparam LuaSurface surface the surface to palce the value on
@tparam table position {x, y} the possition to palce the value at
@tparam[opt=1] number scale how much to scale the colours by
@tparam[opt=0] number offset the offset in the +x +y direction
@tparam[opt=false] boolean immutable if immutable, only set, never do a surface lookup, values never change
@usage-- Place a 0 at {0, 0}
print_grid_value(0, game.player.surface, { x=0, y=0 })
]]
function Common.print_grid_value(value, surface, position, scale, offset, immutable)
local is_string = type(value) == "string"
local color = Colours.white
local text = value
if type(immutable) ~= "boolean" then
immutable = false
end
if not is_string then
scale = scale or 1
offset = offset or 0
position = { x = position.x + offset, y = position.y + offset }
local r = math.clamp(-value / scale, 0, 1)
local g = math.clamp(1 - math.abs(value) / scale, 0, 1)
local b = math.clamp(value / scale, 0, 1)
color = { r = r, g = g, b = b }
-- round at precision of 2
text = math.floor(100 * value) * 0.01
if (0 == text) then
text = "0.00"
end
end
if not immutable then
local text_entity = surface.find_entity("flying-text", position)
if text_entity then
text_entity.text = text
text_entity.color = color
return
end
end
surface.create_entity{
name = "flying-text",
color = color,
text = text,
position = position,
}.active = false
end
--[[-- Clears all flying text entities on a surface
@tparam LuaSurface surface the surface to clear
@usage-- Remove all flying text on the surface
clear_flying_text(game.player.surface)
]]
function Common.clear_flying_text(surface)
local entities = surface.find_entities_filtered{ name = "flying-text" }
for _, entity in pairs(entities) do
if entity and entity.valid then
entity.destroy()
end
end
end
return Common