mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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829 lines
30 KiB
Lua
829 lines
30 KiB
Lua
--[[-- Core Module - Common
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- Adds some commonly used functions used in many modules
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@core Common
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@alias Common
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]]
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local Colours = require("modules/exp_util/include/color")
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local Game = require("modules.exp_legacy.utils.game") --- @dep utils.game
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local Common = {}
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--- Type Checking.
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-- @section typeCheck
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--[[-- Asserts the argument is of type test_type
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@tparam any value the value to be tested
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@tparam[opt=nil] string test_type the type to test for if not given then it tests for nil
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@treturn boolean is v of type test_type
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@usage-- Check for a string value
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local is_string = type_check(value, 'string')
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@usage-- Check for a nil value
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local is_nil = type_check(value)
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]]
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function Common.type_check(value, test_type)
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return test_type and value and type(value) == test_type or not test_type and not value or false
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end
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--[[-- Raises an error if the value is of the wrong type
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@tparam any value the value that you want to test the type of
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@tparam string test_type the type that the value should be
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@tparam string error_message the error message that is returned
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@tparam number level the level to call the error on (level = 1 is the caller)
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@treturn boolean true if no error was called
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@usage-- Raise error if value is not a number
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type_error(value, 'number', 'Value must be a number')
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]]
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function Common.type_error(value, test_type, error_message, level)
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level = level and level + 1 or 2
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return Common.type_check(value, test_type) or error(error_message, level)
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end
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--[[-- Asserts the argument is one of type test_types
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@param value the variable to check
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@param test_types the type as a table of strings
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@treturn boolean true if value is one of test_types
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@usage-- Check for a string or table
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local is_string_or_table = multi_type_check(value, {'string', 'table'})
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]]
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function Common.multi_type_check(value, test_types)
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local vtype = type(value)
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for _, arg_type in ipairs(test_types) do
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if vtype == arg_type then
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return true
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end
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end
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return false
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end
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--[[-- Raises an error if the value is of the wrong type
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@tparam any value the value that you want to test the type of
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@tparam table test_types the type as a table of strings
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@tparam string error_message the error message that is returned
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@tparam number level the level to call the error on (level = 1 is the caller)
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@treturn boolean true if no error was called
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@usage-- Raise error if value is not a string or table
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multi_type_error('foo', {'string', 'table'}, 'Value must be a string or table')
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]]
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function Common.multi_type_error(value, test_types, error_message, level)
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level = level and level + 1 or 2
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return Common.mult_type_check(value, test_types) or error(error_message, level)
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end
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--[[-- Raises an error when the value is the incorrect type, uses a consistent error message format
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@tparam any value the value that you want to test the type of
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@tparam string test_type the type that the value should be
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@tparam number param_number the number param it is
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@tparam[opt] string param_name the name of the param
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@treturn boolean true if no error was raised
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@usage-- Output: "Bad argument #2 to "<anon>"; argument is of type string expected number"
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validate_argument_type(value, 'number', 2)
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@usage-- Output: "Bad argument #2 to "<anon>"; "repeat_count" is of type string expected number"
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validate_argument_type(value, 'number', 2, 'repeat_count')
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]]
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function Common.validate_argument_type(value, test_type, param_number, param_name)
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if not Common.test_type(value, test_type) then
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local function_name = debug.getinfo(2, "n").name or "<anon>"
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local error_message
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if param_name then
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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)
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else
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error_message = string.format("Bad argument #%d to %q; argument is of type %s expected %s", param_number, function_name, type(value), test_type)
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end
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return error(error_message, 3)
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end
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return true
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end
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--[[-- Raises an error when the value is the incorrect type, uses a consistent error message format
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@tparam any value the value that you want to test the type of
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@tparam string test_types the types that the value should be
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@tparam number param_number the number param it is
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@tparam[opt] string param_name the name of the param
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@treturn boolean true if no error was raised
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@usage-- Output: "Bad argument #2 to "<anon>"; argument is of type number expected string or table"
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validate_argument_type(value, {'string', 'table'}, 2)
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@usage-- Output: "Bad argument #2 to "<anon>"; "player" is of type number expected string or table"
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validate_argument_type(value, {'string', 'table'}, 2, 'player')
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]]
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function Common.validate_argument_multi_type(value, test_types, param_number, param_name)
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if not Common.multi_type_check(value, test_types) then
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local function_name = debug.getinfo(2, "n").name or "<anon>"
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local error_message
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if param_name then
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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 "))
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else
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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 "))
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end
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return error(error_message, 3)
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end
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return true
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end
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--- Will raise an error if called during runtime
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-- @usage error_if_runtime()
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function Common.error_if_runtime()
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if package.lifecycle == 8 then
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local function_name = debug.getinfo(2, "n").name or "<anon>"
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error(function_name .. " can not be called during runtime", 3)
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end
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end
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--- Value Returns.
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-- @section valueReturns
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--[[-- Tests if a string contains a given substring.
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@tparam string s the string to check for the substring
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@tparam string contains the substring to test for
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@treturn boolean true if the substring was found in the string
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@usage-- Test if a string contains a sub string
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local found = string_contains(str, 'foo')
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]]
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function Common.string_contains(s, contains)
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return s and string.find(s, contains) ~= nil
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end
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--[[-- Used to resolve a value that could also be a function returning that value
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@tparam any value the value which you want to test is not nil and if it is a function then call the function
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@treturn any the value given or returned by value if it is a function
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@usage-- Default value handling
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-- if default value is not a function then it is returned
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-- if default value is a function then it is called with the first argument being self
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local value = Common.resolve_value(self.defaut_value, self)
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]]
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function Common.resolve_value(value, ...)
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return value and type(value) == "function" and value(...) or value
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end
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--- Converts a varible into its boolean value, nil and false return false
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-- @treturn boolean the boolean form of the varible
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-- @usage local bool = cast_bool(var)
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function Common.cast_bool(var)
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return var and true or false
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end
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--- Returns either the second or third argument based on the first argument
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-- @usage ternary(input_string == 'test', 'Input is test', 'Input is not test')
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function Common.ternary(c, t, f)
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return c and t or f
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end
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--- Returns a string for a number with comma seperators
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-- @usage comma_value(input_number)
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function Common.comma_value(n) -- credit http://richard.warburton.it
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local left, num, right = string.match(n, "^([^%d]*%d)(%d*)(.-)$")
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return left .. (num:reverse():gsub("(%d%d%d)", "%1, "):reverse()) .. right
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end
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--[[-- Sets a table element to value while also returning value.
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@tparam table tbl to change the element of
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@tparam string key the key to set the value of
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@tparam any value the value to set the key as
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@treturn any the value that was set
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@usage-- Set and return value
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local value = set_and_return(players, player.name, player.online_time)
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]]
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function Common.set_and_return(tbl, key, value)
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tbl[key] = value
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return value
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end
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--[[-- Writes a table object to a file in json format
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@tparam string path the path of the file to write include / to use dir
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@tparam table tbl the table that will be converted to a json string and wrote to file
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@usage-- Write a lua table as a json to script-outpt/dump
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write_json('dump', tbl)
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]]
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function Common.write_json(path, tbl)
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game.write_file(path, game.table_to_json(tbl) .. "\n", true, 0)
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end
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--[[-- Calls a require that will not error if the file is not found
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@usage local file = opt_require('file.not.present') -- will not cause any error
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@tparam string path the path that you want to require
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@return the returns from that file or nil, error if not loaded
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@usage-- Require a file without causing errors, for when a file might not exist
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local Module = opt_require 'expcore.common'
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]]
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function Common.opt_require(path)
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local success, rtn = pcall(require, path)
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if success then
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return rtn
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else
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return nil, rtn
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end
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end
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--[[-- Returns a desync safe file path for the current file
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@tparam[opt=0] number offset the offset in the stack to get, 0 is current file
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@treturn string the file path
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@usage-- Get the current file path
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local file_path = get_file_path()
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]]
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function Common.get_file_path(offset)
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offset = offset or 0
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return debug.getinfo(offset + 2, "S").short_src:sub(10, -5)
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end
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--[[-- Converts a table to an enum
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@tparam table tbl table the that will be converted
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@treturn table the new table that acts like an enum
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@usage-- Make an enum
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local colors = enum{
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'red',
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'green',
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'blue'
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}
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]]
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function Common.enum(tbl)
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local rtn = {}
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for k, v in pairs(tbl) do
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if type(k) ~= "number" then
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rtn[v] = k
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end
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end
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for k, v in pairs(tbl) do
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if type(k) == "number" then
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table.insert(rtn, v)
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end
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end
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for k, v in pairs(rtn) do
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rtn[v] = k
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end
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return rtn
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end
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--[[-- Returns the closest match to the input
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@tparam table options table a of options for the auto complete
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@tparam string input string the input that will be completed
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@tparam[opt=false] boolean use_key when true the keys of options will be used as the options
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@tparam[opt=false] boolean rtn_key when true the the key will be returned rather than the value
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@return the list item found that matches the input
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@usage-- Get the element that includes "foo"
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local value = auto_complete(tbl, "foo")
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@usage-- Get the element with a key that includes "foo"
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local value = auto_complete(tbl, "foo", true)
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@usage-- Get the key with that includes "foo"
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local key = auto_complete(tbl, "foo", true, true)
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]]
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function Common.auto_complete(options, input, use_key, rtn_key)
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if type(input) ~= "string" then return end
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input = input:lower()
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for key, value in pairs(options) do
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local check = use_key and key or value
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if Common.string_contains(string.lower(check), input) then
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return rtn_key and key or value
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end
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end
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end
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--- Formatting.
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-- @section formatting
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--[[-- Returns a valid string with the name of the actor of a command.
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@tparam string player_name the name of the player to use rather than server, used only if game.player is nil
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@treturn string the name of the current actor
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@usage-- Get the current actor
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local player_name = get_actor()
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]]
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function Common.get_actor(player_name)
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return game.player and game.player.name or player_name or "<server>"
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end
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--[[-- Returns a message with valid chat tags to change its colour
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@tparam string message the message that will be in the output
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@tparam table color a color which contains r, g, b as its keys
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@treturn string the message with the color tags included
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@usage-- Use factorio tags to color a chat message
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local message = format_chat_colour('Hello, World!', { r=355, g=100, b=100 })
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]]
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function Common.format_chat_colour(message, color)
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color = color or Colours.white
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local color_tag = "[color=" .. math.round(color.r, 3) .. ", " .. math.round(color.g, 3) .. ", " .. math.round(color.b, 3) .. "]"
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return string.format("%s%s[/color]", color_tag, message)
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end
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--[[-- Returns a message with valid chat tags to change its colour, using localization
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@tparam ?string|table message the message that will be in the output
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@tparam table color a color which contains r, g, b as its keys
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@treturn table the message with the color tags included
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@usage-- Use factorio tags and locale strings to color a chat message
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local message = format_chat_colour_localized('Hello, World!', { r=355, g=100, b=100 })
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]]
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function Common.format_chat_colour_localized(message, color)
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color = color or Colours.white
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color = math.round(color.r, 3) .. ", " .. math.round(color.g, 3) .. ", " .. math.round(color.b, 3)
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return { "color-tag", color, message }
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end
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--[[-- Returns the players name in the players color
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@tparam LuaPlayer player the player to use the name and color of
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@tparam[opt=false] boolean raw_string when true a string is returned rather than a localized string
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@treturn table the players name with tags for the players color
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@usage-- Format a players name using the players color as a string
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local message = format_chat_player_name(game.player, true)
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]]
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function Common.format_chat_player_name(player, raw_string)
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player = Game.get_player_from_any(player)
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local player_name = player and player.name or "<Server>"
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local player_chat_colour = player and player.chat_color or Colours.white
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if raw_string then
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return Common.format_chat_colour(player_name, player_chat_colour)
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else
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return Common.format_chat_colour_localized(player_name, player_chat_colour)
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end
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end
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--[[-- Will return a value of any type to the player/server console, allows colour for in-game players
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@tparam any value a value of any type that will be returned to the player or console
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@tparam[opt=defines.colour.white] ?defines.color|string colour the colour of the text for the player, ignored when printing to console
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@tparam[opt=game.player] LuaPlayer player the player that return will go to, if no game.player then returns to server
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@usage-- Return a value to the current actor, rcon included
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player_return('Hello, World!')
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@usage-- Return a value to the current actor, with color
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player_return('Hello, World!', 'green')
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@usage-- Return to a player other than the current
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player_return('Hello, World!', nil, player)
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]]
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function Common.player_return(value, colour, player)
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colour = Common.type_check(colour, "table") and colour or Colours[colour] ~= Colours.white and Colours[colour] or Colours.white
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player = player or game.player
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-- converts the value to a string
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local returnAsString
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if Common.type_check(value, "table") or type(value) == "userdata" then
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if Common.type_check(value.__self, "userdata") or type(value) == "userdata" then
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-- value is userdata
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returnAsString = "Cant Display Userdata"
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elseif Common.type_check(value[1], "string") and string.find(value[1], ".+[.].+") and not string.find(value[1], "%s") then
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-- value is a locale string
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returnAsString = value
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elseif getmetatable(value) ~= nil and not tostring(value):find("table: 0x") then
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-- value has a tostring meta method
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returnAsString = tostring(value)
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else
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-- value is a table
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returnAsString = table.inspect(value, { depth = 5, indent = " ", newline = "\n" })
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end
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elseif Common.type_check(value, "function") then
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-- value is a function
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returnAsString = "Cant Display Functions"
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else
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returnAsString = tostring(value)
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end
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-- returns to the player or the server
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if player then
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-- allows any valid player identifier to be used
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player = Game.get_player_from_any(player)
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if not player then error("Invalid Player given to player_return", 2) end
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-- plays a nice sound that is different to normal message sound
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player.play_sound{ path = "utility/scenario_message" }
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player.print(returnAsString, colour)
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else
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rcon.print(returnAsString)
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end
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end
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--[[-- Formats tick into a clean format, denominations from highest to lowest
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-- time will use : separates
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-- when a denomination is false it will overflow into the next one
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@tparam number ticks the number of ticks that represents a time
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@tparam table options table a of options to use for the format
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@treturn string a locale string that can be used
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@usage-- Output: "0h 5m"
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local time = format_time(18000, { hours=true, minutes=true, string=true })
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@usage-- Output: "0 hours and 5 minutes"
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local time = format_time(18000, { hours=true, minutes=true, string=true, long=true })
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@usage-- Output: "00:05:00"
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local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true })
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@usage-- Output: "--:--:--"
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local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true, null=true })
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]]
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function Common.format_time(ticks, options)
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-- Sets up the options
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options = options or {
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days = false,
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hours = true,
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minutes = true,
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seconds = false,
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long = false,
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time = false,
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string = false,
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null = false,
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}
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-- Basic numbers that are used in calculations
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local max_days, max_hours, max_minutes, max_seconds = ticks / 5184000, ticks / 216000, ticks / 3600, ticks / 60
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local days, hours = max_days, max_hours - math.floor(max_days) * 24
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local minutes, seconds = max_minutes - math.floor(max_hours) * 60, max_seconds - math.floor(max_minutes) * 60
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-- 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
|