Files
factorio-scenario-ExpCluster/modules/control/warps.lua
Cooldude2606 57b1c530bf Guis
2019-07-22 17:53:13 +01:00

356 lines
12 KiB
Lua

--[[-- Control Module - Warps
- Stores warps for each force.
@control Warps
@alias Warps
@usage
-- import the module from the control modules
local Warps = require 'modules.control.warps' --- @dep modules.control.warps
-- Adding a warp require a force, surface and postion, and the option to set this as the spawn
-- this function will also create the warp area unless set other wise
Warps.new_warp('player',surface,{x=0,y=0})
-- You can then update the warp information, name and icon, with the update function
Warps.update_warp(warp_id,'Best Warp','iron-plate')
-- Removeing a warp will restore the land that as under it, and remove any data linked with it
Warps.remove_warp(warp_id)
-- You can get the deatils for a warp which include last edit and postion
Warps.get_details(warp_id)
-- You can teleport a player to a warp, note that there is no limit on this action
Warps.teleport_player(warp_id,player)
]]
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 config = require 'config.warps' --- @dep config.warps
local table_values,table_keysort = ext_require('expcore.common','table_values','table_keysort') --- @dep expcore.common
local Warps = {
store = {
names = 'gui.left.warps.names',
icons = 'gui.left.warps.tags'
},
details = {},
forces = {},
handlers = {}
}
local warp_details = Warps.details
local force_warps = Warps.forces
Global.register({
warp_details=warp_details,
force_warps=force_warps
},function(tbl)
force_warps = tbl.force_warps
warp_details = tbl.warp_details
end)
local warp_names = Warps.store.names
Store.register(warp_names,function(value,warp_id)
local details = warp_details[warp_id]
local force_name = details.force
local force = game.forces[force_name]
local warps = force_warps[force_name]
local spawn_id = warps.spawn
local names = {}
for _,next_warp_id in pairs(warps) do
local warp_name = Store.get(warp_names,next_warp_id)
if next_warp_id ~= spawn_id then
names[warp_name..next_warp_id] = next_warp_id
end
end
force_warps[force_name] = table_values(table_keysort(names))
table.insert(force_warps[force.name],1,spawn_id)
force_warps[force_name].spawn = spawn_id
for _,handler in pairs(Warps.handlers) do
handler(force,warp_id)
end
end)
local warp_icons = Warps.store.icons
Store.register(warp_icons,function(value,warp_id)
if value then
Warps.make_chart_tag(warp_id)
else
local warp = warp_details[warp_id]
if warp.tag and warp.tag.valid then warp.tag.destroy() end
end
end)
--- Generators.
-- functions used to create and alter warps with in the map
-- @section generators
--- Adds or updates the chart tag for a warp
-- @tparam string warp_id the uid of the warp you want to make the chart tag for
-- @treturn boolean true if a new tag was made, false if it was updated
function Warps.make_chart_tag(warp_id)
local warp = warp_details[warp_id]
local name = Store.get(warp_names,warp_id)
local icon = Store.get(warp_icons,warp_id)
if warp.tag and warp.tag.valid then
warp.tag.text = 'Warp: '..name
warp.tag.icon = {type='item',name=icon}
return false
end
local force = game.forces[warp.force]
local surface = warp.surface
local position = warp.position
local tag = force.add_chart_tag(surface,{
position={position.x+0.5,position.y+0.5},
text='Warp: '..name,
icon={type='item',name=icon}
})
warp.tag = tag
return true
end
--- Adds a new warp to a force and makes the in game warp area
-- @tparam string force_name the name of the force to add a new warp for
-- @tparam LuaSurface surface the surface to add the warp to
-- @tparam Position position the postion to have the warp go to
-- @tparam[opt='server'] string player_name the name of the player who added this warp
-- @tparam[opt='New warp'] string warp_name the name of the warp that will be made
-- @tparam[opt=false] boolean block_generation when true a in game area will not be made
-- @tparam[opt=false] boolean set_spawn when true this warp will become the spawn for the force
function Warps.new_warp(force_name,surface,position,player_name,warp_name,block_generation,set_spawn)
local warp_id = tostring(Token.uid())
warp_name = warp_name or 'New warp'
if not force_warps[force_name] then
force_warps[force_name] = {}
end
table.insert(force_warps[force_name],warp_id)
warp_details[warp_id] = {
warp_id = warp_id,
force = force_name,
position = {
x=math.floor(position.x),
y=math.floor(position.y)
},
surface = surface,
last_edit_player=player_name or '<server>',
last_edit_time=game.tick,
editing={}
}
local warp = warp_details[warp_id]
if player_name then
warp.editing[player_name] = true
end
if set_spawn then
force_warps[force_name].spawn = warp_id
game.forces[force_name].set_spawn_position(position,surface)
end
Store.set(warp_names,warp_id,warp_name)
Store.set(warp_icons,warp_id,config.default_icon)
if block_generation then return warp_id end
local posx = position.x
local posy = position.y
local radius = config.activation_range
local radius2 = radius^2
local old_tile = surface.get_tile(position).name
warp.old_tile = old_tile
local base_tile = config.base_tile
local base_tiles = {}
-- this makes a base plate to make the warp point
for x = -radius, radius do
local x2 = x^2
for y = -radius, radius do
local y2 = y^2
if x2+y2 < radius2 then
table.insert(base_tiles,{name=base_tile,position={x+posx,y+posy}})
end
end
end
surface.set_tiles(base_tiles)
-- this adds the tile pattern
local tiles = {}
for _,pos in pairs(config.tiles) do
table.insert(tiles,{name=base_tile,position={pos[1]+posx,pos[2]+posy}})
end
surface.set_tiles(tiles)
-- this adds the enitites
for _,entity in pairs(config.entities) do
entity = surface.create_entity{
name=entity[1],
position={entity[2]+posx,entity[3]+posy},
force='neutral'
}
entity.destructible = false
entity.health = 0
entity.minable = false
entity.rotatable = false
end
return warp_id
end
--- Removes a warp and clears the area where it was added
-- @tparam string warp_id the uid of the warp that you want to remove
function Warps.remove_warp(warp_id)
local force_name = warp_details[warp_id].force
local warps = force_warps[force_name]
local key = table.index_of(warps,warp_id)
warps[key] = nil
Store.clear(warp_names,warp_id)
Store.clear(warp_icons,warp_id)
local warp = warp_details[warp_id]
local position = warp.position
local surface = warp.surface
local radius = config.activation_range
local radius2 = radius^2
local base_tile = warp.old_tile
local tiles = {}
-- clears the area where the warp was
for x = -radius, radius do
local x2 = x^2
for y = -radius, radius do
local y2 = y^2
if x2+y2 < radius2 then
table.insert(tiles,{name=base_tile,position={x+position.x,y+position.y}})
end
end
end
surface.set_tiles(tiles)
-- removes all entites (in the area) on the neutral force
local entities = surface.find_entities_filtered{
force='neutral',
area={
{position.x-radius,position.y-radius},
{position.x+radius,position.y+radius}
}
}
for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
warp_details[warp_id] = nil
end
--- Setters.
-- functions used to created and alter warps
-- @section setters
--- Adds a new handler for when a warp is updated
-- @tparam function callback the callback which is ran when a warp is updated
-- @treturn boolean true if the callback was added
function Warps.add_handler(callback)
if type(callback) == 'function' then
table.insert(Warps.handlers,callback)
return true
end
return false
end
--- Sets a player to be editing this warp, used with is_editing
-- @tparam string warp_id the uid of the warp 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
function Warps.set_editing(warp_id,player_name,state)
local details = warp_details[warp_id]
details.editing[player_name] = state
end
--- Updates a warp to a differecnt name and icon, both must be given
-- @tparam string warp_id the uid of the warp that you want to update
-- @tparam string name the name that you want the warp to have
-- @tparam string icon the new icon that you want the warp to have
-- @tparam[opt='server'] string player_name the name of the player that is updating the warp
function Warps.update_warp(warp_id,name,icon,player_name)
local warp = warp_details[warp_id]
warp.last_edit_player = player_name or '<server>'
warp.last_edit_time = game.tick
Store.set(warp_icons,warp_id,icon)
Store.set(warp_names,warp_id,name)
end
--- Getters.
-- function used to get information about warps
-- @section getters
--- Gets the name of a warp
-- @tparam string warp_id the uid of the warp you want to get
-- @treturn string the warp name that was stored here
function Warps.get_warp_name(warp_id)
return Store.get(warp_names,warp_id)
end
--- Gets the icon of a warp
-- @tparam string warp_id the uid of the warp you want to get
-- @treturn string the warp icon that was stored here
function Warps.get_warp_icon(warp_id)
return Store.get(warp_icons,warp_id) or config.default_icon
end
--- Gets the task details stored at this id
-- @tparam string warp_id the uid of the warp you want to get
-- @treturn table the warp details that was stored here
function Warps.get_details(warp_id)
return warp_details[warp_id]
end
--- Gets all warps for a force
-- @tparam string force_name the name of the force to get the warps for
-- @treturn table an array of warp ids that belong to this force, spawn key is included
function Warps.get_warps(force_name)
return force_warps[force_name] or {}
end
--- Gets all warps from all forces
-- @treturn table array of all warp details
function Warps.get_all_warps()
return warp_details
end
--- Gets if a player is currently editing this warp
-- @tparam string warp_id the uid of the warp 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 warp
function Warps.is_editing(warp_id,player_name)
local details = warp_details[warp_id]
return details.editing[player_name]
end
--- Teleports a player to a warp point
-- @tparam string warp_id the uid of the warp to send the player to
-- @tparam LuaPlayer player the player to teleport to the warp
function Warps.teleport_player(warp_id,player)
local warp = warp_details[warp_id]
local surface = warp.surface
local position = {
x=warp.position.x+0.5,
y=warp.position.y+0.5
}
local goto_position = surface.find_non_colliding_position('character',position,32,1)
if player.driving then player.driving = false end
player.teleport(goto_position,surface)
end
return Warps