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https://github.com/PHIDIAS0303/ExpCluster.git
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366 lines
12 KiB
Lua
366 lines
12 KiB
Lua
--[[-- Control Module - Warps
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- Stores warps for each force.
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@control Warps
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@alias Warps
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@usage
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-- import the module from the control modules
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local Warps = require 'modules.control.warps'
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-- Adding a warp require a force, surface and postion, and the option to set this as the spawn
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-- this function will also create the warp area unless set other wise
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Warps.new_warp('player',surface,{x=0,y=0})
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-- You can then update the warp information, name and icon, with the update function
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Warps.update_warp(warp_id,'Best Warp','iron-plate')
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-- Removeing a warp will restore the land that as under it, and remove any data linked with it
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Warps.remove_warp(warp_id)
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-- You can get the deatils for a warp which include last edit and postion
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Warps.get_details(warp_id)
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-- You can teleport a player to a warp, note that there is no limit on this action
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Warps.teleport_player(warp_id,player)
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]]
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--- Allows storing of warp ids
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-- @dep expcore.store
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local Store = require 'expcore.store'
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--- Allows storing of warp details
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-- @dep utils.global
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local Global = require 'utils.global'
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--- Allows non conflicting warp ids
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-- @dep utils.token
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local Token = require 'utils.token'
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--- Config for the warps
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-- @dep expcore.store
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local config = require 'config.warps'
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--- Access to table_values and table_keysort
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-- @dep expcore.common
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local table_values,table_keysort = ext_require('expcore.common','table_values','table_keysort')
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local Warps = {
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store = {
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names = 'gui.left.warps.names',
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icons = 'gui.left.warps.tags'
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},
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details = {},
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forces = {},
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handlers = {}
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}
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local warp_details = Warps.details
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local force_warps = Warps.forces
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Global.register({
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warp_details=warp_details,
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force_warps=force_warps
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},function(tbl)
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force_warps = tbl.force_warps
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warp_details = tbl.warp_details
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end)
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local warp_names = Warps.store.names
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Store.register(warp_names,function(value,warp_id)
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local details = warp_details[warp_id]
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local force_name = details.force
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local force = game.forces[force_name]
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local warps = force_warps[force_name]
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local spawn_id = warps.spawn
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local names = {}
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for _,next_warp_id in pairs(warps) do
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local warp_name = Store.get(warp_names,next_warp_id)
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if next_warp_id ~= spawn_id then
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names[warp_name..next_warp_id] = next_warp_id
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end
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end
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force_warps[force_name] = table_values(table_keysort(names))
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table.insert(force_warps[force.name],1,spawn_id)
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force_warps[force_name].spawn = spawn_id
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for _,handler in pairs(Warps.handlers) do
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handler(force,warp_id)
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end
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end)
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local warp_icons = Warps.store.icons
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Store.register(warp_icons,function(value,warp_id)
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if value then
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Warps.make_chart_tag(warp_id)
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else
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local warp = warp_details[warp_id]
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if warp.tag and warp.tag.valid then warp.tag.destroy() end
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end
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end)
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--- Generators.
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-- functions used to create and alter warps with in the map
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-- @section generators
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--- Adds or updates the chart tag for a warp
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-- @tparam string warp_id the uid of the warp you want to make the chart tag for
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-- @treturn boolean true if a new tag was made, false if it was updated
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function Warps.make_chart_tag(warp_id)
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local warp = warp_details[warp_id]
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local name = Store.get(warp_names,warp_id)
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local icon = Store.get(warp_icons,warp_id)
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if warp.tag and warp.tag.valid then
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warp.tag.text = 'Warp: '..name
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warp.tag.icon = {type='item',name=icon}
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return false
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end
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local force = game.forces[warp.force]
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local surface = warp.surface
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local position = warp.position
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local tag = force.add_chart_tag(surface,{
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position={position.x+0.5,position.y+0.5},
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text='Warp: '..name,
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icon={type='item',name=icon}
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})
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warp.tag = tag
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return true
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end
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--- Adds a new warp to a force and makes the in game warp area
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-- @tparam string force_name the name of the force to add a new warp for
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-- @tparam LuaSurface surface the surface to add the warp to
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-- @tparam Position postion the postion to have the warp go to
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-- @tparam[opt='server'] string player_name the name of the player who added this warp
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-- @tparam[opt='New warp'] string warp_name the name of the warp that will be made
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-- @tparam[opt=false] boolean block_generation when true a in game area will not be made
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-- @tparam[opt=false] boolean set_spawn when true this warp will become the spawn for the force
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function Warps.new_warp(force_name,surface,position,player_name,warp_name,block_generation,set_spawn)
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local warp_id = tostring(Token.uid())
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warp_name = warp_name or 'New warp'
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if not force_warps[force_name] then
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force_warps[force_name] = {}
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end
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table.insert(force_warps[force_name],warp_id)
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warp_details[warp_id] = {
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warp_id = warp_id,
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force = force_name,
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position = {
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x=math.floor(position.x),
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y=math.floor(position.y)
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},
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surface = surface,
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last_edit_player=player_name or '<server>',
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last_edit_time=game.tick,
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editing={}
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}
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local warp = warp_details[warp_id]
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if player_name then
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warp.editing[player_name] = true
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end
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if set_spawn then
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force_warps[force_name].spawn = warp_id
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game.forces[force_name].set_spawn_position(position,surface)
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end
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Store.set(warp_names,warp_id,warp_name)
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Store.set(warp_icons,warp_id,config.default_icon)
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if block_generation then return warp_id end
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local posx = position.x
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local posy = position.y
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local radius = config.activation_range
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local radius2 = radius^2
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local old_tile = surface.get_tile(position).name
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warp.old_tile = old_tile
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local base_tile = config.base_tile
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local base_tiles = {}
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-- this makes a base plate to make the warp point
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for x = -radius, radius do
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local x2 = x^2
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for y = -radius, radius do
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local y2 = y^2
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if x2+y2 < radius2 then
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table.insert(base_tiles,{name=base_tile,position={x+posx,y+posy}})
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end
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end
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end
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surface.set_tiles(base_tiles)
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-- this adds the tile pattern
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local tiles = {}
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for _,pos in pairs(config.tiles) do
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table.insert(tiles,{name=base_tile,position={pos[1]+posx,pos[2]+posy}})
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end
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surface.set_tiles(tiles)
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-- this adds the enitites
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for _,entity in pairs(config.entities) do
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entity = surface.create_entity{
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name=entity[1],
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position={entity[2]+posx,entity[3]+posy},
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force='neutral'
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}
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entity.destructible = false
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entity.health = 0
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entity.minable = false
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entity.rotatable = false
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end
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return warp_id
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end
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--- Removes a warp and clears the area where it was added
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-- @tparam string warp_id the uid of the warp that you want to remove
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function Warps.remove_warp(warp_id)
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local force_name = warp_details[warp_id].force
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local warps = force_warps[force_name]
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local key = table.index_of(warps,warp_id)
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warps[key] = nil
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Store.clear(warp_names,warp_id)
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Store.clear(warp_icons,warp_id)
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local warp = warp_details[warp_id]
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local position = warp.position
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local surface = warp.surface
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local radius = config.activation_range
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local radius2 = radius^2
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local base_tile = warp.old_tile
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local tiles = {}
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-- clears the area where the warp was
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for x = -radius, radius do
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local x2 = x^2
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for y = -radius, radius do
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local y2 = y^2
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if x2+y2 < radius2 then
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table.insert(tiles,{name=base_tile,position={x+position.x,y+position.y}})
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end
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end
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end
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surface.set_tiles(tiles)
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-- removes all entites (in the area) on the neutral force
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local entities = surface.find_entities_filtered{
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force='neutral',
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area={
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{position.x-radius,position.y-radius},
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{position.x+radius,position.y+radius}
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}
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}
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for _,entity in pairs(entities) do if entity.name ~= 'player' then entity.destroy() end end
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warp_details[warp_id] = nil
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end
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--- Setters.
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-- functions used to created and alter warps
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-- @section setters
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--- Adds a new handler for when a warp is updated
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-- @tparam function callback the callback which is ran when a warp is updated
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-- @treturn boolean true if the callback was added
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function Warps.add_handler(callback)
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if type(callback) == 'function' then
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table.insert(Warps.handlers,callback)
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return true
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end
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return false
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end
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--- Sets a player to be editing this warp, used with is_editing
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-- @tparam string warp_id the uid of the warp that you want to editing for
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-- @tparam string player_name the name of the player you want to set editing for
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-- @tparam[opt] boolean state the new state to set editing to
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function Warps.set_editing(warp_id,player_name,state)
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local details = warp_details[warp_id]
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details.editing[player_name] = state
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end
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--- Updates a warp to a differecnt name and icon, both must be given
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-- @tparam string warp_id the uid of the warp that you want to update
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-- @tparam string name the name that you want the warp to have
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-- @tparam string icon the new icon that you want the warp to have
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-- @tparam[opt='server'] string player_name the name of the player that is updating the warp
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function Warps.update_warp(warp_id,name,icon,player_name)
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local warp = warp_details[warp_id]
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warp.last_edit_player = player_name or '<server>'
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warp.last_edit_time = game.tick
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Store.set(warp_icons,warp_id,icon)
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Store.set(warp_names,warp_id,name)
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end
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--- Getters.
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-- function used to get information about warps
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-- @section getters
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--- Gets the name of a warp
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-- @tparam string warp_id the uid of the warp you want to get
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-- @treturn string the warp name that was stored here
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function Warps.get_warp_name(warp_id)
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return Store.get(warp_names,warp_id)
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end
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--- Gets the icon of a warp
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-- @tparam string warp_id the uid of the warp you want to get
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-- @treturn string the warp icon that was stored here
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function Warps.get_warp_icon(warp_id)
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return Store.get(warp_icons,warp_id) or config.default_icon
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end
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--- Gets the task details stored at this id
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-- @tparam string warp_id the uid of the warp you want to get
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-- @treturn table the warp details that was stored here
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function Warps.get_details(warp_id)
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return warp_details[warp_id]
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end
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--- Gets all warps for a force
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-- @tparam string force_name the name of the force to get the warps for
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-- @treturn table an array of warp ids that belong to this force, spawn key is included
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function Warps.get_warps(force_name)
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return force_warps[force_name] or {}
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end
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--- Gets all warps from all forces
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-- @treturn table array of all warp details
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function Warps.get_all_warps()
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return warp_details
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end
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--- Gets if a player is currently editing this warp
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-- @tparam string warp_id the uid of the warp you want to check
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-- @tparam string player_name the name of the player that you want to check
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-- @treturn boolean weather the player is currently editing this warp
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function Warps.is_editing(warp_id,player_name)
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local details = warp_details[warp_id]
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return details.editing[player_name]
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end
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--- Teleports a player to a warp point
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-- @tparam string warp_id the uid of the warp to send the player to
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-- @tparam LuaPlayer player the player to teleport to the warp
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function Warps.teleport_player(warp_id,player)
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local warp = warp_details[warp_id]
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local surface = warp.surface
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local position = {
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x=warp.position.x+0.5,
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y=warp.position.y+0.5
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}
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local goto_position = surface.find_non_colliding_position('character',position,32,1)
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if player.driving then player.driving = false end
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player.teleport(goto_position,surface)
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end
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return Warps |