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factorio-scenario-ExpCluster/expcore/store.lua
Cooldude2606 cf1515c1c8 Updated Tasks
2019-10-11 23:25:04 +01:00

474 lines
16 KiB
Lua

--[[-- Core Module - Store
- Used to store and watch for updates for values in the global table
@core Store
@alias Store
@usage-- Require the module and add a store with no keys
-- Store with no keys does not need a serializer
local Store = require 'expcore.store' --- @dep expcore.store
local scenario_diffculty = Store.register()
-- When the store is changed this function will trigger
Store.watch(scenario_diffculty,function(value)
game.print('The scenario diffculty has been set to '..value)
end)
Store.set(scenario_diffculty,'hard') -- Set the value stored to 'hard'
Store.get(scenario_diffculty) -- Returns 'hard'
Store.update(scenario_diffculty,function(value) -- Will set value to 'normal' if no value is present
return not value and 'normal'
end)
@usage-- Require the module and add a store with keys
-- Store with keys does not require a serializer but it can be helpful
local Store = require 'expcore.store' --- @dep expcore.store
local player_scores = Store.register(function(player) -- Use player name as the key
return player.name
end)
-- When any key in the store is changed this function will trigger
Store.watch(player_scores,function(value,key)
game.print(key..' now has a score of '..value)
end)
Store.set(player_scores,game.player,10) -- Set your score to 10
Store.get(scenario_diffculty,game.player) -- Returns 10
Store.update(scenario_diffculty,game.player,function(value) -- Add 1 to your score
return value + 1
end)
]]
local Event = require 'utils.event' --- @dep utils.event
local Store = {
--- The current highest uid that is being used, will not increase during runtime
-- @field uid
uid = 0,
--- An array of the serializers that stores are using, key is store uids
-- @table serializers
serializers = {},
--- An array of watchers that stores will trigger, key is store uids
-- @table watchers
watchers = {}
}
-- All data is stored in global.data_store and is accessed here with data_store
local data_store = {}
global.data_store = {}
Event.on_load(function()
data_store = global.data_store
end)
--- Store Setup.
-- @section setup
--[[-- An error checking and serializing function for checking store uids and keys, note key is not required
@tparam number store the uid of the store that you want to check is valid
@tparam[opt] ?string|any key the key that you want to serialize or check is a string
@tparam[opt=1] number error_stack the position in the stack relative to the current function (1) to raise this error on
@treturn string if key is given and a serializer is registered, or key was already a string, then the key is returned
@usage-- Registering a new store and checking that it is valid
-- New store will use player names as the keys
local player_scores = Store.register(function(player)
return player.name
end)
-- player_scores is a valid store and key will be your player name
local key = Store.validate(player_scores,game.player)
]]
function Store.validate(store,key,error_stack)
error_stack = error_stack or 1
if type(store) ~= 'number' then
-- Store is not a number and so if not valid
error('Store uid given is not a number; recived type '..type(store),error_stack+1)
elseif store > Store.uid then
-- Store is a number but it is out of range, ie larger than the current highest uid
error('Store uid is out of range; recived '..tostring(store),error_stack+1)
elseif key ~= nil and type(key) ~= 'string' and Store.serializers[store] == nil then
-- Key is present but is not a string and there is no serializer registered
error('Store key is not a string and no serializer has been registered; recived '..type(key),error_stack+1)
elseif key ~= nil then
-- Key is present and so it is serialized and returned
local serializer = Store.serializers[store]
if type(key) ~= 'string' then
local success, key = pcall(serializer,key)
if not success then
-- Serializer casued an error while serializing the key
error('Store watcher casued an error: '..key,error_stack+1)
elseif type(key) ~= 'string' then
-- Serializer was successful but failed to return a string value
error('Store key serializer did not return a string; recived type '..type(key),error_stack+1)
end
end
return key
end
end
--[[-- Required to create new stores and register an serializer to a store, serializer not required
@tparam[opt] function serializer the function used to convert non string keys into strings to be used in the store
@treturn number the uid for the new store that you have created, use this as the first param to all other functions
@usage-- Creating a store with no serializer
local scenario_diffculty = Store.register()
@usage-- Creating a store which can take LuaPlayer
local player_scores = Store.register(function(player)
return player.name
end)
]]
function Store.register(serializer)
if _LIFECYCLE ~= _STAGE.control then
-- Only allow this function to be called during the control stage
error('Store can not be registered durring runtime', 2)
end
-- Increment the uid counter
local uid = Store.uid + 1
Store.uid = uid
-- Register the serializer if given
if serializer then
Store.serializers[uid] = serializer
end
-- Return the new uid
return uid
end
--[[-- Register a watch function to a store that is called when the value in the store is changed, triggers for any key
@tparam number store the uid of the store that you want to watch for changes to
@tparam function watcher the function that will be called when there is a change to the store
@usage-- Printing the changed value to all players, no keys
-- Register the new store, we are not using keys so we dont need a serializer
local scenario_diffculty = Store.register()
-- Register the watcher so that when we change the value the message is printed
Store.watch(scenario_diffculty,function(value)
game.print('The scenario diffculty has been set to '..value)
end)
-- Set a new value for the diffculty and see that it has printed to the game
Store.set(scenario_diffculty,'hard')
@usage-- Printing the changed value to all players, with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_scores = Store.register(function(player)
return player.name
end)
-- Register the watcher so that when we change the value the message is printed
Store.watch(player_scores,function(value,key)
game.print(key..' now has a score of '..value)
end)
-- Set a new value for your score and see that it has printed to the game
Store.set(player_scores,game.player,10)
]]
function Store.watch(store,watcher)
if _LIFECYCLE ~= _STAGE.control then
-- Only allow this function to be called during the control stage
error('Store watcher can not be registered durring runtime', 2)
end
Store.validate(store,nil,2)
-- Add the watchers table if it does not exist
local watchers = Store.watchers[store]
if not watchers then
watchers = {}
Store.watchers[store] = watchers
end
-- Append the new watcher function
watchers[#watchers+1] = watcher
end
--- Store Data Management.
-- @section data
--[[-- Used to retrive the current data that is stored, key is optional depending on if you are using them
@tparam number store the uid of the store that you want to get the value from
@tparam[opt] ?string|any key the key that you want to get the value of, must be a string unless you have a serializer
@treturn any the data that is stored
@usage-- Getting the value of a store with no keys
-- Register the new store, we are not using keys so we dont need a serializer
local scenario_diffculty = Store.register()
-- Get the current diffculty for the scenario
local diffculty = Store.get(scenario_diffculty)
@usage-- Getting the data from a store with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_scores = Store.register(function(player)
return player.name
end)
-- Get your current score
local my_score = Store.get(player_scores,game.player)
-- Get all scores
lcoal scores = Store.get(player_scores)
]]
function Store.get(store,key)
key = Store.validate(store,key,2)
-- Get the data from the data store
local data = data_store[store]
if key then
return data[key]
end
-- Return all data if there is no key
return data
end
--[[-- Used to clear the data in a store, will trigger any watchers, key is optional depending on if you are using them
@tparam number store the uid of the store that you want to clear
@tparam[opt] ?string|any key the key that you want to clear, must be a string unless you have a serializer
@usage-- Clear a store which does not use keys
-- Register the new store, we are not using keys so we dont need a serializer
local scenario_diffculty = Store.register()
-- Clear the scenario diffculty
Store.clear(scenario_diffculty)
@usage-- Clear data that is in a store with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_scores = Store.register(function(player)
return player.name
end)
-- Clear your score
Store.clear(player_scores,game.player)
-- Clear all scores
Store.clear(player_scores)
]]
function Store.clear(store,key)
key = Store.validate(store,key,2)
-- Check if there is a key being used
if key then
data_store[store][key] = nil
else
data_store[store] = nil
end
-- Trigger any watch functions
Store.trigger(store,key,nil)
end
--[[-- Used to set the data in a store, will trigger any watchers, key is optional depending on if you are using them
@tparam number store the uid of the store that you want to set
@tparam[opt] ?string|any key the key that you want to set, must be a string unless you have a serializer
@tparam any value the value that you want to set
@usage-- Setting a store which does not use keys
-- Register the new store, we are not using keys so we dont need a serializer
local scenario_diffculty = Store.register()
-- Set the new scenario diffculty
Store.set(scenario_diffculty,'hard')
@usage-- Set data in a store with keys
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_scores = Store.register(function(player)
return player.name
end)
-- Set your current score
Store.set(player_scores,game.player,10)
-- Set all scores, note this might not have much use
Store.set(player_scores,{
[game.player.name] = 10,
['SomeOtherPlayer'] = 0
})
]]
function Store.set(store,key,value)
-- Allow for key to be optional
if value == nil then
value = key
key = nil
end
-- Check the store is valid
key = Store.validate(store,key,2)
-- If there is a key being used then the store must be a able
if key then
if type(data_store[store]) ~= 'table' then
data_store[store] = {_value = data_store[store]}
end
data_store[store][key] = value
else
data_store[store] = value
end
-- Trigger any watchers
Store.trigger(store,key,value)
end
--[[-- Used to update the data in a store, use this with tables, will trigger any watchers, key is optional depending on if you are using them
@tparam number store the uid of the store that you want to update
@tparam[opt] ?string|any key the key that you want to update, must be a string unless you have a serializer
@tparam function updater the function which is called to make changes to the value, such as changing table keys, if a value is returned it will replace the current value in the store
@usage-- Incrementing a global score
-- Because we are only going to have one score so we will not need keys or a serializer
local game_score = Store.register()
-- Setting a default value
Store.set(game_score,0)
-- We now will update the game score by one, we return the value so that it is set as the new value in the store
Store.update(game_score,function(value)
return value + 1
end)
@usage-- Updating keys in a table of data
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_data = Store.register(function(player)
return player.name
end)
-- Setting a default value for your player, used to show the table structure
Store.set(player_data,game.player,{
group = 'Admin',
role = 'Owner',
show_group_config = false
})
-- Updating the show_group_config key in your player data, note that it would be harder to call set every time
-- We do not need to return anything in this case as we are not replacing all the data
Store.update(player_data,game.player,function(data)
data.show_group_config = not data.show_group_config
end)
]]
function Store.update(store,key,updater)
-- Allow for key to be nil
if updater == nil then
updater = key
key = nil
end
-- Check the store is valid
key = Store.validate(store,key,2)
local value
-- If a key is used then the store must be a table
if key then
if type(data_store[store]) ~= 'table' then
data_store[store] = {_value = data_store[store]}
end
-- Call the updater and if it returns a value then set this value
local rtn = updater(data_store[store][key])
if rtn then
data_store[store][key] = rtn
end
value = data_store[store][key]
else
-- Call the updater and if it returns a value then set this value
local rtn = updater(data_store[store])
if rtn then
data_store[store] = rtn
end
value = data_store[store]
end
-- Trigger any watchers
Store.trigger(store,key,value)
end
--[[-- Used to update all values that are in a store, similar to Store.update but acts on all keys at once, will trigger watchers for every key present
@tparam number store the uid of the store that you want to map
@tparam function updater the function that is called on every key in this store
@usage-- Updating keys in a table of data
-- Register the new store, we are not using player names as the keys so it would be useful to accept LuaPlayer objects
local player_data = Store.register(function(player)
return player.name
end)
-- Setting a default value for your player, used to show the table structure
Store.set(player_data,game.player,{
group = 'Admin',
role = 'Owner',
show_group_config = false
})
-- Updating the show_group_config key for all players, note that it would be harder to call set every time
-- We do not need to return anything in this case as we are not replacing all the data
-- We also have access to the current key being updated if needed
Store.map(player_data,function(data,key)
data.show_group_config = not data.show_group_config
end)
]]
function Store.map(store,updater)
Store.validate(store,nil,2)
-- Get all that data in the store and check its a table
local data = data_store[store]
if not type(data) == 'table' then
return
end
-- Loop over all the keys and call the updater, setting value if returned, and calling watcher functions
for key,value in pairs(data) do
local rtn = updater(value,key)
if rtn then
data[key] = rtn
end
Store.trigger(store,key,data[key])
end
end
--[[-- Used to trigger any watchers that are on this store, the key and value are passed to the watcher functions
@tparam number store the uid of the store that you want to trigger
@tparam[opt] ?string|any key the key that you want to trigger, must be a string unless you have a serializer
@tparam[opt] any value the new value that is at this key or store, passed directly to the watcher
@usage-- Triggering a manule call of the watchers
-- The type of store we use does not really matter for this as long as you pass it what you watchers are expecting
local scenario_diffculty = Store.register()
-- Trigger the watchers with a fake change of diffculty
-- This is mostly used internally but it can be useful in other cases
Store.trigger(scenario_diffculty,nil,'normal')
]]
function Store.trigger(store,key,value)
key = Store.validate(store,key,2)
-- Get the watchers and then loop over them
local watchers = Store.watchers[store]
for _,watcher in pairs(watchers) do
local success, err = pcall(watcher,value,key)
if not success then
error('Store watcher casued an error: '..err)
end
end
end
-- Module return
return Store