mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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739 lines
28 KiB
Lua
739 lines
28 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 'utils.color_presets' --- @dep utils.color_presets
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local Game = require '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 _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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--- Will raise an error if the function is a closure
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-- @usage error_if_runetime_closure(func)
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function Common.error_if_runetime_closure(func)
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if _LIFECYCLE == 8 and Debug.is_closure(func) 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 with a closure', 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 return rtn
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else return nil, rtn 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').source:match('^.+/currently%-playing/(.+)$'):sub(1, -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 returnAsString = tostring(value) 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 rcon.print(returnAsString) 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
|
|
local minutes, seconds = max_minutes-math.floor(max_hours)*60, max_seconds-math.floor(max_minutes)*60
|
|
-- Handles overflow of disabled denominations
|
|
local rtn_days, rtn_hours, rtn_minutes, rtn_seconds = math.floor(days), math.floor(hours), math.floor(minutes), math.floor(seconds)
|
|
if not options.days then
|
|
rtn_hours = rtn_hours + rtn_days*24
|
|
end
|
|
if not options.hours then
|
|
rtn_minutes = rtn_minutes + rtn_hours*60
|
|
end
|
|
if not options.minutes then
|
|
rtn_seconds = rtn_seconds + rtn_minutes*60
|
|
end
|
|
-- Creates the null time format, does not work with long
|
|
if options.null and not options.long then
|
|
rtn_days='--'
|
|
rtn_hours='--'
|
|
rtn_minutes='--'
|
|
rtn_seconds='--'
|
|
end
|
|
-- Format options
|
|
local suffix = 'time-symbol-'
|
|
local suffix_2 = '-short'
|
|
if options.long then
|
|
suffix = ''
|
|
suffix_2 = ''
|
|
end
|
|
local div = options.string and ' ' or 'time-format.simple-format-tagged'
|
|
if options.time then
|
|
div = options.string and ':' or 'time-format.simple-format-div'
|
|
suffix = false
|
|
end
|
|
-- Adds formatting
|
|
if suffix ~= false then
|
|
if options.string then
|
|
-- format it as a string
|
|
local long = suffix == ''
|
|
rtn_days = long and rtn_days..' days' or rtn_days..'d'
|
|
rtn_hours = long and rtn_hours..' hours' or rtn_hours..'h'
|
|
rtn_minutes = long and rtn_minutes..' minutes' or rtn_minutes..'m'
|
|
rtn_seconds = long and rtn_seconds..' seconds' or rtn_seconds..'s'
|
|
else
|
|
rtn_days = {suffix..'days'..suffix_2, rtn_days}
|
|
rtn_hours = {suffix..'hours'..suffix_2, rtn_hours}
|
|
rtn_minutes = {suffix..'minutes'..suffix_2, rtn_minutes}
|
|
rtn_seconds = {suffix..'seconds'..suffix_2, rtn_seconds}
|
|
end
|
|
elseif not options.null then
|
|
-- weather string or not it has same format
|
|
rtn_days = string.format('%02d', rtn_days)
|
|
rtn_hours = string.format('%02d', rtn_hours)
|
|
rtn_minutes = string.format('%02d', rtn_minutes)
|
|
rtn_seconds = string.format('%02d', rtn_seconds)
|
|
end
|
|
-- The final return is construed
|
|
local rtn
|
|
local append = function(dom, value)
|
|
if dom and options.string then
|
|
rtn = rtn and rtn..div..value or value
|
|
elseif dom then
|
|
rtn = rtn and {div, rtn, value} or value
|
|
end
|
|
end
|
|
append(options.days, rtn_days)
|
|
append(options.hours, rtn_hours)
|
|
append(options.minutes, rtn_minutes)
|
|
append(options.seconds, rtn_seconds)
|
|
return rtn
|
|
end
|
|
|
|
--- Factorio.
|
|
-- @section factorio
|
|
|
|
--[[-- Copies items to the position and stores them in the closest entity of the type given
|
|
-- Copies the items by prototype name, but keeps them in the original inventory
|
|
@tparam table items items which are to be added to the chests, an array of LuaItemStack
|
|
@tparam[opt=navies] LuaSurface surface the surface that the items will be copied to
|
|
@tparam[opt={0, 0}] table position the position that the items will be copied to {x=100, y=100}
|
|
@tparam[opt=32] number radius the radius in which the items are allowed to be placed
|
|
@tparam[opt=iron-chest] string chest_type the chest type that the items should be copied into
|
|
@treturn LuaEntity the last chest that had items inserted into it
|
|
|
|
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
|
|
copy_items_stack(game.player.get_main_inventory().get_contents())
|
|
|
|
]]
|
|
function Common.copy_items_stack(items, surface, position, radius, chest_type)
|
|
chest_type = chest_type or 'iron-chest'
|
|
surface = surface or game.surfaces[1]
|
|
if position and type(position) ~= 'table' then return end
|
|
if type(items) ~= 'table' then return end
|
|
-- Finds all entities of the given type
|
|
local p = position or {x=0, y=0}
|
|
local r = radius or 32
|
|
local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
|
|
local count = #entities
|
|
local current = 1
|
|
-- Makes a new empty chest when it is needed
|
|
local function make_new_chest()
|
|
local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
|
|
local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
|
|
table.insert(entities, chest)
|
|
count = count + 1
|
|
return chest
|
|
end
|
|
-- Function used to round robin the items into all chests
|
|
local function next_chest(item)
|
|
local chest = entities[current]
|
|
if count == 0 then return make_new_chest() end
|
|
if chest.get_inventory(defines.inventory.chest).can_insert(item) then
|
|
-- If the item can be inserted then the chest is returned
|
|
current = current+1
|
|
if current > count then current = 1 end
|
|
return chest
|
|
else
|
|
-- Other wise it is removed from the list
|
|
table.remove(entities, current)
|
|
count = count - 1
|
|
end
|
|
end
|
|
-- Inserts the items into the chests
|
|
local last_chest
|
|
for i=1,#items do
|
|
local item = items[i]
|
|
if item.valid_for_read then
|
|
local chest = next_chest(item)
|
|
if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
|
|
chest.insert(item)
|
|
last_chest = chest
|
|
end
|
|
end
|
|
return last_chest
|
|
end
|
|
|
|
--[[-- Moves items to the position and stores them in the closest entity of the type given
|
|
-- Differs from move_items by accepting a table of LuaItemStack and transferring them into the inventory - not copying
|
|
@tparam table items items which are to be added to the chests, an array of LuaItemStack
|
|
@tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
|
|
@tparam[opt={0, 0}] table position the position that the items will be moved to {x=100, y=100}
|
|
@tparam[opt=32] number radius the radius in which the items are allowed to be placed
|
|
@tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
|
|
@treturn LuaEntity the last chest that had items inserted into it
|
|
|
|
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
|
|
move_items_stack(game.player.get_main_inventory())
|
|
|
|
]]
|
|
function Common.move_items_stack(items, surface, position, radius, chest_type)
|
|
chest_type = chest_type or '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
|
|
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
|
|
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 |