140 lines
4.5 KiB
Lua

--- Player global creation.
-- This module adds player helper functions, it does not automatically register events unless Player.register_events() is called
-- @module Player
-- @usage
-- local Player = require('stdlib/event/player').register_events()
-- -- The fist time this is required it will register player creation events
local Event = require('stdlib/event/event')
local Player = {
_module_name = 'Player'
}
setmetatable(Player, {__index = require('stdlib/core')})
local Is = require('stdlib/utils/is')
local Game = require('stdlib/game')
-- Return new default player object consiting of index and name
local function new(player_index)
local pdata = {
index = player_index,
name = game.players[player_index].name,
force = game.players[player_index].force.name
}
if Event._new_player_data then
if type(Event._new_player_data) == 'table' then
table.merge(pdata, table.deepcopy(Event._new_player_data))
elseif type(Event._new_player_data) == 'function' then
local new_data = Event._new_player_data(player_index)
if type(new_data) == 'table' then
table.merge(pdata, new_data)
else
error('new_player_data did not return a table')
end
else
error('new_player_data present but is not a function or table')
end
end
return pdata
end
function Player.additional_data(func_or_table)
Event._new_player_data = func_or_table
return Player
end
--- Get `game.players[index]` & `global.players[index]`, or create `global.players[index]` if it doesn't exist.
-- @tparam number|string|LuaPlayer player the player index to get data for
-- @treturn LuaPlayer the player instance
-- @treturn table the player's global data
-- @usage
-- local Player = require('stdlib/event/player')
-- local player, player_data = Player.get(event.player_index)
function Player.get(player)
player = Game.get_player(player)
Is.Assert(player, 'Missing player to retrieve')
return player, global.players[player.index] or Player.init(player.index)
end
--- Merge a copy of the passed data to all players in `global.players`.
-- @tparam table data a table containing variables to merge
-- @usage local data = {a = 'abc', b= 'def'}
-- Player.add_data_all(data)
function Player.add_data_all(data)
local pdata = global.players
table.each(
pdata,
function(v)
table.merge(v, table.deepcopy(data))
end
)
end
--- Remove data for a player when they are deleted.
-- @tparam table event event table containing the `player_index`
function Player.remove(event)
local player = Game.get_player(event)
if player then
global.players[player.index] = nil
end
end
--- Init or re-init a player or players.
-- Passing a `nil` event will iterate all existing players.
-- @tparam[opt] number|table|string|LuaPlayer event
-- @tparam[opt=false] boolean overwrite the player data
function Player.init(event, overwrite)
-- Create the global.players table if it doesn't exisit
global.players = global.players or {}
--get a valid player object or nil
local player = Game.get_player(event)
if player then --If player is not nil then we are working with a valid player.
if not global.players[player.index] or (global.players[player.index] and overwrite) then
global.players[player.index] = new(player.index)
return global.players[player.index]
end
else --Check all players
for index in pairs(game.players) do
if not global.players[index] or (global.players[index] and overwrite) then
global.players[index] = new(index)
end
end
end
if global._print_queue then
table.each(
global._print_queue,
function(msg)
game.print(tostring(msg))
end
)
global._print_queue = nil
end
return Player
end
function Player.update_force(event)
local player, pdata = Player.get(event.player_index)
pdata.force = player.force.name
end
function Player.register_init()
Event.register(Event.core_events.init, Player.init)
return Player
end
function Player.register_events(skip_init)
Event.register(defines.events.on_player_created, Player.init)
Event.register(defines.events.on_player_changed_force, Player.update_force)
Event.register(defines.events.on_player_removed, Player.remove)
if not skip_init then
Player.register_init()
end
return Player
end
return Player