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2024-03-01 20:54:33 +03:00

126 lines
4.2 KiB
Lua

--- Force global creation.
-- <p>All new forces will be added to the `global.forces` table.
-- <p>This modules events should be registered after any other Init functions but before any scripts needing `global.players`.
-- <p>This modules can register the following events: `on_force_created`, and `on_forces_merging`.
-- @module Event.Force
-- @usage
-- local Force = require('__stdlib__/stdlib/event/force').register_events()
-- -- inside your Init event Force.init() -- to properly handle any existing forces
local Event = require('__stdlib__/stdlib/event/event')
local Force = {
__class = 'Force',
__index = require('__stdlib__/stdlib/core'),
_new_force_data = {}
}
setmetatable(Force, Force)
local inspect = _ENV.inspect
local Game = require('__stdlib__/stdlib/game')
local table = require('__stdlib__/stdlib/utils/table')
local merge_additional_data = require('__stdlib__/stdlib/event/modules/merge_data')
local assert, type = assert, type
-- return new default force object
local function new(force_name)
local fdata = {
index = force_name,
name = force_name
}
merge_additional_data(Force._new_force_data, fdata)
return fdata
end
function Force.additional_data(...)
for _, func_or_table in pairs { ... } do
local var_type = type(func_or_table)
assert(var_type == 'table' or var_type == 'function', 'Must be table or function')
Force._new_force_data[#Force._new_force_data + 1] = func_or_table
end
return Force
end
--- Get `game.forces[name]` & `global.forces[name]`, or create `global.forces[name]` if it doesn't exist.
-- @tparam string|LuaForce force the force to get data for
-- @treturn LuaForce the force instance
-- @treturn table the force's global data
-- @usage
-- local Force = require('__stdlib__/stdlib/event/force')
-- local force_name, force_data = Force.get("player")
-- local force_name, force_data = Force.get(game.forces["player"])
-- -- Returns data for the force named "player" from either a string or LuaForce object
function Force.get(force)
force = Game.get_force(force)
assert(force, 'force is missing')
return game.forces[force.name], global.forces and global.forces[force.name] or Force.init(force.name)
end
--- Merge a copy of the passed data to all forces in `global.forces`.
-- @tparam table data a table containing variables to merge
-- @usage
-- local data = {a = "abc", b = "def"}
-- Force.add_data_all(data)
function Force.add_data_all(data)
table.each(
global.forces,
function(v)
table.merge(v, table.deepcopy(data))
end
)
end
--- Init or re-init a force or forces.
-- Passing a `nil` event will iterate all existing forces.
-- @tparam[opt] string|table event table or a string containing force name
-- @tparam[opt=false] boolean overwrite the force data
function Force.init(event, overwrite)
global.forces = global.forces or {}
local force = Game.get_force(event)
if force then
if not global.forces[force.name] or (global.forces[force.name] and overwrite) then
global.forces[force.name] = new(force.name)
return global.forces[force.name]
end
else
for name in pairs(game.forces) do
if not global.forces[name] or (global.forces[name] and overwrite) then
global.forces[name] = new(name)
end
end
end
return Force
end
function Force.dump_data()
game.write_file(Force.get_file_path('Force/force_data.lua'), 'return ' .. inspect(Force._new_force_data, { longkeys = true, arraykeys = true }))
game.write_file(Force.get_file_path('Force/global.lua'), 'return ' .. inspect(global.forces or nil, { longkeys = true, arraykeys = true }))
end
--- When forces are merged, just remove the original forces data
function Force.merged(event)
global.forces[event.source_name] = nil
end
function Force.register_init()
Event.register(Event.core_events.init, Force.init)
return Force
end
--- Register Events
function Force.register_events(do_on_init)
Event.register(defines.events.on_force_created, Force.init)
Event.register(defines.events.on_forces_merged, Force.merged)
if do_on_init then
Force.register_init()
end
return Force
end
return Force