144 lines
5.0 KiB
Lua
144 lines
5.0 KiB
Lua
--- Player global creation.
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-- This module adds player helper functions, it does not automatically register events unless Player.register_events() is called
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-- @module Event.Player
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-- @usage
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-- local Player = require('__stdlib__/stdlib/event/player').register_events()
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-- -- The fist time this is required it will register player creation events
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local Event = require('__stdlib__/stdlib/event/event')
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local Player = {
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__class = 'Player',
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__index = require('__stdlib__/stdlib/core'),
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_new_player_data = {}
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}
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setmetatable(Player, Player)
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local Game = require('__stdlib__/stdlib/game')
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local table = require('__stdlib__/stdlib/utils/table')
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local merge_additional_data = require('__stdlib__/stdlib/event/modules/merge_data')
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local assert, type = assert, type
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local inspect = _ENV.inspect
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-- Return new default player object consiting of index, name, force
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local function new(player_index)
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local pdata = {
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index = player_index,
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name = game.players[player_index].name,
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force = game.players[player_index].force.name
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}
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merge_additional_data(Player._new_player_data, pdata)
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return pdata
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end
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function Player.additional_data(...)
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for _, func_or_table in pairs { ... } do
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local var_type = type(func_or_table)
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assert(var_type == 'table' or var_type == 'function', 'Must be table or function')
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Player._new_player_data[#Player._new_player_data + 1] = func_or_table
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end
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return Player
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end
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--- Get `game.players[index]` & `global.players[index]`, or create `global.players[index]` if it doesn't exist.
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-- @tparam number|string|LuaPlayer player the player index to get data for
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-- @treturn LuaPlayer the player instance
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-- @treturn table the player's global data
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-- @usage
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-- local Player = require('__stdlib__/stdlib/event/player')
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-- local player, player_data = Player.get(event.player_index)
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function Player.get(player)
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player = Game.get_player(player)
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return player, global.players and global.players[player.index] or Player.init(player.index)
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end
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--- Get the players saved data table. Creates it if it doesn't exsist.
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-- @tparam number index The player index to get data for
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-- @treturn table the player's global data
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function Player.pdata(index)
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return global.players and global.players[index] or Player.init(index)
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end
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--- Merge a copy of the passed data to all players in `global.players`.
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-- @tparam table data a table containing variables to merge
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-- @usage local data = {a = 'abc', b = 'def'}
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-- Player.add_data_all(data)
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function Player.add_data_all(data)
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local pdata = global.players
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table.each(
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pdata,
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function(v)
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table.merge(v, table.deepcopy(data))
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end
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)
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end
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--- Remove data for a player when they are deleted.
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-- @tparam table event event table containing the `player_index`
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function Player.remove(event)
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global.players[event.player_index] = nil
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end
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--- Init or re-init a player or players.
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-- Passing a `nil` event will iterate all existing players.
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-- @tparam[opt] number|table|string|LuaPlayer event
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-- @tparam[opt=false] boolean overwrite the player data
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function Player.init(event, overwrite)
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-- Create the global.players table if it doesn't exisit
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global.players = global.players or {}
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--get a valid player object or nil
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local player = Game.get_player(event)
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if player then --If player is not nil then we are working with a valid player.
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if not global.players[player.index] or (global.players[player.index] and overwrite) then
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global.players[player.index] = new(player.index)
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return global.players[player.index]
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end
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else --Check all players
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for index in pairs(game.players) do
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if not global.players[index] or (global.players[index] and overwrite) then
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global.players[index] = new(index)
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end
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end
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end
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if global._print_queue then
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table.each(
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global._print_queue,
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function(msg)
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game.print(tostring(msg))
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end
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)
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global._print_queue = nil
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end
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return Player
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end
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function Player.update_force(event)
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local player, pdata = Player.get(event.player_index)
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pdata.force = player.force.name
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end
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function Player.dump_data()
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game.write_file(Player.get_file_path('Player/player_data.lua'), 'return ' .. inspect(Player._new_player_data, { longkeys = true, arraykeys = true }))
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game.write_file(Player.get_file_path('Player/global.lua'), 'return ' .. inspect(global.players or nil, { longkeys = true, arraykeys = true }))
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end
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function Player.register_init()
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Event.register(Event.core_events.init, Player.init)
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return Player
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end
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function Player.register_events(do_on_init)
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Event.register(defines.events.on_player_created, Player.init)
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Event.register(defines.events.on_player_changed_force, Player.update_force)
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Event.register(defines.events.on_player_removed, Player.remove)
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if do_on_init then
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Player.register_init()
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end
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return Player
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end
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return Player
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