Aleksei-bird 7c9c708c92 Первый фикс
Пачки некоторых позиций увеличены
2024-03-01 20:54:33 +03:00

134 lines
4.8 KiB
Lua

--- The game module.
-- @module Game
-- @usage local Game = require('__stdlib__/stdlib/game')
local Game = {
__class = 'Game',
__index = require('__stdlib__/stdlib/core')
}
setmetatable(Game, Game)
local inspect = _ENV.inspect
--- Return a valid player object from event, index, string, or userdata
-- @tparam string|number|LuaPlayer|event mixed
-- @treturn LuaPlayer a valid player or nil
function Game.get_player(mixed)
if type(mixed) == 'table' then
if mixed.player_index then
return game.get_player(mixed.player_index)
elseif mixed.__self then
return mixed.valid and mixed
end
elseif mixed then
return game.get_player(mixed)
end
end
--- Return a valid force object from event, string, or userdata
-- @tparam string|LuaForce|event mixed
-- @treturn LuaForce a valid force or nil
function Game.get_force(mixed)
if type(mixed) == 'table' then
if mixed.__self then
return mixed and mixed.valid and mixed
elseif mixed.force then
return Game.get_force(mixed.force)
end
elseif type(mixed) == 'string' then
local force = game.forces[mixed]
return (force and force.valid) and force
end
end
function Game.get_surface(mixed)
if type(mixed) == 'table' then
if mixed.__self then
return mixed.valid and mixed
elseif mixed.surface then
return Game.get_surface(mixed.surface)
end
elseif mixed then
local surface = game.surfaces[mixed]
return surface and surface.valid and surface
end
end
--- Messages all players currently connected to the game.
--> Offline players are not counted as having received the message.
-- If no players exist msg is stored in the `global._print_queue` table.
-- @tparam string msg the message to send to players
-- @tparam[opt] ?|nil|boolean condition the condition to be true for a player to be messaged
-- @treturn uint the number of players who received the message.
function Game.print_all(msg, condition)
local num = 0
if #game.players > 0 then
for _, player in pairs(game.players) do
if condition == nil or select(2, pcall(condition, player)) then
player.print(msg)
num = num + 1
end
end
return num
else
global._print_queue = global._print_queue or {}
global._print_queue[#global._print_queue + 1] = msg
end
end
--- Gets or sets data in the global variable.
-- @tparam string sub_table the name of the table to use to store data.
-- @tparam[opt] mixed index an optional index to use for the sub_table
-- @tparam mixed key the key to store the data in
-- @tparam[opt] boolean set store the contents of value, when true return previously stored data
-- @tparam[opt] mixed value when set is true set key to this value, if not set and key is empty store this
-- @treturn mixed the chunk value stored at the key or the previous value
function Game.get_or_set_data(sub_table, index, key, set, value)
assert(type(sub_table) == 'string', 'sub_table must be a string')
global[sub_table] = global[sub_table] or {}
local this
if index then
global[sub_table][index] = global[sub_table][index] or {}
this = global[sub_table][index]
else
this = global[sub_table]
end
local previous
if set then
previous = this[key]
this[key] = value
return previous
elseif not this[key] and value then
this[key] = value
return this[key]
end
return this[key]
end
function Game.write_mods()
game.write_file('Mods.lua', 'return ' .. inspect(game.active_mods))
end
function Game.write_statistics()
local pre = 'Statistics/' .. game.tick .. '/'
for _, force in pairs(game.forces) do
local folder = pre .. force.name .. '/'
for _, count_type in pairs { 'input_counts', 'output_counts' } do
game.write_file(folder .. 'pollution-' .. count_type .. '.json', game.table_to_json(game.pollution_statistics[count_type]))
game.write_file(folder .. 'item-' .. count_type .. '.json', game.table_to_json(force.item_production_statistics[count_type]))
game.write_file(folder .. 'fluid-' .. count_type .. '.json', game.table_to_json(force.fluid_production_statistics[count_type]))
game.write_file(folder .. 'kill-' .. count_type .. '.json', game.table_to_json(force.kill_count_statistics[count_type]))
game.write_file(folder .. 'build-' .. count_type .. '.json', game.table_to_json(force.entity_build_count_statistics[count_type]))
end
end
end
function Game.write_surfaces()
game.remove_path('surfaces')
for _, surface in pairs(game.surfaces) do
game.write_file('surfaces/' .. (surface.name or surface.index) .. '.lua', 'return ' .. inspect(surface.map_gen_settings))
end
end
return Game