local Public = {} -- one table to rule them all! local Global = require 'utils.global' local Event = require 'utils.event' local this = {} Global.register( this, function(tbl) this = tbl end ) function Public.reset_table() this.key = {} this.rocket_launches = {} this.requests = {} this.town_centers = {} this.cooldowns_town_placement = {} this.last_respawn = {} this.last_death = {} this.strikes = {} this.score_gui_frame = {} this.testing_mode = false this.spawn_point = {} this.buffs = {} this.players = 0 this.towns_enabled = true this.nuke_tick_schedule = {} this.swarms = {} this.explosion_schedule = {} this.fluid_explosion_schedule = {} this.mining = {} this.mining_entity = {} this.mining_target = {} this.spaceships = {} this.suicides = {} this.required_time_to_win = 72 this.required_time_to_win_in_ticks = 15552000 if not this.surface_terrain then this.surface_terrain = 'desert' end this.shuffle_random_victory_time = false this.announced_message = nil this.soft_reset = true this.winner = nil end function Public.get_table() return this end function Public.get(key) if key then return this[key] else return this end end function Public.set(key, value) if key and (value or value == false) then this[key] = value return this[key] elseif key then return this[key] else return this end end Event.on_init( function() Public.reset_table() end ) return Public