mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-10 00:43:27 +02:00
172 lines
5.6 KiB
Lua
172 lines
5.6 KiB
Lua
-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Global = require 'utils.global'
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-- local CoreData = require 'maps.pirates.coredata'
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local pirates_global_memory = {}
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local Public = {}
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-- register only this
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Global.register(
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pirates_global_memory,
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function(tbl)
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pirates_global_memory = tbl
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end
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)
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function Public.global_reset_memory()
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for k, _ in pairs(pirates_global_memory) do
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pirates_global_memory[k] = nil
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end
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pirates_global_memory.config = {}
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pirates_global_memory.disband_crews = false -- false = disband crew button hidden by default
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pirates_global_memory.afk_player_indices = {}
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pirates_global_memory.playerindex_to_time_played_continuously = {}
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pirates_global_memory.playerindex_to_captainhood_priority = {}
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pirates_global_memory.player_gui_memories = {}
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pirates_global_memory.crew_memories = {}
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pirates_global_memory.crew_active_ids = {}
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pirates_global_memory.working_id = nil --should only ever be nil, 1, 2 or 3
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pirates_global_memory.lobby_boats = {}
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pirates_global_memory.active_crews_cap_memory = nil
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pirates_global_memory.crew_capacity_min = nil
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pirates_global_memory.crewproposals = {}
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pirates_global_memory.global_delayed_tasks = {}
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pirates_global_memory.global_buffered_tasks = {}
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pirates_global_memory.last_players_health = {} --used to make damage reduction work somewhat properly
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end
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function Public.initialise_crew_memory(id) --mostly serves as a dev reference of memory entries
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-- but not _everything_ is stored here, it's just a guide to the most important things
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pirates_global_memory.crew_memories[id] = {}
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local memory = pirates_global_memory.crew_memories[id]
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memory.secs_id = nil
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memory.id = nil
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memory.age = nil
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memory.real_age = nil
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memory.completion_time = nil
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memory.force_name = nil
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memory.enemy_force_name = nil
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memory.original_proposal = nil
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memory.name = nil
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memory.difficulty_option = nil
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memory.capacity_option = nil
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-- memory.mode_option = nil
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memory.difficulty = nil
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memory.capacity = nil
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-- memory.mode = nil
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memory.destinations = nil
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memory.currentdestination_index = nil
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memory.hold_surface_count = nil
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memory.merchant_ships_unlocked = nil
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memory.boat = nil
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memory.available_classes_pool = nil
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-- Duplicating unlocked classes data for consistency reasons (this way, entries will remain in the same order when unlocked class data changes)
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-- @TODO Might have to consider sacrificing consistency(or find a way to retain consistency) to reduce the chance of contradicting data which results in weird bugs (this happened once already)
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memory.unlocked_classes = nil
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memory.seconds_until_alert_sound_can_be_played_again = 0
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memory.crewplayerindices = nil
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memory.spectatorplayerindices = nil
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memory.tempbanned_from_joining_data = nil
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memory.playerindex_captain = nil
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memory.captain_accrued_time_data = nil
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memory.max_players_recorded = nil
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memory.temporarily_logged_off_player_data = nil
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memory.temporarily_logged_off_characters_items = nil
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memory.speed_boost_characters = nil
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memory.overworld_krakens = nil
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memory.active_sea_enemies = nil
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memory.kraken_stream_registrations = nil
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memory.mainshop_availability_bools = nil
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memory.delayed_tasks = nil
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memory.buffered_tasks = nil
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memory.game_lost = false
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memory.game_won = false
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memory.crew_disband_tick = nil
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memory.crew_disband_tick_cannot_be_prevented = nil
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memory.destinationsvisited_indices = nil
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memory.overworldx = nil
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memory.overworldy = nil
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memory.mapbeingloadeddestination_index = nil
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memory.loadingticks = nil
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memory.stored_fuel = nil
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memory.spawnpoint = nil
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memory.evolution_factor = nil
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memory.scripted_biters = nil
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memory.scripted_unit_groups = nil
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memory.floating_pollution = nil
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memory.playtesting_stats = nil
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memory.cliff_explosives_acquired_once = false -- used to give tip by parrot what to do with them(only triggers from buying it in captain's cabin)
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memory.hold_surface_destroyable_wooden_chests = nil
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end
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function Public.fallthrough_crew_memory() --could make this a metatable, but metatables and factorio global seem not to play nicely
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return {
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id = 0,
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difficulty = 1,
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force_name = 'player', -- should match Common.lobby_force_name
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boat = {},
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destinations = {},
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spectatorplayerindices = {},
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crewplayerindices = {}
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--[[boat = {
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type = nil,
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state = nil,
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speed = nil,
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speedticker1 = nil,
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speedticker2 = nil,
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speedticker3 = nil,
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stored_resources = {},
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position = nil, --the far right edge of the boat
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decksteeringchests = nil,
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crowsneststeeringchests = nil,
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cannons = nil,
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EEI = nil,
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EEIpower_production = nil,
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EEIelectric_buffer_size = nil,
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dockedposition = nil,
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surface_name = nil,
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}]]
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}
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end
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function Public.get_crew_memory()
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if pirates_global_memory.working_id and pirates_global_memory.working_id > 0 then
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return pirates_global_memory.crew_memories[pirates_global_memory.working_id] or Public.fallthrough_crew_memory()
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else
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return Public.fallthrough_crew_memory()
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end
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end
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function Public.get_global_memory()
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return pirates_global_memory
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end
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function Public.set_working_id(id)
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pirates_global_memory.working_id = id
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end
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return Public
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