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ComfyFactorio/maps/pirates/memory.lua
2022-03-19 21:20:55 +00:00

162 lines
4.2 KiB
Lua

local Global = require 'utils.global'
-- local CoreData = require 'maps.pirates.coredata'
local pirates_global_memory = {}
local Public = {}
-- register only this
Global.register(
pirates_global_memory,
function(tbl)
pirates_global_memory = tbl
end
)
function Public.global_reset_memory()
for k, _ in pairs(pirates_global_memory) do
pirates_global_memory[k] = nil
end
pirates_global_memory.config = {}
pirates_global_memory.afk_player_indices = {}
pirates_global_memory.playerindex_to_time_played_continuously = {}
pirates_global_memory.playerindex_to_captainhood_priority = {}
pirates_global_memory.player_gui_memories = {}
pirates_global_memory.crew_memories = {}
pirates_global_memory.crew_active_ids = {}
pirates_global_memory.working_id = nil --should only ever be nil, 1, 2 or 3
pirates_global_memory.lobby_boats = {}
pirates_global_memory.active_crews_cap = nil
pirates_global_memory.crew_capacity_min = nil
pirates_global_memory.crewproposals = {}
pirates_global_memory.global_delayed_tasks = {}
pirates_global_memory.global_buffered_tasks = {}
end
function Public.reset_crew_memory(id) --mostly serves as a dev reference of memory entries
-- but not _everything_ is stored here, it's just a guide to the most important things
pirates_global_memory.crew_memories[id] = {}
local memory = pirates_global_memory.crew_memories[id]
memory.secs_id = nil
memory.id = nil
memory.age = nil
memory.real_age = nil
memory.completion_time = nil
memory.force_name = nil
memory.enemy_force_name = nil
memory.original_proposal = nil
memory.name = nil
memory.difficulty_option = nil
memory.capacity_option = nil
-- memory.mode_option = nil
memory.difficulty = nil
memory.capacity = nil
-- memory.mode = nil
memory.destinations = nil
memory.currentdestination_index = nil
memory.hold_surface_count = nil
memory.merchant_ships_unlocked = nil
memory.boat = nil
memory.available_classes_pool = nil
memory.crewplayerindices = nil
memory.spectatorplayerindices = nil
memory.tempbanned_from_joining_data = nil
memory.playerindex_captain = nil
memory.captain_accrued_time_data = nil
memory.max_players_recorded = nil
memory.temporarily_logged_off_characters = nil
memory.speed_boost_characters = nil
memory.enemyboats = nil
memory.overworld_krakens = nil
memory.active_sea_enemies = nil
memory.kraken_stream_registrations = nil
memory.mainshop_availability_bools = nil
memory.delayed_tasks = nil
memory.buffered_tasks = nil
memory.game_lost = false
memory.game_won = false
memory.crew_disband_tick = nil
memory.destinationsvisited_indices = nil
memory.overworldx = nil
memory.overworldy = nil
memory.mapbeingloadeddestination_index = nil
memory.loadingticks = nil
memory.stored_fuel = nil
memory.spawnpoint = nil
memory.evolution_factor = nil
memory.scripted_biters = nil
memory.scripted_unit_groups = nil
memory.floating_pollution = nil
end
function Public.fallthrough_crew_memory() --could make this a metatable, but metatables and factorio global seem not to play nicely
return {
id = 0,
difficulty = 1,
force_name = 'player',
boat = {},
destinations = {},
spectatorplayerindices = {},
crewplayerindices = {},
--[[boat = {
type = nil,
state = nil,
speed = nil,
speedticker1 = nil,
speedticker2 = nil,
speedticker3 = nil,
stored_resources = {},
position = nil, --the far right edge of the boat
decksteeringchests = nil,
crowsneststeeringchests = nil,
cannons = nil,
EEI = nil,
EEIpower_production = nil,
EEIelectric_buffer_size = nil,
dockedposition = nil,
surface_name = nil,
}]]
}
end
function Public.get_crew_memory()
if pirates_global_memory.working_id and pirates_global_memory.working_id > 0 then
return pirates_global_memory.crew_memories[pirates_global_memory.working_id] or Public.fallthrough_crew_memory()
else
return Public.fallthrough_crew_memory()
end
end
function Public.get_global_memory()
return pirates_global_memory
end
function Public.set_working_id(id)
pirates_global_memory.working_id = id
end
return Public