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RedMew/utils/game.lua

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Lua
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local Global = require 'utils.global'
local random = math.random
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local Game = {}
local bad_name_players = {}
Global.register(
bad_name_players,
function(tbl)
bad_name_players = tbl
end
)
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--[[
Due to a bug in the Factorio api the following expression isn't guaranteed to be true.
game.players[player.index] == player
get_player_by_index(index) will always return the correct player.
When looking up players by name or iterating through all players use game.players instead.
]]
function Game.get_player_by_index(index)
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local p = game.players[index]
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if not p then
return nil
end
if p.index == index then
return p
end
p = bad_name_players[index]
if p then
return p
end
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for k, v in pairs(game.players) do
if k == index then
bad_name_players[index] = v
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return v
end
end
end
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function Game.player_print(str)
if game.player then
game.player.print(str)
else
print(str)
end
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end
--[[
@param Position String to display at
@param text String to display
@param color table in {r = 0~1, g = 0~1, b = 0~1}, defaults to white.
@param surface LuaSurface
@return the created entity
]]
function Game.print_floating_text(surface, position, text, color)
color = color or {r = 1, g = 1, b = 1}
return surface.create_entity {
name = 'tutorial-flying-text',
color = color,
text = text,
position = position,
}
end
--[[
Creates a floating text entity at the player location with the specified color in {r, g, b} format.
Example: "+10 iron" or "-10 coins"
@param text String to display
@param color table in {r = 0~1, g = 0~1, b = 0~1}, defaults to white.
@return the created entity
]]
function Game.print_player_floating_text(player_index, text, color)
local player = Game.get_player_by_index(player_index)
if not player or not player.valid then
return
end
local position = player.position
return Game.print_floating_text(player.surface, {x = position.x, y = position.y - 1.5}, text, color)
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end
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return Game