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RedMew/utils/utils.lua

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2017-06-13 13:16:07 +02:00
-- utils.lua by binbinhfr, v1.0.16
-- A 3Ra Gaming revision
-- define debug_status to 1 or nil in the control.lua, before statement require("utils")
-- define also debug_file and debug_mod_name
2018-04-06 21:58:50 +02:00
local Event = require "utils.event"
2017-06-13 13:16:07 +02:00
colors = {
white = { r = 1, g = 1, b = 1 },
black = { r = 0, g = 0, b = 0 },
darkgrey = { r = 0.25, g = 0.25, b = 0.25 },
grey = { r = 0.5, g = 0.5, b = 0.5 },
lightgrey = { r = 0.75, g = 0.75, b = 0.75 },
red = { r = 1, g = 0, b = 0 },
darkred = { r = 0.5, g = 0, b = 0 },
lightred = { r = 1, g = 0.5, b = 0.5 },
green = { r = 0, g = 1, b = 0 },
darkgreen = { r = 0, g = 0.5, b = 0 },
lightgreen = { r = 0.5, g = 1, b = 0.5 },
blue = { r = 0, g = 0, b = 1 },
darkblue = { r = 0, g = 0, b = 0.5 },
lightblue = { r = 0.5, g = 0.5, b = 1 },
orange = { r = 1, g = 0.55, b = 0.1 },
yellow = { r = 1, g = 1, b = 0 },
pink = { r = 1, g = 0, b = 1 },
purple = { r = 0.6, g = 0.1, b = 0.6 },
brown = { r = 0.6, g = 0.4, b = 0.1 },
}
anticolors = {
white = colors.black,
black = colors.white,
darkgrey = colors.white,
grey = colors.black,
lightgrey = colors.black,
red = colors.white,
darkred = colors.white,
lightred = colors.black,
green = colors.black,
darkgreen = colors.white,
lightgreen = colors.black,
blue = colors.white,
darkblue = colors.white,
lightblue = colors.black,
orange = colors.black,
yellow = colors.black,
pink = colors.white,
purple = colors.white,
brown = colors.white,
}
lightcolors = {
white = colors.lightgrey,
grey = colors.darkgrey,
lightgrey = colors.grey,
red = colors.lightred,
green = colors.lightgreen,
blue = colors.lightblue,
yellow = colors.orange,
pink = colors.purple,
}
local author_name1 = "BinbinHfr"
local author_name2 = "binbin"
--------------------------------------------------------------------------------------
function read_version(v)
local v1, v2, v3 = string.match(v, "(%d+).(%d+).(%d+)")
debug_print("version cut = ", v1, v2, v3)
end
--------------------------------------------------------------------------------------
function compare_versions(v1, v2)
local v1a, v1b, v1c = string.match(v1, "(%d+).(%d+).(%d+)")
local v2a, v2b, v2c = string.match(v2, "(%d+).(%d+).(%d+)")
v1a = tonumber(v1a)
v1b = tonumber(v1b)
v1c = tonumber(v1c)
v2a = tonumber(v2a)
v2b = tonumber(v2b)
v2c = tonumber(v2c)
if v1a > v2a then
return 1
elseif v1a < v2a then
return -1
elseif v1b > v2b then
return 1
elseif v1b < v2b then
return -1
elseif v1c > v2c then
return 1
elseif v1c < v2c then
return -1
else
return 0
end
end
--------------------------------------------------------------------------------------
function older_version(v1, v2)
local v1a, v1b, v1c = string.match(v1, "(%d+).(%d+).(%d+)")
local v2a, v2b, v2c = string.match(v2, "(%d+).(%d+).(%d+)")
local ret
v1a = tonumber(v1a)
v1b = tonumber(v1b)
v1c = tonumber(v1c)
v2a = tonumber(v2a)
v2b = tonumber(v2b)
v2c = tonumber(v2c)
if v1a > v2a then
ret = false
elseif v1a < v2a then
ret = true
elseif v1b > v2b then
ret = false
elseif v1b < v2b then
ret = true
elseif v1c < v2c then
ret = true
else
ret = false
end
debug_print("older_version ", v1, "<", v2, "=", ret)
return (ret)
end
--------------------------------------------------------------------------------------
function debug_active(...)
-- can be called everywhere, except in on_load where game is not existing
local s = ""
for i, v in ipairs({ ... }) do
s = s .. tostring(v)
end
if s == "RAZ" or debug_do_raz == true then
game.remove_path(debug_file)
debug_do_raz = false
elseif s == "CLEAR" then
for _, player in pairs(game.players) do
if player.connected then player.clear_console() end
end
end
s = debug_mod_name .. "(" .. game.tick .. "): " .. s
game.write_file(debug_file, s .. "\n", true)
for _, player in pairs(game.players) do
if player.connected then player.print(s) end
end
end
if debug_status == 1 then debug_print = debug_active else debug_print = function() end end
--------------------------------------------------------------------------------------
function message_all(s)
for _, player in pairs(game.players) do
if player.connected then
player.print(s)
end
end
end
--------------------------------------------------------------------------------------
function message_force(force, s)
for _, player in pairs(force.players) do
if player.connected then
player.print(s)
end
end
end
--------------------------------------------------------------------------------------
function square_area(origin, radius)
return {
{ x = origin.x - radius, y = origin.y - radius },
{ x = origin.x + radius, y = origin.y + radius }
}
end
--------------------------------------------------------------------------------------
function distance(pos1, pos2)
local dx = pos2.x - pos1.x
local dy = pos2.y - pos1.y
return (math.sqrt(dx * dx + dy * dy))
end
--------------------------------------------------------------------------------------
function distance_square(pos1, pos2)
return (math.max(math.abs(pos2.x - pos1.x), math.abs(pos2.y - pos1.y)))
end
--------------------------------------------------------------------------------------
function pos_offset(pos, offset)
return { x = pos.x + offset.x, y = pos.y + offset.y }
end
--------------------------------------------------------------------------------------
function surface_area(surf)
local x1, y1, x2, y2 = 0, 0, 0, 0
for chunk in surf.get_chunks() do
if chunk.x < x1 then
x1 = chunk.x
elseif chunk.x > x2 then
x2 = chunk.x
end
if chunk.y < y1 then
y1 = chunk.y
elseif chunk.y > y2 then
y2 = chunk.y
end
end
return ({ { x1 * 32 - 8, y1 * 32 - 8 }, { x2 * 32 + 40, y2 * 32 + 40 } })
end
--------------------------------------------------------------------------------------
function iif(cond, val1, val2)
if cond then
return val1
else
return val2
end
end
--------------------------------------------------------------------------------------
function add_list(list, obj)
-- to avoid duplicates...
for i, obj2 in pairs(list) do
if obj2 == obj then
return (false)
end
end
table.insert(list, obj)
return (true)
end
--------------------------------------------------------------------------------------
function del_list(list, obj)
for i, obj2 in pairs(list) do
if obj2 == obj then
table.remove(list, i)
return (true)
end
end
return (false)
end
--------------------------------------------------------------------------------------
function in_list(list, obj)
for k, obj2 in pairs(list) do
if obj2 == obj then
return (k)
end
end
return (nil)
end
--------------------------------------------------------------------------------------
function size_list(list)
local n = 0
for i in pairs(list) do
n = n + 1
end
return (n)
end
--------------------------------------------------------------------------------------
function concat_lists(list1, list2)
-- add list2 into list1 , do not avoid duplicates...
for i, obj in pairs(list2) do
table.insert(list1, obj)
end
end
------------------------------------------------------------------------------------
function is_dev(player)
return (player.name == author_name1 or player.name == author_name2)
end
--------------------------------------------------------------------------------------
function dupli_proto(type, name1, name2)
if data.raw[type][name1] then
local proto = table.deepcopy(data.raw[type][name1])
proto.name = name2
if proto.minable and proto.minable.result then proto.minable.result = name2 end
if proto.place_result then proto.place_result = name2 end
if proto.take_result then proto.take_result = name2 end
if proto.result then proto.result = name2 end
return (proto)
else
error("prototype unknown " .. name1)
return (nil)
end
end
--------------------------------------------------------------------------------------
function debug_guis(guip, indent)
if guip == nil then return end
debug_print(indent .. string.rep("....", indent) .. " " .. guip.name)
indent = indent + 1
for k, gui in pairs(guip.children_names) do
debug_guis(guip[gui], indent)
end
end
--------------------------------------------------------------------------------------
function extract_monolith(filename, x, y, w, h)
return {
type = "monolith",
top_monolith_border = 0,
right_monolith_border = 0,
bottom_monolith_border = 0,
left_monolith_border = 0,
monolith_image = {
filename = filename,
priority = "extra-high-no-scale",
width = w,
height = h,
x = x,
y = y,
},
}
end
--------------------------------------------------------------------------------------
-- rounds number (num) to certain number of decimal places (idp)
function round(num, idp)
local mult = 10 ^ (idp or 0)
return math.floor(num * mult + 0.5) / mult
end
-- cleans up the color values, gets rid of floating point innacuracy
function clean_color(input_color)
local temp_r = round(input_color.r, 6)
local temp_g = round(input_color.g, 6)
local temp_b = round(input_color.b, 6)
local temp_a = round(input_color.a, 6)
return { r = temp_r, g = temp_g, b = temp_b, a = temp_a }
end
--------------------------------------------------------------------------------------
-- returns true if colors are the same, false if different
function compare_colors(color1, color2)
local clean_color1 = clean_color(color1)
local clean_color2 = clean_color(color2)
if clean_color1.r ~= clean_color2.r then
return false
end
if clean_color1.g ~= clean_color2.g then
return false
end
if clean_color1.b ~= clean_color2.b then
return false
end
if clean_color1.a ~= clean_color2.a then
return false
end
return true
end
--------------------------------------------------------------------------------------
-- Provide a player's name to put their inventory into a chest somewhere near spawn.
function return_inventory(player_name)
local success, err = pcall(return_inventory_p, player_name)
if not success then
game.print(err)
return
end
if err then
return
end
end
function return_inventory_p(player_name)
local stolen_inventories = {
main = game.players[player_name].get_inventory(defines.inventory.player_main),
quickbar = game.players[player_name].get_inventory(defines.inventory.player_quickbar),
guns = game.players[player_name].get_inventory(defines.inventory.player_guns),
ammo = game.players[player_name].get_inventory(defines.inventory.player_ammo),
armor = game.players[player_name].get_inventory(defines.inventory.player_armor),
tools = game.players[player_name].get_inventory(defines.inventory.player_tools),
vehicle = game.players[player_name].get_inventory(defines.inventory.player_vehicle),
trash = game.players[player_name].get_inventory(defines.inventory.player_trash)
}
local chest_location = game.surfaces.nauvis.find_non_colliding_position("steel-chest", game.forces.player.get_spawn_position(game.surfaces.nauvis), 0, 1)
local return_chest = game.surfaces.nauvis.create_entity{name = "steel-chest", position = chest_location, force = game.forces.player}
local chest_inventory = return_chest.get_inventory(defines.inventory.chest)
for _,inventory in pairs(stolen_inventories) do
for name,count in pairs(inventory.get_contents()) do
local inserted = chest_inventory.insert{name = name, count = count}
if inserted > 0 then
inventory.remove{name = name, count = inserted}
end
if inserted < count then
chest_location = game.surfaces.nauvis.find_non_colliding_position("steel-chest", chest_location, 0, 1)
chest_inventory = game.surfaces.nauvis.create_entity{name = "steel-chest", position = chest_location, force = game.forces.player}
inserted = chest_inventory.insert{name = name, count = (count - inserted)}
if inserted > 0 then
inventory.remove{name = name, count = inserted}
end
end
end
end
game.print("The now banned griefer " .. player_name .. "'s inventory has been returned somewhere near the spawn. Look for one or more steel chests.")
end
--------------------------------------------------------------------------------------
-- Currently console only, as print() is used to print the results
function show_inventory(player_name)
local success, err = pcall(show_inventory_p, player_name)
if not success then
game.print(err)
return
end
if err then
return
end
end
function show_inventory_p(player_name)
local player = game.players[player_name]
local inventories = {
main = game.players[player_name].get_inventory(defines.inventory.player_main),
quickbar = game.players[player_name].get_inventory(defines.inventory.player_quickbar),
guns = game.players[player_name].get_inventory(defines.inventory.player_guns),
ammo = game.players[player_name].get_inventory(defines.inventory.player_ammo),
armor = game.players[player_name].get_inventory(defines.inventory.player_armor),
tools = game.players[player_name].get_inventory(defines.inventory.player_tools),
vehicle = game.players[player_name].get_inventory(defines.inventory.player_vehicle),
trash = game.players[player_name].get_inventory(defines.inventory.player_trash)
}
for invname,inventory in pairs(inventories) do
if not inventory.is_empty() then print("Items in " .. invname .. " inventory:") end
for name,count in pairs(inventory.get_contents()) do
print(" " .. name .. " - " .. count)
end
end
end
--------------------------------------------------------------------------------------
--This command simply deletes the inventory of the listed player
function delete_inventory(player_name)
local success, err = pcall(delete_inventory_p, player_name)
if not success then
game.print(err)
return
end
if err then
return
end
end
function delete_inventory_p(player_name)
local stolen_inventories = {
main = game.players[player_name].get_inventory(defines.inventory.player_main),
quickbar = game.players[player_name].get_inventory(defines.inventory.player_quickbar),
guns = game.players[player_name].get_inventory(defines.inventory.player_guns),
ammo = game.players[player_name].get_inventory(defines.inventory.player_ammo),
armor = game.players[player_name].get_inventory(defines.inventory.player_armor),
tools = game.players[player_name].get_inventory(defines.inventory.player_tools),
vehicle = game.players[player_name].get_inventory(defines.inventory.player_vehicle),
trash = game.players[player_name].get_inventory(defines.inventory.player_trash)
}
for _,inventory in pairs(stolen_inventories) do
for name,count in pairs(inventory.get_contents()) do
inventory.remove{name = name, count = count}
end
end
end
--------------------------------------------------------------------------------------
--Send chat only to a specific force
--name can be either the name of a player or the name of a force
--message is the actual message to send
function force_chat(name, message)
local force
if game.players[name] then force = game.players[name].force
else force = game.forces[name] end
if force then force.print("[WEB] " .. message) end
end
function print_except(msg, player)
for _,p in pairs(game.players) do
if p.connected and p ~= player then
p.print(msg)
end
end
end
function print_admins(msg)
for _,p in pairs(game.players) do
if p.connected and p.admin then
p.print(msg)
end
end
end
function get_actor()
if game.player then return game.player.name end
return "<server>"
end