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local Global = require ' utils.global '
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local Event = require ' utils.event '
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local type = type
local error = error
local tonumber = tonumber
local tostring = tostring
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local pairs = pairs
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local format = string.format
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local raise_event = script.raise_event
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--- Contains a set of callables that will attempt to sanitize and transform the input
local settings_type = {
fraction = function ( input )
input = tonumber ( input )
if input == nil then
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return false , { ' redmew_settings_util.fraction_invalid_value ' }
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end
if input < 0 then
input = 0
end
if input > 1 then
input = 1
end
return true , input
end ,
string = function ( input )
if input == nil then
return true , ' '
end
local input_type = type ( input )
if input_type == ' string ' then
return true , input
end
if input_type == ' number ' or input_type == ' boolean ' then
return true , tostring ( input )
end
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return false , { ' redmew_settings_util.string_invalid_value ' }
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end ,
boolean = function ( input )
local input_type = type ( input )
if input_type == ' boolean ' then
return true , input
end
if input_type == ' string ' then
if input == ' 0 ' or input == ' ' or input == ' false ' or input == ' no ' then
return true , false
end
if input == ' 1 ' or input == ' true ' or input == ' yes ' then
return true , true
end
return true , tonumber ( input ) ~= nil
end
if input_type == ' number ' then
return true , input ~= 0
end
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return false , { ' redmew_settings_util.boolean_invalid_value ' }
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end ,
}
local settings = { }
local memory = { }
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local raw_callback_setting = {
callback = function ( input )
return true , input
end
}
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Global.register ( memory , function ( tbl ) memory = tbl end )
local Public = { }
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Public.events = {
--- Triggered when a setting is set or updated. Old value may be null if never set before
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--- if the value hasn't changed, value_changed = false
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-- Event {
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-- setting_name = setting_name,
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-- old_value = old_value,
-- new_value = new_value,
-- player_index = player_index,
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-- value_changed = value_changed
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-- }
on_setting_set = Event.generate_event_name ( ' on_setting_set ' ) ,
}
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Public.types = { fraction = ' fraction ' , string = ' string ' , boolean = ' boolean ' }
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---Register a specific setting with a sensitization setting type.
---
--- Available setting types:
--- - fraction (number between 0 and 1) in either number or string form
--- - string a string or anything that can be cast to a string
--- - boolean, 1, 0, yes, no, true, false or an empty string for false
---
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--- This function must be called in the control stage, i.e. not inside an event.
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---
---@param name string
---@param setting_type string
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---@param default any
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---@param localisation_key|table
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function Public . register ( name , setting_type , default , localisation_key )
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if _LIFECYCLE ~= _STAGE.control then
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error ( format ( ' You can only register setting names in the control stage, i.e. not inside events. Tried setting "%s" with type "%s". ' , name , setting_type ) , 2 )
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end
if settings [ name ] then
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error ( format ( ' Trying to register setting for "%s" while it has already been registered. ' , name ) , 2 )
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end
local callback = settings_type [ setting_type ]
if not callback then
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error ( format ( ' Trying to register setting for "%s" with type "%s" while this type does not exist. ' , name , setting_type ) , 2 )
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end
local setting = {
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type = setting_type ,
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default = default ,
callback = callback ,
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localised_string = localisation_key and { localisation_key } or name ,
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}
settings [ name ] = setting
return setting
end
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---Validates whether a given value is valid for a given setting.
---@param name string
---@param value any
function Public . validate ( name , value )
local setting = settings [ name ]
if not setting then
return format ( ' Setting "%s" does not exist. ' , name )
end
local success , sanitized_value = setting.callback ( value )
if not success then
return sanitized_value
end
return nil
end
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---Sets a setting to a specific value for a player.
---
---In order to get a setting value, it has to be registered via the "register" function.
---
---@param player_index number
---@param name string
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---@param value any
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function Public . set ( player_index , name , value )
local setting = settings [ name ]
if not setting then
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setting = raw_callback_setting
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end
local success , sanitized_value = setting.callback ( value )
if not success then
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error ( format ( ' Setting "%s" failed: %s ' , name , sanitized_value ) , 2 )
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end
local player_settings = memory [ player_index ]
if not player_settings then
player_settings = { }
memory [ player_index ] = player_settings
end
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local old_value = player_settings [ name ]
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player_settings [ name ] = sanitized_value
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raise_event ( Public.events . on_setting_set , {
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setting_name = name ,
old_value = old_value ,
new_value = sanitized_value ,
player_index = player_index ,
value_changed = old_value ~= sanitized_value
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} )
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return sanitized_value
end
---Returns the value of a setting for this player.
---
---In order to set a setting value, it has to be registered via the "register" function.
---
---@param player_index number
---@param name string
function Public . get ( player_index , name )
local setting = settings [ name ]
if not setting then
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return nil
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end
local player_settings = memory [ player_index ]
if not player_settings then
return setting.default
end
local player_setting = player_settings [ name ]
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if player_setting == nil then
return setting.default
end
return player_setting
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end
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---Returns a table of all settings for a given player in a key => value setup
---@param player_index number
function Public . all ( player_index )
local player_settings = memory [ player_index ] or { }
local output = { }
for name , data in pairs ( settings ) do
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local setting_value = player_settings [ name ]
if setting_value == nil then
output [ name ] = data.default
else
output [ name ] = setting_value
end
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end
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-- not all settings might be mapped, edge-case is triggered when the
-- server contains settings that are not known in this instance
for name , value in pairs ( player_settings ) do
if output [ name ] == nil then
output [ name ] = value
end
end
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return output
end
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---Removes a value for a setting for a given name, giving it the default value.
---
---@param player_index number
---@param name string
function Public . unset ( player_index , name )
local player_settings = memory [ player_index ]
if not player_settings then
player_settings = { }
memory [ player_index ] = player_settings
end
local old_value = player_settings [ name ]
player_settings [ name ] = nil
raise_event ( Public.events . on_setting_set , {
setting_name = name ,
old_value = old_value ,
new_value = nil ,
player_index = player_index ,
value_changed = old_value ~= nil
} )
end
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---Returns the full settings data, note that this is a reference, do not modify
---this data unless you know what you're doing!
function Public . get_setting_metadata ( )
return settings
end
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return Public