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https://github.com/Refactorio/RedMew.git
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Cleanup up utils
This commit is contained in:
parent
43d1eb0ad6
commit
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@ -1,6 +1,7 @@
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local Task = require "utils.Task"
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local Task = require "utils.Task"
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local Event = require "utils.event"
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local Event = require "utils.event"
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local UserGroups = require "user_groups"
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local UserGroups = require "user_groups"
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local Utils = require "utils.utils"
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function player_print(str)
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function player_print(str)
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if game.player then
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if game.player then
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@ -367,7 +368,7 @@ local function tempban(cmd)
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end
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end
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local group = get_group()
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local group = get_group()
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game.print(get_actor() .. " put " .. params[1] .. " in timeout for " .. params[2] .. " minutes.")
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game.print(Utils.get_actor() .. " put " .. params[1] .. " in timeout for " .. params[2] .. " minutes.")
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if group then
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if group then
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group.add_player(params[1])
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group.add_player(params[1])
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if not tonumber(cmd.parameter) then
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if not tonumber(cmd.parameter) then
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@ -1,5 +1,6 @@
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global.follows = {}
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global.follows = {}
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global.follows.n_entries = 0
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global.follows.n_entries = 0
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local Utils = require "utils.utils"
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function get_direction(follower, target)
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function get_direction(follower, target)
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local delta_x = target.position.x - follower.position.x
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local delta_x = target.position.x - follower.position.x
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@ -37,18 +38,13 @@ function get_direction(follower, target)
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end
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end
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end
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end
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local function distance(player_1, player_2)
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local d_x = player_1.position.x - player_2.position.x
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local d_y = player_1.position.y - player_2.position.y
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return math.sqrt(d_x*d_x + d_y * d_y)
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end
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function walk_on_tick()
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function walk_on_tick()
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if global.follows.n_entries > 0 then
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if global.follows.n_entries > 0 then
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for k,v in pairs(global.follows) do
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for k,v in pairs(global.follows) do
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local follower = game.players[k]
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local follower = game.players[k]
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local target = game.players[v]
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local target = game.players[v]
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if follower ~= nil and target ~= nil then
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if follower ~= nil and target ~= nil then
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local d = distance(follower, target)
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local d = Utils.distance(follower, target)
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if follower.connected and target.connected and d < 32 then
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if follower.connected and target.connected and d < 32 then
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if d > 5 then
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if d > 5 then
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direction = get_direction(follower, target)
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direction = get_direction(follower, target)
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@ -3,6 +3,7 @@
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require("rso_config")
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require("rso_config")
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require("util")
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require("util")
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require("rso_resource_config")
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require("rso_resource_config")
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local Utils = require "utils.utils"
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local MB=require "metaball"
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local MB=require "metaball"
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local drand = require 'drand'
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local drand = require 'drand'
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@ -28,13 +29,9 @@ local sin = math.sin
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local pi = math.pi
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local pi = math.pi
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local max = math.max
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local max = math.max
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local function round(value)
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return math.floor(value + 0.5)
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end
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local function rso_debug(str)
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local function rso_debug(str)
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if rso_debug_enabled then
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if rso_debug_enabled then
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if ( type(str) == "table") then
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if (type(str) == "table") then
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game.players[1].print(serpent.dump(str))
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game.players[1].print(serpent.dump(str))
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else
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else
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game.players[1].print(str)
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game.players[1].print(str)
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@ -381,7 +378,7 @@ local function spawn_resource_ore(surface, rname, pos, size, richness, startingA
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local dev_x, dev_y = pos.x, pos.y
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local dev_x, dev_y = pos.x, pos.y
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x = rgen:random(-dev, dev)+dev_x
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x = rgen:random(-dev, dev)+dev_x
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y = rgen:random(-dev, dev)+dev_y
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y = rgen:random(-dev, dev)+dev_y
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if p_balls[#p_balls] and distance(p_balls[#p_balls], {x=x, y=y}) < MIN_BALL_DISTANCE then
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if p_balls[#p_balls] and Utils.distance(p_balls[#p_balls], {x=x, y=y}) < MIN_BALL_DISTANCE then
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local new_angle = bearing(p_balls[#p_balls], {x=x, y=y})
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local new_angle = bearing(p_balls[#p_balls], {x=x, y=y})
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rso_debug("Move ball old xy @ "..x..","..y)
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rso_debug("Move ball old xy @ "..x..","..y)
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x=(cos(new_angle)*MIN_BALL_DISTANCE) + x
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x=(cos(new_angle)*MIN_BALL_DISTANCE) + x
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@ -761,8 +758,8 @@ local function spawn_starting_resources( surface, index )
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end
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end
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local function modifyMinMax(value, mod)
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local function modifyMinMax(value, mod)
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value.min = round( value.min * mod )
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value.min = math.round( value.min * mod )
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value.max = round( value.max * mod )
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value.max = math.round( value.max * mod )
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end
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end
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local function prebuild_config_data(surface)
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local function prebuild_config_data(surface)
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@ -818,7 +815,7 @@ local function prebuild_config_data(surface)
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res_conf.absolute_probability = res_conf.absolute_probability * allotmentMod
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res_conf.absolute_probability = res_conf.absolute_probability * allotmentMod
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rso_debug("Entity chance modified to "..res_conf.absolute_probability)
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rso_debug("Entity chance modified to "..res_conf.absolute_probability)
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else
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else
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res_conf.allotment = round( res_conf.allotment * allotmentMod )
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res_conf.allotment = math.round( res_conf.allotment * allotmentMod )
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end
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end
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end
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end
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@ -830,7 +827,7 @@ local function prebuild_config_data(surface)
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modifyMinMax(res_conf.size, sizeMod)
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modifyMinMax(res_conf.size, sizeMod)
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if res_conf.starting then
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if res_conf.starting then
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res_conf.starting.size = round( res_conf.starting.size * sizeMod )
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res_conf.starting.size = math.round( res_conf.starting.size * sizeMod )
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end
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end
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if isEntity then
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if isEntity then
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@ -843,13 +840,13 @@ local function prebuild_config_data(surface)
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if richnessMod then
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if richnessMod then
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if type == "resource-ore" then
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if type == "resource-ore" then
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res_conf.richness = round( res_conf.richness * richnessMod )
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res_conf.richness = math.round( res_conf.richness * richnessMod )
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elseif type == "resource-liquid" then
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elseif type == "resource-liquid" then
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modifyMinMax(res_conf.richness, richnessMod)
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modifyMinMax(res_conf.richness, richnessMod)
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end
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end
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if res_conf.starting then
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if res_conf.starting then
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res_conf.starting.richness = round( res_conf.starting.richness * richnessMod )
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res_conf.starting.richness = math.round( res_conf.starting.richness * richnessMod )
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end
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end
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end
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end
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end
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end
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@ -1018,7 +1015,7 @@ local function roll_region(c_x, c_y)
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if v.absolute_probability then
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if v.absolute_probability then
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local prob_factor = 1
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local prob_factor = 1
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if v.probability_distance_factor then
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if v.probability_distance_factor then
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prob_factor = math.min(v.max_probability_distance_factor, v.probability_distance_factor^distance({x=0,y=0},{x=r_x,y=r_y}))
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prob_factor = math.min(v.max_probability_distance_factor, v.probability_distance_factor^Utils.distance({x=0,y=0},{x=r_x,y=r_y}))
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end
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end
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local abs_roll = rgen:random()
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local abs_roll = rgen:random()
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if abs_roll<v.absolute_probability*prob_factor then
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if abs_roll<v.absolute_probability*prob_factor then
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@ -1074,7 +1071,7 @@ local function roll_chunk(surface, c_x, c_y)
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local deep = res_con[2]
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local deep = res_con[2]
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local r_config = config[resource]
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local r_config = config[resource]
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if r_config and r_config.valid then
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if r_config and r_config.valid then
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local dist = distance({x=0,y=0},{x=r_x,y=r_y})
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local dist = Utils.distance({x=0,y=0},{x=r_x,y=r_y})
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local sizeFactor = dist^size_distance_factor
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local sizeFactor = dist^size_distance_factor
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if r_config.type=="resource-ore" then
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if r_config.type=="resource-ore" then
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local richFactor = dist^richness_distance_factor
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local richFactor = dist^richness_distance_factor
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@ -48,10 +48,6 @@ local function max_axis_distance(world_x, world_y, target_x, target_y)
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return math.max(x, y)
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return math.max(x, y)
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end
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end
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local function distance(world_x, world_y, target_x, target_y)
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return math.abs(world_x - target_x) + math.abs(world_y - target_y)
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end
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local init = false
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local init = false
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local safe_distance = 480
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local safe_distance = 480
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local function effect(x, y, world_x, world_y, tile, entity, surface)
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local function effect(x, y, world_x, world_y, tile, entity, surface)
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@ -70,43 +66,6 @@ local function effect(x, y, world_x, world_y, tile, entity, surface)
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e.destructible = false
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e.destructible = false
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e.minable = false
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e.minable = false
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end
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end
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--[[
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if max_axis_distance(world_x, world_y, -2144, 0) < safe_distance then
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for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do
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e.destroy()
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end
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elseif max_axis_distance(world_x, world_y, 2144, 0) < safe_distance then
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for _, e in ipairs(surface.find_entities_filtered({ force = "enemy", position = { world_x, world_y } } )) do
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e.destroy()
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end
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end
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for _, e in ipairs(surface.find_entities_filtered({ type = "resource", area = {{world_x, world_y }, {world_x + 1, world_y + 1 } } })) do -- I want to use position but for some reason it doesn't seem to work for ores.
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local dist1 = distance(world_x, world_y, -2144, 0)
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local dist2 = distance(world_x, world_y, 2144, 0)
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local amount = math.min(dist1, dist2)
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local name = e.name
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if name == "iron-ore" then
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amount = 800 + 0.4 * amount
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elseif name == "copper-ore" then
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amount = 700 + 0.35 * amount
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elseif name == "coal" then
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amount = 600 + 0.3 * amount
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elseif name == "stone" then
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amount = 400 + 0.2 * amount
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elseif name == "uranium-ore" then
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amount = 300 + 0.15 * amount
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elseif name == "crude-oil" then
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amount = 50000 + 50 * amount
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end
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e.amount = amount
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end
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--]]
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return tile, entity
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return tile, entity
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end
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end
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@ -1,5 +1,6 @@
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local Event = require "utils.event"
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local Event = require "utils.event"
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local UserGroups = require "user_groups"
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local UserGroups = require "user_groups"
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local Utils = require "utils.utils"
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function allowed_to_nuke(player)
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function allowed_to_nuke(player)
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if type(player) == "table" then
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if type(player) == "table" then
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@ -25,13 +26,13 @@ local function on_player_deconstructed_area(event)
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local nukes = player.remove_item({name="deconstruction-planner", count=1000})
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local nukes = player.remove_item({name="deconstruction-planner", count=1000})
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--Make them think they arent noticed
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--Make them think they arent noticed
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print_except(player.name .. " tried to deconstruct something, but instead deconstructed himself.", player)
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Utils.print_except(player.name .. " tried to deconstruct something, but instead deconstructed himself.", player)
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player.print("Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you.")
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player.print("Only regulars can mark things for deconstruction, if you want to deconstruct something you may ask an admin to promote you.")
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player.character.health = 0
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player.character.health = 0
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local entities = player.surface.find_entities_filtered{area = event.area, force = player.force}
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local entities = player.surface.find_entities_filtered{area = event.area, force = player.force}
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if #entities > 1000 then
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if #entities > 1000 then
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print_admins("Warning! " .. player.name .. " just tried to deconstruct " .. tostring(#entities) .. " entities!")
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Utils.print_admins("Warning! " .. player.name .. " just tried to deconstruct " .. tostring(#entities) .. " entities!")
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end
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end
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for _,entity in pairs(entities) do
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for _,entity in pairs(entities) do
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if entity.valid and entity.to_be_deconstructed(game.players[event.player_index].force) then
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if entity.valid and entity.to_be_deconstructed(game.players[event.player_index].force) then
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@ -277,7 +277,7 @@ local function player_list_show(player, sort_by)
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label.style.minimal_width = 130
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label.style.minimal_width = 130
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label.style.maximal_width = 130
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label.style.maximal_width = 130
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local label = player_list_panel_table.add { type = "label", name = "player_list_panel_player_distance_" .. i, caption = round(global.player_walk_distances[player_list[i].name]/1000, 1) .. " km" }
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local label = player_list_panel_table.add { type = "label", name = "player_list_panel_player_distance_" .. i, caption = math.round(global.player_walk_distances[player_list[i].name]/1000, 1) .. " km" }
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label.style.minimal_width = 100
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label.style.minimal_width = 100
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label.style.maximal_width = 100
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label.style.maximal_width = 100
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4
poll.lua
4
poll.lua
@ -35,7 +35,7 @@ local function poll_show(player)
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local x = game.tick
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local x = game.tick
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x = ((x / 60) / 60) / 60
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x = ((x / 60) / 60) / 60
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x = global.score_total_polls_created / x
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x = global.score_total_polls_created / x
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x = round(x, 0)
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x = math.round(x)
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str = str .. " (Polls/hour: "
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str = str .. " (Polls/hour: "
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str = str .. x
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str = str .. x
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str = str .. ")"
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str = str .. ")"
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@ -305,7 +305,7 @@ function on_second()
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if frame then
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if frame then
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local y = (game.tick - global.poll_panel_creation_time[player.index]) / 60
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local y = (game.tick - global.poll_panel_creation_time[player.index]) / 60
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local y = global.poll_duration_in_seconds - y
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local y = global.poll_duration_in_seconds - y
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y = round(y, 0)
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y = math.round(y)
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if y <= 0 then
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if y <= 0 then
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frame.destroy()
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frame.destroy()
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global.poll_panel_creation_time[player.index] = nil
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global.poll_panel_creation_time[player.index] = nil
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@ -1,5 +1,6 @@
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global.regulars = {}
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global.regulars = {}
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local Event = require "utils.event"
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local Event = require "utils.event"
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local Utils = require "utils.utils"
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local Module = {}
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local Module = {}
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@ -21,7 +22,7 @@ Module.is_regular = function(player_name)
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end
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end
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Module.add_regular = function(player_name)
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Module.add_regular = function(player_name)
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local actor = get_actor()
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local actor = Utils.get_actor()
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if Module.is_regular(player_name) then player_print(player_name .. " is already a regular.")
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if Module.is_regular(player_name) then player_print(player_name .. " is already a regular.")
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else
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else
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if game.players[player_name] then
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if game.players[player_name] then
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@ -36,7 +37,7 @@ Module.add_regular = function(player_name)
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end
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end
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Module.remove_regular = function(player_name)
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Module.remove_regular = function(player_name)
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local actor = get_actor()
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local actor = Utils.get_actor()
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if game.players[player_name] then
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if game.players[player_name] then
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player_name = game.players[player_name].name
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player_name = game.players[player_name].name
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if Module.is_regular(player_name) then game.print(player_name .. " was demoted from regular by " .. actor .. ".") end
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if Module.is_regular(player_name) then game.print(player_name .. " was demoted from regular by " .. actor .. ".") end
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481
utils/utils.lua
481
utils/utils.lua
@ -1,487 +1,20 @@
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-- utils.lua by binbinhfr, v1.0.16
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-- A 3Ra Gaming revision
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-- define debug_status to 1 or nil in the control.lua, before statement require("utils")
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-- define also debug_file and debug_mod_name
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local Event = require "utils.event"
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local Event = require "utils.event"
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colors = {
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local Module = {}
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white = { r = 1, g = 1, b = 1 },
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black = { r = 0, g = 0, b = 0 },
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|
||||||
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 = {
|
Module.distance = function(pos1, pos2)
|
||||||
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 dx = pos2.x - pos1.x
|
||||||
local dy = pos2.y - pos1.y
|
local dy = pos2.y - pos1.y
|
||||||
return (math.sqrt(dx * dx + dy * dy))
|
return math.sqrt(dx * dx + dy * dy)
|
||||||
end
|
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)
|
-- rounds number (num) to certain number of decimal places (idp)
|
||||||
function round(num, idp)
|
math.round = function(num, idp)
|
||||||
local mult = 10 ^ (idp or 0)
|
local mult = 10 ^ (idp or 0)
|
||||||
return math.floor(num * mult + 0.5) / mult
|
return math.floor(num * mult + 0.5) / mult
|
||||||
end
|
end
|
||||||
|
|
||||||
-- cleans up the color values, gets rid of floating point innacuracy
|
Module.print_except = function(msg, player)
|
||||||
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
|
for _,p in pairs(game.players) do
|
||||||
if p.connected and p ~= player then
|
if p.connected and p ~= player then
|
||||||
p.print(msg)
|
p.print(msg)
|
||||||
@ -489,7 +22,7 @@ function print_except(msg, player)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function print_admins(msg)
|
Module.print_admins = function(msg)
|
||||||
for _,p in pairs(game.players) do
|
for _,p in pairs(game.players) do
|
||||||
if p.connected and p.admin then
|
if p.connected and p.admin then
|
||||||
p.print(msg)
|
p.print(msg)
|
||||||
@ -497,7 +30,7 @@ function print_admins(msg)
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function get_actor()
|
Module.get_actor = function()
|
||||||
if game.player then return game.player.name end
|
if game.player then return game.player.name end
|
||||||
return "<server>"
|
return "<server>"
|
||||||
end
|
end
|
||||||
|
Loading…
x
Reference in New Issue
Block a user