local Global = require 'utils.global' local Event = require 'utils.event' local type = type local error = error local tonumber = tonumber local tostring = tostring local pairs = pairs local format = string.format local raise_event = script.raise_event --- 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 return false, {'redmew_settings_util.fraction_invalid_value'} 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 return false, {'redmew_settings_util.string_invalid_value'} 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 return false, {'redmew_settings_util.boolean_invalid_value'} end, } local settings = {} local memory = {} Global.register(memory, function (tbl) memory = tbl end) local Public = {} Public.events = { --- Triggered when a setting is set or updated. Old value may be null if never set before --- if the value hasn't changed, value_changed = false -- Event { -- setting_name = setting_name, -- old_value = old_value, -- new_value = new_value, -- player_index = player_index, -- value_changed = value_changed -- } on_setting_set = Event.generate_event_name('on_setting_set'), } Public.types = {fraction = 'fraction', string = 'string', boolean = 'boolean'} ---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 --- --- This function must be called in the control stage, i.e. not inside an event. --- ---@param name string ---@param setting_type string ---@param default any ---@param localisation_key|table function Public.register(name, setting_type, default, localisation_key) if _LIFECYCLE ~= _STAGE.control then 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) end if settings[name] then error(format('Trying to register setting for "%s" while it has already been registered.', name), 2) end local callback = settings_type[setting_type] if not callback then error(format('Trying to register setting for "%s" with type "%s" while this type does not exist.', name, setting_type), 2) end local setting = { type = setting_type, default = default, callback = callback, localised_string = localisation_key and {localisation_key} or name, } settings[name] = setting return setting end ---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 ---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 ---@param value any function Public.set(player_index, name, value) local setting = settings[name] if not setting then setting = { callback = function (input) return true, input end } end local success, sanitized_value = setting.callback(value) if not success then error(format('Setting "%s" failed: %s', name, sanitized_value), 2) end 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] = sanitized_value raise_event(Public.events.on_setting_set, { setting_name = name, old_value = old_value, new_value = sanitized_value, player_index = player_index, value_changed = old_value ~= sanitized_value }) 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 return nil end local player_settings = memory[player_index] if not player_settings then return setting.default end local player_setting = player_settings[name] if player_setting == nil then return setting.default end return player_setting end ---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 local setting_value = player_settings[name] if setting_value == nil then output[name] = data.default else output[name] = setting_value end end -- 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 return output end ---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 ---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 return Public