mirror of
https://github.com/Refactorio/RedMew.git
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188 lines
5.3 KiB
Lua
188 lines
5.3 KiB
Lua
local Global = require 'utils.global'
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local Event = require 'utils.event'
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local error = error
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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
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local settings_type = require 'resources.setting_types'
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local settings = {}
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local memory = {}
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Global.register(memory, function (tbl) memory = tbl end)
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local Public = {}
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Public.events = {
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--- 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,
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-- new_value = new_value,
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-- player_index = player_index,
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-- value_changed = value_changed
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-- }
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on_setting_set = Event.generate_event_name('on_setting_set'),
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}
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Public.types = {
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fraction = 'fraction',
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integer = 'integer',
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positive_integer = 'positive_integer',
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string = 'string',
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boolean = 'boolean',
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color = 'color',
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chat_color = 'chat_color'
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}
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---Register a specific setting with a sensitization setting type.
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---
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--- Available setting types:
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--- - fraction (number between 0 and 1) in either number or string form
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--- - string a string or anything that can be cast to a string
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--- - boolean, 1, 0, yes, no, true, false or an empty string for false
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---
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--- This function must be called in the control stage, i.e. not inside an event.
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---
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---@param name string
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---@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
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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
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local data_transformation = settings_type[setting_type]
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if not data_transformation then
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error(format('Trying to register data_transformation for "%s" with type "%s" while this type does not exist.', name, setting_type), 2)
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end
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local setting = {
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type = setting_type,
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default = default,
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data_transformation = data_transformation,
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locale_string = localisation_key and {localisation_key} or name,
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}
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settings[name] = setting
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return setting
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end
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---Validates whether a given value is valid for a given setting.
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---@param name string
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---@param value any
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function Public.validate(name, value)
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local setting = settings[name]
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if not setting then
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return nil
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end
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local success, sanitized_value = setting.data_transformation.sanitizer(value)
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if not success then
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return sanitized_value
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end
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return nil
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end
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---Sets a setting to a specific value for a player.
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---
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---In order to get a setting value, it has to be registered via the "register" function.
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---
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---@param player_index number
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---@param name string
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---@param value any
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function Public.set(player_index, name, value)
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local player_settings = memory[player_index]
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if not player_settings then
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player_settings = {}
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memory[player_index] = player_settings
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end
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local setting = settings[name]
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if not setting then
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player_settings[name] = value
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return
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end
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local data_transformation = setting.data_transformation
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local success, sanitized_value = data_transformation.sanitizer(value)
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if not success then
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error(format('Setting "%s" failed: %s', name, sanitized_value), 2)
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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,
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old_value = old_value,
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new_value = sanitized_value,
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player_index = player_index,
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value_changed = not data_transformation.equals(old_value, sanitized_value)
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})
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return sanitized_value
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end
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---Returns the value of a setting for this player.
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---
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---In order to set a setting value, it has to be registered via the "register" function.
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---
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---@param player_index number
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---@param name string
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function Public.get(player_index, name)
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local setting = settings[name]
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if not setting then
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return nil
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end
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local player_settings = memory[player_index]
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if not player_settings then
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return setting.default
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end
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local player_setting = player_settings[name]
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if player_setting == nil then
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return setting.default
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end
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return player_setting
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end
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---Returns the string representation of a given value based on a setting name.
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---
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---@param name string
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---@param raw_value any
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function Public.toScalar(name, raw_value)
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local setting = settings[name]
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if not setting then
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return nil
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end
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return setting.data_transformation.toScalar(raw_value)
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end
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---Returns a table of all settings for a given player in a key => value setup
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---@param player_index number
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function Public.all(player_index)
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return memory[player_index] or {}
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end
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---Returns the full settings data, note that this is a reference, do not modify
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---this data unless you know what you're doing!
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function Public.get_setting_metadata()
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return settings
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end
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return Public
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