mirror of
https://github.com/Refactorio/RedMew.git
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157 lines
4.2 KiB
Lua
157 lines
4.2 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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local score_metadata = {}
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local memory = {
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players = {},
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global = {}
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}
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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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-- Event {
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-- score_name = score_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_player_score_changed = Event.generate_event_name('on_player_score_changed'),
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-- Event {
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-- score_name = score_name
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-- old_value = old_value
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-- new_value = new_value
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-- value_changed = value_changed
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-- }
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on_global_score_changed = Event.generate_event_name('on_global_score_changed'),
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}
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---Register a specific score.
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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 localisation_string table
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---@param icon string
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function Public.register(name, localisation_string, icon)
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if _LIFECYCLE ~= _STAGE.control then
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error(format('You can only register score types in the control stage, i.e. not inside events. Tried setting "%s".', name), 2)
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end
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if score_metadata[name] then
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error(format('Trying to register score type for "%s" while it has already been registered.', name), 2)
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end
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local score = {
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name = name,
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icon = icon,
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localised_string = localisation_string
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}
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score_metadata[name] = score
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return score
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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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---@param player_index number
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---@param score_name string
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---@param value number|nil number to subtract or add
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function Public.change_for_player(player_index, score_name, value)
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local setting = score_metadata[score_name]
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if not setting then
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if _DEBUG then
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error(format('Trying to change score "%s" while it has was never registered.', score_name), 2)
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end
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return
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end
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local player_score = memory.players[player_index]
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if not player_score then
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player_score = {}
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memory.players[player_index] = player_score
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end
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local old_value = player_score[score_name] or 0
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local new_value = old_value + value
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player_score[score_name] = new_value
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raise_event(Public.events.on_player_score_changed, {
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score_name = score_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 = old_value ~= new_value
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})
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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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---@param score_name string
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---@param value number|nil number to subtract or add
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function Public.change_for_global(score_name, value)
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local setting = score_metadata[score_name]
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if not setting then
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if _DEBUG then
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error(format('Trying to change score "%s" while it has was never registered.', score_name), 2)
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end
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return
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end
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local old_value = memory.global[score_name] or 0
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local new_value = old_value + value
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memory.global[score_name] = new_value
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raise_event(Public.events.on_global_score_changed, {
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score_name = score_name,
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old_value = old_value,
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new_value = new_value,
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value_changed = old_value ~= new_value
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})
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end
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---Returns the value for this player of a specific score.
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---
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---@param player_index number
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---@param score_name string
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function Public.get_for_player(player_index, score_name)
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local setting = score_metadata[score_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_scores = memory.players[player_index]
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if not player_scores then
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return 0
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end
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return player_scores[score_name] or 0
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end
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---Returns the value of the game score.
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---
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---@param score_name string
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function Public.get_for_global(score_name)
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local setting = score_metadata[score_name]
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if not setting then
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return 0
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end
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return memory.global[score_name] or 0
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end
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---Returns the full score metadata, 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_score_metadata()
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return score_metadata
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end
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return Public
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