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utils.lua
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utils.lua
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-- utils.lua by binbinhfr, v1.0.16
-- A 3Ra Gaming revision
-- define debug_status to 1 or nil in the control.lua, before statement require("utils")
-- define also debug_file and debug_mod_name
colors = {
white = { r = 1, g = 1, b = 1 },
black = { r = 0, g = 0, b = 0 },
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 = {
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 dy = pos2.y - pos1.y
return (math.sqrt(dx * dx + dy * dy))
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)
function round(num, idp)
local mult = 10 ^ (idp or 0)
return math.floor(num * mult + 0.5) / mult
end
-- cleans up the color values, gets rid of floating point innacuracy
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 check_name(function_name)
for i,v in pairs(global.scenario.custom_functions) do
if v.name == function_name:lower() then
return i
end
end
return false
end
function add_global_event(event, func, name)
local p = game.player and game.player.print or print
if not event then p("Missing event parameter") return end
if not func then p("Missing function parameter") return end
if not name then p("Missing name parameter") return end
if check_name(name) then p("Function name \""..name.."\" already in use.") return end
table.insert(global.scenario.custom_functions, {event = event, name = name, func = func})
Event.register(event, func)
end
function remove_global_event(name)
local reg = check_name(name)
if reg then
Event.remove(global.scenario.custom_functions[reg].event, global.scenario.custom_functions[reg].func)
table.remove(global.scenario.custom_functions, reg)
else
game.print("Function with name \""..name.."\" not found")
end
end
Event.register(-2, function()
for i,v in pairs(global.scenario.custom_functions) do
Event.register(v.event, v.func)
end
end)