Common core

Core Module - Common - Adds some commonly used functions used in many modules

Dependencies

utils.color_presets
utils.game

Type Checking

type_check(value[, test_type=nil]) Asserts the argument is of type test_type
type_error(value, test_type, error_message, level) Raises an error if the value is of the wrong type
multi_type_check(value, test_types) Asserts the argument is one of type test_types
multi_type_error(value, test_types, error_message, level) Raises an error if the value is of the wrong type
validate_argument_type(value, test_type, param_number[, param_name]) Raises an error when the value is the incorrect type, uses a consistent error message format
validate_argument_multi_type(value, test_types, param_number[, param_name]) Raises an error when the value is the incorrect type, uses a consistent error message format
error_if_runtime() Will raise an error if called during runtime
error_if_runetime_closure(func) Will raise an error if the function is a closure

Value Returns

string_contains(s, contains) Tests if a string contains a given substring.
resolve_value(value) Used to resolve a value that could also be a function returning that value
cast_bool(var) Converts a varible into its boolean value, nil and false return false
ternary(c, t, f) Returns either the second or third argument based on the first argument
comma_value(n) Returns a string for a number with comma seperators
set_and_return(tbl, key, value) Sets a table element to value while also returning value.
write_json(path, tbl) Writes a table object to a file in json format
opt_require(path) Calls a require that will not error if the file is not found
get_file_path([offset=0]) Returns a desync safe file path for the current file
enum(tbl) Converts a table to an enum
auto_complete(options, input[, use_key=false][, rtn_key=false]) Returns the closest match to the input

Formatting

get_actor(player_name) Returns a valid string with the name of the actor of a command.
format_chat_colour(message, color) Returns a message with valid chat tags to change its colour
format_chat_colour_localized(message, color) Returns a message with valid chat tags to change its colour, using localization
format_chat_player_name(player[, raw_string=false]) Returns the players name in the players color
player_return(value[, colour=defines.colour.white][, player=game.player]) Will return a value of any type to the player/server console, allows colour for in-game players
format_time(ticks, options) Formats tick into a clean format, denominations from highest to lowest -- time will use : separates -- when a denomination is false it will overflow into the next one

Factorio

copy_items_stack(items[, surface=navies][, position={0][, radius=32][, chest_type=iron-chest]) Copies items to the position and stores them in the closest entity of the type given -- Copies the items by prototype name, but keeps them in the original inventory
move_items_stack(items[, surface=navies][, position={0][, radius=32][, chest_type=iron-chest]) Moves items to the position and stores them in the closest entity of the type given -- Differs from move_items by accepting a table of LuaItemStack and transferring them into the inventory - not copying
print_grid_value(value, surface, position[, scale=1][, offset=0][, immutable=false]) Prints a colored value on a location, color is based on the value.
clear_flying_text(surface) Clears all flying text entities on a surface

Dependencies

# utils.color_presets
# utils.game

Type Checking

# type_check(value[, test_type=nil])

Asserts the argument is of type test_type

Parameters:
  • value : (any) the value to be tested
  • test_type : (string) the type to test for if not given then it tests for nil (default: nil)
Returns: Usage:
-- Check for a string value
local is_string = type_check(value, 'string')
-- Check for a nil value
local is_nil = type_check(value)
# type_error(value, test_type, error_message, level)

Raises an error if the value is of the wrong type

Parameters:
  • value : (any) the value that you want to test the type of
  • test_type : (string) the type that the value should be
  • error_message : (string) the error message that is returned
  • level : (number) the level to call the error on (level = 1 is the caller)
Returns:
  • (boolean) true if no error was called
Usage:
-- Raise error if value is not a number
type_error(value, 'number', 'Value must be a number')
# multi_type_check(value, test_types)

Asserts the argument is one of type test_types

Parameters:
  • value : the variable to check
  • test_types : the type as a table of strings
Returns:
  • (boolean) true if value is one of test_types
Usage:
-- Check for a string or table
local is_string_or_table = multi_type_check(value, {'string', 'table'})
# multi_type_error(value, test_types, error_message, level)

Raises an error if the value is of the wrong type

Parameters:
  • value : (any) the value that you want to test the type of
  • test_types : (table) the type as a table of strings
  • error_message : (string) the error message that is returned
  • level : (number) the level to call the error on (level = 1 is the caller)
Returns:
  • (boolean) true if no error was called
Usage:
-- Raise error if value is not a string or table
multi_type_error('foo', {'string', 'table'}, 'Value must be a string or table')
# validate_argument_type(value, test_type, param_number[, param_name])

Raises an error when the value is the incorrect type, uses a consistent error message format

Parameters:
  • value : (any) the value that you want to test the type of
  • test_type : (string) the type that the value should be
  • param_number : (number) the number param it is
  • param_name : (string) the name of the param (optional)
Returns:
  • (boolean) true if no error was raised
Usage:
-- Output: "Bad argument #2 to "<anon>"; argument is of type string expected number"
validate_argument_type(value, 'number', 2)
-- Output: "Bad argument #2 to "<anon>"; "repeat_count" is of type string expected number"
validate_argument_type(value, 'number', 2, 'repeat_count')
# validate_argument_multi_type(value, test_types, param_number[, param_name])

Raises an error when the value is the incorrect type, uses a consistent error message format

Parameters:
  • value : (any) the value that you want to test the type of
  • test_types : (string) the types that the value should be
  • param_number : (number) the number param it is
  • param_name : (string) the name of the param (optional)
Returns:
  • (boolean) true if no error was raised
Usage:
-- Output: "Bad argument #2 to "<anon>"; argument is of type number expected string or table"
validate_argument_type(value, {'string', 'table'}, 2)
-- Output: "Bad argument #2 to "<anon>"; "player" is of type number expected string or table"
validate_argument_type(value, {'string', 'table'}, 2, 'player')
# error_if_runtime()

Will raise an error if called during runtime

Usage:
error_if_runtime()
# error_if_runetime_closure(func)

Will raise an error if the function is a closure

Parameters:
  • func
Usage:
error_if_runetime_closure(func)

Value Returns

# string_contains(s, contains)

Tests if a string contains a given substring.

Parameters:
  • s : (string) the string to check for the substring
  • contains : (string) the substring to test for
Returns:
  • (boolean) true if the substring was found in the string
Usage:
-- Test if a string contains a sub string
local found = string_contains(str, 'foo')
# resolve_value(value)

Used to resolve a value that could also be a function returning that value

Parameters:
  • value : (any) the value which you want to test is not nil and if it is a function then call the function
Returns:
  • (any) the value given or returned by value if it is a function
Usage:
-- Default value handling
-- if default value is not a function then it is returned
-- if default value is a function then it is called with the first argument being self
local value = Common.resolve_value(self.defaut_value, self)
# cast_bool(var)

Converts a varible into its boolean value, nil and false return false

Parameters:
  • var
Returns:
  • (boolean) the boolean form of the varible
Usage:
local bool = cast_bool(var)
# ternary(c, t, f)

Returns either the second or third argument based on the first argument

Parameters:
  • c
  • t
  • f
Usage:
ternary(input_string == 'test', 'Input is test', 'Input is not test')
# comma_value(n)

Returns a string for a number with comma seperators

Parameters:
  • n : (credit http) //richard.warburton.it
Usage:
comma_value(input_number)
# set_and_return(tbl, key, value)

Sets a table element to value while also returning value.

Parameters:
  • tbl : (table) to change the element of
  • key : (string) the key to set the value of
  • value : (any) the value to set the key as
Returns:
  • (any) the value that was set
Usage:
-- Set and return value
local value = set_and_return(players, player.name, player.online_time)
# write_json(path, tbl)

Writes a table object to a file in json format

Parameters:
  • path : (string) the path of the file to write include / to use dir
  • tbl : (table) the table that will be converted to a json string and wrote to file
Usage:
-- Write a lua table as a json to script-outpt/dump
write_json('dump', tbl)
# opt_require(path)

Calls a require that will not error if the file is not found

Parameters:
  • path : (string) the path that you want to require
Returns:
  • the returns from that file or nil, error if not loaded
Usage:
local file = opt_require('file.not.present') -- will not cause any error
-- Require a file without causing errors, for when a file might not exist
local Module = opt_require 'expcore.common'
# get_file_path([offset=0])

Returns a desync safe file path for the current file

Parameters:
  • offset : (number) the offset in the stack to get, 0 is current file (default: 0)
Returns: Usage:
-- Get the current file path
local file_path = get_file_path()
# enum(tbl)

Converts a table to an enum

Parameters:
  • tbl : (table) table the that will be converted
Returns:
  • (table) the new table that acts like an enum
Usage:
-- Make an enum
local colors = enum{
    'red',
    'green',
    'blue'
}
# auto_complete(options, input[, use_key=false][, rtn_key=false])

Returns the closest match to the input

Parameters:
  • options : (table) table a of options for the auto complete
  • input : (string) string the input that will be completed
  • use_key : (boolean) when true the keys of options will be used as the options (default: false)
  • rtn_key : (boolean) when true the the key will be returned rather than the value (default: false)
Returns:
  • the list item found that matches the input
Usage:
-- Get the element that includes "foo"
local value = auto_complete(tbl, "foo")
-- Get the element with a key that includes "foo"
local value = auto_complete(tbl, "foo", true)
-- Get the key with that includes "foo"
local key = auto_complete(tbl, "foo", true, true)

Formatting

# get_actor(player_name)

Returns a valid string with the name of the actor of a command.

Parameters:
  • player_name : (string) the name of the player to use rather than server, used only if game.player is nil
Returns:
  • (string) the name of the current actor
Usage:
-- Get the current actor
local player_name = get_actor()
# format_chat_colour(message, color)

Returns a message with valid chat tags to change its colour

Parameters:
  • message : (string) the message that will be in the output
  • color : (table) a color which contains r, g, b as its keys
Returns:
  • (string) the message with the color tags included
Usage:
-- Use factorio tags to color a chat message
local message = format_chat_colour('Hello, World!', { r=355, g=100, b=100 })
# format_chat_colour_localized(message, color)

Returns a message with valid chat tags to change its colour, using localization

Parameters:
  • message : (string or table) the message that will be in the output
  • color : (table) a color which contains r, g, b as its keys
Returns:
  • (table) the message with the color tags included
Usage:
-- Use factorio tags and locale strings to color a chat message
local message = format_chat_colour_localized('Hello, World!', { r=355, g=100, b=100 })
# format_chat_player_name(player[, raw_string=false])

Returns the players name in the players color

Parameters:
  • player : (LuaPlayer) the player to use the name and color of
  • raw_string : (boolean) when true a string is returned rather than a localized string (default: false)
Returns:
  • (table) the players name with tags for the players color
Usage:
-- Format a players name using the players color as a string
local message = format_chat_player_name(game.player, true)
# player_return(value[, colour=defines.colour.white][, player=game.player])

Will return a value of any type to the player/server console, allows colour for in-game players

Parameters:
  • value : (any) a value of any type that will be returned to the player or console
  • colour : (defines.color or string) the colour of the text for the player, ignored when printing to console (default: defines.colour.white)
  • player : (LuaPlayer) the player that return will go to, if no game.player then returns to server (default: game.player)
Usage:
-- Return a value to the current actor, rcon included
player_return('Hello, World!')
-- Return a value to the current actor, with color
player_return('Hello, World!', 'green')
-- Return to a player other than the current
player_return('Hello, World!', nil, player)
# format_time(ticks, options)

Formats tick into a clean format, denominations from highest to lowest -- time will use : separates -- when a denomination is false it will overflow into the next one

Parameters:
  • ticks : (number) the number of ticks that represents a time
  • options : (table) table a of options to use for the format
Returns:
  • (string) a locale string that can be used
Usage:
-- Output: "0h 5m"
local time = format_time(18000, { hours=true, minutes=true, string=true })
-- Output: "0 hours and 5 minutes"
local time = format_time(18000, { hours=true, minutes=true, string=true, long=true })
-- Output: "00:05:00"
local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true })
-- Output: "--:--:--"
local time = format_time(18000, { hours=true, minutes=true, seconds=true, string=true, null=true })

Factorio

# copy_items_stack(items[, surface=navies][, position={0][, radius=32][, chest_type=iron-chest])

Copies items to the position and stores them in the closest entity of the type given -- Copies the items by prototype name, but keeps them in the original inventory

Parameters:
  • items : (table) items which are to be added to the chests, an array of LuaItemStack
  • surface : (LuaSurface) the surface that the items will be copied to (default: navies)
  • position : (table) the position that the items will be copied to {x=100, y=100} (default: {0)
  • radius : (number) the radius in which the items are allowed to be placed (default: 32)
  • chest_type : (string) the chest type that the items should be copied into (default: iron-chest)
Returns:
  • (LuaEntity) the last chest that had items inserted into it
Usage:
-- Copy all the items in a players inventory and place them in chests at {0, 0}
copy_items_stack(game.player.get_main_inventory().get_contents())
# move_items_stack(items[, surface=navies][, position={0][, radius=32][, chest_type=iron-chest])

Moves items to the position and stores them in the closest entity of the type given -- Differs from move_items by accepting a table of LuaItemStack and transferring them into the inventory - not copying

Parameters:
  • items : (table) items which are to be added to the chests, an array of LuaItemStack
  • surface : (LuaSurface) the surface that the items will be moved to (default: navies)
  • position : (table) the position that the items will be moved to {x=100, y=100} (default: {0)
  • radius : (number) the radius in which the items are allowed to be placed (default: 32)
  • chest_type : (string) the chest type that the items should be moved into (default: iron-chest)
Returns:
  • (LuaEntity) the last chest that had items inserted into it
Usage:
-- Copy all the items in a players inventory and place them in chests at {0, 0}
move_items_stack(game.player.get_main_inventory())
# print_grid_value(value, surface, position[, scale=1][, offset=0][, immutable=false])

Prints a colored value on a location, color is based on the value.

nb: src is below but the gradent has been edited https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31

Parameters:
  • value : (number) the value to show must be between -1 and 1, scale can be used to achive this
  • surface : (LuaSurface) the surface to palce the value on
  • position : (table) {x, y} the possition to palce the value at
  • scale : (number) how much to scale the colours by (default: 1)
  • offset : (number) the offset in the +x +y direction (default: 0)
  • immutable : (boolean) if immutable, only set, never do a surface lookup, values never change (default: false)
Usage:
-- Place a 0 at {0, 0}
print_grid_value(0, game.player.surface, { x=0, y=0 })
# clear_flying_text(surface)

Clears all flying text entities on a surface

Parameters: Usage:
-- Remove all flying text on the surface
clear_flying_text(game.player.surface)