Core Module - Store - Adds an easy way to store and watch for updates to a value
---- Basic Use
-- At the most basic level this allows for the naming of locations to store in the global table, the second feature is that you are
-- able to listen for updates of this value, which means that when ever the set function is called it will trigger the update callback.
-- This may be useful when storing config values and when they get set you want to make sure it is taken care of, or maybe you want
-- to have a value that you can trigger an update of from different places.
-- This will register a new location called 'scenario.difficulty'
-- note that setting a start value is optional and we could take nil to mean normal
Store.register('scenario.difficulty',function(value)
game.print('The scenario difficulty has be set to: '..value)
end)
-- This will set the value in the store to 'hard' and will trigger the update callback which will print a message to the game
Store.set('scenario.difficulty','hard')
-- This will return 'hard'
Store.get('scenario.difficulty')
---- Using Children
-- One limitation of store is that all locations must be registered to avoid desyncs, to get round this issue "children" can be used.
-- When you set the value of a child it does not have its own update callback so rather the "parent" location which has been registered
-- will have its update value called with a second param of the name of that child.
-- This may be useful when you want a value of each player or force and since you cant register every player at the start you must use
-- the players name as the child name.
-- This will register the location 'scenario.score' where we plan to use force names as the child
Store.register('scenario.score',function(value,child)
game.print(child..' now has a score of '..value)
end)
-- This will return nil, but will not error as children don't need to be registered
Store.get('scenario.score','player')
-- This will set 'player' to have a value of 10 for 'scenario.score' and trigger the game message print
Store.set('scenario.score','player',10)
-- This would be the similar to Store.get however this will return the names of all the children
Store.get_children('scenario.score')
---- Using Sync
-- There is the option to use synced values which is the same as a normal value however you can combine this with an external script
-- which can read the output from 'script-output/log/store.log' and have it send rcon commands back to the game allowing for cross instance
-- syncing of values.
-- This may be useful when you want to have a value change effect multiple instances or even if you just want a database to store values so
-- you can sync data between map resets.
-- This example will register the location 'statistics.total-play-time' where we plan to use plan names as the child
-- note that the location must be the same across instances
Store.register('statistics.total-play-time',true,function(value,child)
game.print(child..' now has now played for '..value)
end)
-- Use of set and are all the same as non synced but you should include from_sync as true
---- Alternative method
-- Some people may prefer to use a variable rather than a string for formating reasons here is an example. Also for any times when
-- there will be little external input Store.uid_location() can be used to generate non conflicting locations, uid_location will also
-- be used if you give a nil location.
local store_game_speed =
Store.register(function(value)
game.print('The game speed has been set to: '..value)
end)
utils.global |
utils.event |
expcore.common |
utils.token |
is_registered(location) | Check for if a location is registered |
uid_location() | Returns a unique name that can be used for a store |
register([location][, synced][, callback]) | Registers a new location with an update callback which is triggered when the value updates |
get(location[, child][, allow_unregistered=false]) | Gets the value stored at a location, this location must be registered |
set(location[, child], value[, from_sync]) | Sets the value at a location, this location must be registered |
clear(location[, child][, from_sync]) | Sets the value at a location to nil, this location must be registered |
get_children(location) | Gets all non nil children at a location, children can be added and removed during runtime this is similar to Store.get but will always return a table even if it is empty |
Check for if a location is registered
Parameters:Returns a unique name that can be used for a store
Returns:Registers a new location with an update callback which is triggered when the value updates
Parameters:Gets the value stored at a location, this location must be registered
Parameters:Sets the value at a location, this location must be registered
Parameters:Sets the value at a location to nil, this location must be registered
Parameters: