StdLib.Event.Force
Force storage creation. <p>All new forces will be added to the storage.forces table. <p>This modules events should be registered after any other Init functions but before any scripts needing storage.players. <p>This modules can register the following events: on_force_created, and on_forces_merging.
@usage
Methods8
function Force.additional_data(...) -> StdLib.Event.Force
function Force.get(force: string | LuaForce) -> (LuaForce, table)
Get game.forces[name] & storage.forces[name], or create storage.forces[name] if it doesn't exist.
forcestring | LuaForcethe force to get data for
- LuaForce
the force instance
- table
the force's storage data @usage local Force = require('kry_stdlib/stdlib/event/force') local forcename, forcedata = Force.get("player") local forcename, forcedata = Force.get(game.forces["player"]) -- Returns data for the force named "player" from either a string or LuaForce object
function Force.add_data_all(data: table) -> nil
Merge a copy of the passed data to all forces in storage.forces.
datatablea table containing variables to merge @usage local data = {a = "abc", b = "def"} Force.adddataall(data)
- nil
function Force.init(event: nil | string | table[opt], overwrite: nil | boolean) -> any
Init or re-init a force or forces. Passing a nil event will iterate all existing forces.
eventnil | string | table[opt]table or a string containing force name
overwritenil | boolean[opt=false] the force data
- any
function Force.dump_data() -> nil
function Force.merged(event) -> nil
When forces are merged, just remove the original forces data
function Force.register_init() -> StdLib.Event.Force
function Force.register_events(do_on_init) -> StdLib.Event.Force
Register Events
Fields3
Force.__class: string = "Force"
Force.__index : unknown
Force._new_force_data: table