--[[ DU-Nested-Coroutines by Jericho Permit to easier avoid CPU Load Errors by using nested coroutines and adapt cycles on the FPS Source unminified available here: https://github.com/Jericho1060/du-nested-coroutines ]]-- local print = system.print local n_error = error local n_pcall = pcall local n_assert = assert local cor = coroutine local co_create = cor.create local co_status = cor.status local co_resume = cor.resume local co_status_dead = "dead" local co_status_suspended = "suspended" function runFunction(fn, errorPrefix, ...) local s, err = n_pcall(fn, ...) if not s then n_error(errorPrefix .. err) end end local DU_System = { __index = { cos = { update = {}, flush = {} }, fns = { update = {}, flush = {}, action = { start = {}, stop = {}, loop = {} }, inputText = nil, start = nil, stop = nil }, ACTIONS = { FORWARD = "forward", BACKWARD = "backward", YAW_LEFT = "yawleft", YAW_RIGHT = "yawright", STRAFE_LEFT = "strafeleft", STRAFE_RIGHT = "straferight", LEFT = "left", RIGHT = "right", UP = "up", DOWN = "down", GROUND_ALTITUDE_UP = "groundaltitudeup", GROUND_ALTITUDE_DOWN = "groundaltitudedown", LEFT_ALT = "lalt", LEFT_SHIFT = "lshift", GEAR = "gear", LIGHT = "light", BRAKE = "brake", OPTION_1 = "option1", OPTION_2 = "option2", OPTION_3 = "option3", OPTION_4 = "option4", OPTION_5 = "option5", OPTION_6 = "option6", OPTION_7 = "option7", OPTION_8 = "option8", OPTION_9 = "option9", OPTION_10 = "option10", OPTION_11 = "option11", OPTION_12 = "option12", OPTION_13 = "option13", OPTION_14 = "option14", OPTION_15 = "option15", OPTION_16 = "option16", OPTION_17 = "option17", OPTION_18 = "option18", OPTION_19 = "option19", OPTION_20 = "option20", OPTION_21 = "option21", OPTION_22 = "option22", OPTION_23 = "option23", OPTION_24 = "option24", OPTION_25 = "option25", OPTION_26 = "option26", OPTION_27 = "option27", OPTION_28 = "option28", OPTION_29 = "option29", LEFT_MOUSE = "leftmouse", STOP_ENGINES = "stopengines", SPEED_UP = "speedup", SPEED_DOWN = "speeddown", ANTIGRAVITY = "antigravity", BOOSTER = "booster" }, main = { update = co_create(function() end), flush = co_create(function() end), }, update = function(self) local status = co_status(self.main.update) if status == co_status_dead then self.main.update = co_create(function() self:runUpdate() end) elseif status == co_status_suspended then n_assert(co_resume(self.main.update)) end end, flush = function(self) local status = co_status(self.main.flush) if status == co_status_dead then self.main.flush = co_create(function() self:runFlush() end) elseif status == co_status_suspended then n_assert(co_resume(self.main.flush)) end end, action = function(self, event, action) if self.fns.action[event][action] then runFunction(self.fns.action[event][action], "System Action " .. event .. " Error: ") end end, actionStart = function(self, action) self:action('start', action) end, actionStop = function(self, action) self:action('stop', action) end, actionLoop = function(self, action) self:action('loop', action) end, inputText = function(self, text) if self.fns.inputText then runFunction(self.fns.inputText, "System Input Text Error: ", text) end end, runUpdate = function(self) for k,co in pairs(self.cos.update) do local s = co_status(co) if s == co_status_dead then self.cos.update[k] = co_create(self.fns.update[k]) elseif s == co_status_suspended then n_assert(co_resume(co)) end end end, runFlush = function(self) for k,co in pairs(self.cos.flush) do local s = co_status(co) if s == co_status_dead then self.cos.flush[k] = co_create(self.fns.flush[k]) elseif s == co_status_suspended then n_assert(co_resume(co)) end end end, onUpdate = function(self, fns) for k,f in pairs(fns) do self.fns.update[k] = f self.cos.update[k] = co_create(f) end end, onFlush = function(self, fns) for k,f in pairs(fns) do self.fns.flush[k] = f self.cos.flush[k] = co_create(f) end end, onAction = function(self, event, fns) for k,f in pairs(fns) do self.fns.action[event][k] = f end end, onActionStart = function(self, fns) self:onAction("start", fns) end, onActionStop = function(self, fns) self:onAction("stop", fns) end, onActionLoop = function(self, fns) self:onAction("loop", fns) end, onInputText = function(self, fn) self.fns.inputText = fn end } } local DU_Unit = { __index = { timers = {}, stopFn = function() end, timer = function (self, tag) if self.timers[tag] then runFunction(self.timers[tag], "Unit Timer " .. tag .. " Error: ") end end, setTimer = function(self, tag, seconds, fn) self.timers[tag] = fn unit.setTimer(tag, seconds) end, stopTimer = function(self, tag) unit.stopTimer(tag) self.timers[tag]=nil end, onStop = function (self, fn) self.stopFn = fn end, stop = function(self) if self.stopFn then runFunction(self.stopFn, "Unit Stop Error: ") end end } } local DU_Player = { __index = { parentChangedFn = function(oldId, newId) end, onParentChange = function (self, fn) self.parentChangedFn = fn end, parentChanged = function (self, oldId, newId) if self.parentChangedFn then runFunction(self.parentChangedFn, "Player Parent Changed Error: ", oldId, newId) end end, } } local DU_Construct = { __index = { dockedFn = function(id) end, onDocked = function (self, fn) self.dockedFn = fn end, docked = function (self, id) if self.dockedFn then runFunction(self.dockedFn, "Construct Docked Error: ", id) end end, undockedFn = function(id) end, onUndocked = function (self, fn) self.undockedFn = fn end, undocked = function (self, id) if self.undockedFn then runFunction(self.undockedFn, "Construct Undocked Error: ", id) end end, playerBoardedFn = function(id) end, onPlayerBoarded = function (self, fn) self.playerBoardedFn = fn end, playerBoarded = function (self, id) if self.playerBoardedFn then runFunction(self.playerBoardedFn, "Construct Player Boarded Error: ", id) end end, VRStationEnteredFn = function(id) end, onVRStationEntered = function (self, fn) self.VRStationEnteredFn = fn end, VRStationEntered = function (self, id) if self.VRStationEnteredFn then runFunction(self.VRStationEnteredFn, "Construct VR Station Entered Error: ", id) end end, constructDockedFn = function(id) end, onConstructDocked = function (self, fn) self.constructDockedFn = fn end, constructDocked = function (self, id) if self.constructDockedFn then runFunction(self.constructDockedFn, "Construct Construct Docked Error: ", id) end end, PvPTimerFn = function(active) end, onPvPTimer = function (self, fn) self.PvPTimerFn = fn end, PvPTimer = function (self, active) if self.PvPTimerFn then runFunction(self.PvPTimerFn, "Construct PvP Timer Error: ", active) end end, } } DU_Framework = { __index = { system = setmetatable({}, DU_System), unit = setmetatable({}, DU_Unit), player = setmetatable({}, DU_Player), construct = setmetatable({}, DU_Construct), } } Script = {} setmetatable(Script, DU_Framework) --[[ You can declare here all the functions you want to call in the diffent events from system, unit, player and construct. Major changes compared to the base game concept: - System onUpdate and onFlush events are now built with coroutines, in the framework, onUpdate and onFlush are loading a table of functions that will be runned as coroutines. This way you can have multiple functions running at the same time, and you use the yield function to pause the coroutine and let the other coroutines run. Each coroutine will be resume or restarted if dead each time the system onUpdate or onFlush event is called. ]] -- System > onUpdate and onFlush --Functions to load as coroutines that will be runned in system > onUpdate (based on FPS) local system_update = {} system_update.co1 = function () for i=0, 10 do system.print("coroutine 1 --- update --- "..i) coroutine.yield() -- pause the coroutine 1, it will wait till the next onUpdate event to be resumed end end system_update.co2 = function () for i=0, 10 do system.print("coroutine 2 --- update --- "..i) coroutine.yield() -- pause the coroutine 2, it will wait till the next onUpdate event to be resumed end end Script.system:onUpdate(system_update) --loading coroutines for system > onUpdate --Functions to load as coroutines that will be runned in system > onFlush (60 times / s) local system_flush = {} system_flush.co1 = function () for i=0, 10 do system.print("coroutine 1 --- flush --- "..i) coroutine.yield() -- pause the coroutine 1, it will wait till the next onFlush event to be resumed end end system_flush.co2 = function () for i=0, 10 do system.print("coroutine 2 --- flush --- "..i) coroutine.yield() -- pause the coroutine 2, it will wait till the next onFlush event to be resumed end end Script.system:onFlush(system_flush) --loading coroutines for system > onFlush -- System > onActionStart, onActionStop and onActionLoop --Function to run on actions local system_action_start = {} system_action_start[Script.system.ACTIONS.BRAKE] = function() system.print("I'm braking"); end Script.system:onActionStart(system_action_start) --loading all "actionStart" functions local system_action_stop = {} system_action_stop[Script.system.ACTIONS.BRAKE] = function() system.print("I stopped braking"); end Script.system:onActionStop(system_action_stop) --loading all "actionStop" functions local system_action_loop = {} system_action_loop[Script.system.ACTIONS.BRAKE] = function() system.print("I'm still braking"); end Script.system:onActionLoop(system_action_loop) --loading all "actionLoop" functions -- System > onInputText --Function to run when input text to the lua chat Script.system:onInputText(function (text) system.print("Input: " .. text) end) -- unit > onStop --Function to run when the program is stopping Script.unit:onStop(function() system.print("Program is stopping") end) -- unit > Timers --[[ Here how to add a timer @param name: the name of the timer, used to remove it with Script.unit:stopTimer(name) @param delay: the delay between each call of the function in seconds @param func: the function to call ]] Script.unit:setTimer("hello", 1, function()system.print("hello")end) --add a timer displaying "hello" every seconds Script.unit:setTimer("hello5", 5, function()system.print("hello 5")end) --add a timer displaying "hello 5" every 5 seconds Script.unit:stopTimer("hello") --stop the timer "hello" -- player > onParentChanged --Function to run when the player change parent Script.player:onParentChanged(function (oldParent, newParent) system.print("Player changed parent from ID "..oldParent.." to ID "..newParent) end) -- construct events --Function to run when the construct is docked or undocked Script.construct:onDocked(function(id) system.print("Construct docked on ID "..id) end) Script.construct:onUndocked(function(id) system.print("Construct undocked from ID "..id) end) --Function to run when a player board the construct Script.construct:onPlayerBoarded(function(id) system.print("Player with ID " .. id .. " boarded construct") end) --Function to run when a player enter the VR Station Script.construct:onVRStationEntered(function(id) system.print("Player with ID " .. id .. " entered VR Station") end) --Function to run when another construct is docked on this construct Script.construct:onConstructDocked(function(id) system.print("Construct with ID " .. id .. " docked on this construct") end) --Function to run when pvp timer is changing state Script.construct:onPvPTimer(function(active) if active then system.print("PVP is now active") else system.print("PVP is now inactive") end end)