User:JulienDethurens/Scripts/Heading code

From Legacy Roblox Wiki
Revision as of 21:30, 7 April 2012 by >JulienDethurens (Created page with "This is code I often put at the top of my code (that's why this page is called "Heading Code", btw). It contains many useful functions, many that I designed for making librar...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

This is code I often put at the top of my code (that's why this page is called "Heading Code", btw).

It contains many useful functions, many that I designed for making libraries easier to create.

Variables

The code creates a variable that makes accessing the Terrain object easier, that variable is called "Terrain".

It also creates many variables for some services that I commonly use:

  • Players
  • StarterPack
  • StarterGui
  • Lighting
  • Debris
  • Teams
  • BadgeService
  • InsertService

Here are the functions defined by it:

is_a(value, data_type)

Parameters
Name Type Description
value The value you want to check the type of.
data_type string The type you want to check for.

This function returns true if value is of type data_type. Otherwise, it returns false.

It supports the following types: Lua types, Instance types, Enum types, Enum, Color3, BrickColor, Vector2, Vector3, CFrame/CoordinateFrame, UDim, UDim2, RBXScriptSignal, Axes, Faces, Ray.

Just as a note, you can't use a "fake" value to make it return true with a value that is similar to a real value of the correct data type. If it says that the value is of the correct data type, then the value is of the correct data type.

get_type(value)

Parameters
Name Type Description
value The value you want to get the type of.

This function returns the most specific type it can get for a certain value. It supports all the types supported by the is_a function.

verify_arg(value, data_type, arg_num, func_name, optional)

Parameters
Name Type Description
value The value you want the verify the type of.
data_type string The data type the value should be of.
arg_num number The № of the arg. Used in the error message.
func_name string The name of the function. Used in the error message.
optional boolean Whether the argument is optional or not. If true, the value nil will also be accepted.

This function will check if value is of type data_type. If not, it will print an error message:

bad argument #arg_num to func_name (data_type expected, got [the type of the argument, found with the get_type function).

Use it in functions that receive arguments to check if arguments are of the correct type. Using this function can make debugging a lot easier (trust me, that's from experience).

with(instance)

Parameters
Name Type Description
instance Instance The instance you want to edit.

This function allows you to edit the properties and the hierarchy of a certain object. Because I am too lazy to explain exactly how it works, and because you already have the code anyways, I will only give you an example:

local part with (Instance.new('Part')) {
	Name = "Wall";
	Position = Vector3.new(10, 50, 10);
	with (Instance.new('Fire')) {
		Heat = 10;
		Size = 50;
	};
}

That code creates a part, sets its name to "Wall", sets its position to a certain Vector3, creates a Fire object in it, sets some of the properties of that Fire object, and stores the part in the part variable.

recurse(object, func)

Parameters
Name Type Description
object Instance The object you want to call a function on all the descendants of.
func function The function you want to call on all the descendants of the object.

This function calls func on all the descendants of object, including object itself.

The Code

Here is the code:

local Players = game:GetService('Players')
local StarterPack = game:GetService('StarterPack')
local StarterGui = game:GetService('StarterGui')
local Lighting = game:GetService('Lighting')
local Debris = game:GetService('Debris')
local Teams = game:GetService('Teams')
local BadgeService = game:GetService('BadgeService')
local InsertService = game:GetService('InsertService')
local Terrain = Workspace.Terrain

local function is_a(value, data_type)
	-- Supported types: Lua types, Instance types, Enum types, Enum, Color3, BrickColor, Vector2, Vector3, CFrame/CoordinateFrame, UDim, UDim2, RBXScriptSignal, Axes, Faces, Ray
	-- Will return false if the type is not supported, even though the value might be of that type.
	-- This function can not be fooled by a fake value. If it says the value is a ClickDetector, then it IS a ClickDetector.
	-- This function uses a variety of ugly hacks that were found by JulienDethurens.
	-- I wish ROBLOX just provided an official way to do this, I wouldn't have to use lots of unrealiable ways to get the info I need... :/

	-- Here is a nice collection of bad practices, ugly hacks, and other things you should never use, but that you don't have the choice of using, because of ROBLOX's lack of an official way to distinguish data types:
	if type(value) == data_type then return true end -- Lua types
	if pcall(function() assert(game.IsA(value, data_type)) end) then return true end -- Instance types
	if pcall(function() assert(Enum[data_type]) end) then -- Enum types
		for _, enum in next, Enum[data_type]:GetEnumItems() do
			if value == enum then
				return true
			end
		end
	elseif pcall(Enum.Material.GetEnumItems, value) then
		for _, enum in next, value:GetEnumItems() do
			if value == enum then
				return true
			end
		end
	end
	if data_type == 'Color3' and pcall(function() Instance.new('Color3Value').Value = value end) then return true -- Color3
	elseif data_type == 'BrickColor' and pcall(function() Instance.new('BrickColorValue').Value = value end) then return true -- BrickColor
	elseif data_type == 'Vector2' and pcall(function() return Vector2.new() + value end) then return true -- Vector2
	elseif data_type == 'Vector3' and pcall(function() Instance.new('Vector3Value').Value = value end) then return true -- Vector3
	elseif (data_type == 'CFrame' or data_type == 'CoordinateFrame') and pcall(function() Instance.new('CFrameValue').Value = value end) then return true -- CFrame
	elseif data_type == 'UDim' and pcall(function() return UDim.new() + value end) then return true -- UDim
	elseif data_type == 'UDim2' and pcall(function() Instance.new('Frame').Position = value end) then return true -- UDim2
	elseif data_type == 'Ray' and pcall(function() Ray.new(Vector3.new(), Vector3.new()).Distance(value, Vector3.new()) end) then return true -- Ray
	elseif data_type == 'Axes' and pcall(function() Instance.new('ArcHandles').Axes = value end) then return true -- Axes
	elseif data_type == 'Faces' and pcall(function() Instance.new('Handles').Faces = value end) then return true -- Faces
	elseif data_type == 'Enum' and pcall(Enum.Material.GetEnumItems, value) then return true -- Enum
	elseif data_type == 'RBXScriptSignal' then
		local _, connection = pcall(function() return game.AllowedGearTypeChanged.connect(value) end)
		if _ and connection then
			connection:disconnect()
			return true
		end
	end
	return false
end

local function get_type(value)
	-- Returns the most specific type it can return. Supports the same types as the is_a function, except the enum types.
	if is_a(value, 'Instance') then return value.ClassName
	elseif is_a(value, 'Enum') then return 'Enum'
	elseif is_a(value, 'Color3') then return 'Color3'
	elseif is_a(value, 'BrickColor') then return 'BrickColor'
	elseif is_a(value, 'Vector2') then return 'Vector2'
	elseif is_a(value, 'Vector3') then return 'Vector3'
	elseif is_a(value, 'CFrame') then return 'CFrame'
	elseif is_a(value, 'UDim') then return 'UDim'
	elseif is_a(value, 'UDim2') then return 'UDim2'
	elseif is_a(value, 'Ray') then return 'Ray'
	elseif is_a(value, 'Axes') then return 'Axes'
	elseif is_a(value, 'Faces') then return 'Faces'
	elseif is_a(value, 'RBXScriptSignal') then return 'RBXScriptSignal'
	else return type(value)
	end
end

local function verify_arg(value, data_type, arg_num, func_name, optional)
	-- Makes the function that called the calling function error, with an error message relating to a wrong type. Supports the same types as the is_a function.
	-- Also supports coercion for the number and string types.
	-- Returns the value, as it might be automatically converted if a coercion has been done.
	if type(data_type) ~= 'string' then error("bad argument #2 to 'verify_arg' (string expected, got " .. type(data_type) .. ")", 2) end
	if tonumber(arg_num) then
		arg_num = tonumber(arg_num)
	else
		error("bad argument #3 to 'verify_arg' (number expected, got " .. type(arg_num) .. ")")
	end
	if type(func_name) ~= 'string' then error("bad argument #4 to 'verify_arg' (string expected, got " .. type(func_name) .. ")") end

	if optional and value == nil then
		return value
	elseif is_a(value, data_type) then
		return value
	elseif data_type == 'number' and tonumber(value) then
		return tonumber(value)
	elseif data_type == 'string' and type(value) == 'number' then
		return tostring(value)
	else
		error("bad argument #" .. arg_num .. " to " .. func_name .. " (" .. data_type .. " expected, got " .. get_type(value) .. ")", 3)
	end
end

local function with(instance)
	verify_arg(instance, 'Instance', 1, "with")
	return function(t)
		if type(t) ~= 'table' then error("bad argument #1 (table expected, got " .. get_type(t) .. ")", 2) end -- The error message is different, it has no function name, so I can't use verify_arg.
		for key, value in next, t do
			if type(key) == 'number' then
				value.Parent = instance
			else
				instance[key] = value
			end
		end
		return instance
	end
end

local function recurse(object, func)
	-- Calls 'func' on 'object' and all its descendants, with the object or descendant as argument.
	verify_arg(object, 'Instance', 1, "func")
	verify_arg(func, 'function', 2, "func")
	func(object)
	for _, child in next, object:GetChildren() do
		recurse(child, func)
	end
end

Additions

I did not put all of the code in the above section. I ignored the class system and the predefined classes I usually use. That is because I am going to use the class system present in the RbxUtility library as soon as it will be released. Not that I believe it is better than my own class system, I find mine to be a lot better, but using the one in the RbxUtility library will save me the trouble of including it at the top of all of my scripts, as well as the trouble of updating it and making sure it is kept up to date. It will also make my code actually use a class system that is recognized by ROBLOX and that more people know of, therefore making my code easier to understand for people who have never seen my class system used anywhere before.

But, in case you're interested, here is the whole code, including the class system and the classes that I usually use with it:

local Players = game:GetService('Players')
local StarterPack = game:GetService('StarterPack')
local StarterGui = game:GetService('StarterGui')
local Lighting = game:GetService('Lighting')
local Debris = game:GetService('Debris')
local Teams = game:GetService('Teams')
local BadgeService = game:GetService('BadgeService')
local InsertService = game:GetService('InsertService')
local Terrain = Workspace.Terrain

local function is_a(value, data_type)
	-- Supported types: Lua types, Instance types, Enum types, Enum, Color3, BrickColor, Vector2, Vector3, CFrame/CoordinateFrame, UDim, UDim2, RBXScriptSignal, Axes, Faces, Ray
	-- Will return false if the type is not supported, even though the value might be of that type.
	-- This function can not be fooled by a fake value. If it says the value is a ClickDetector, then it IS a ClickDetector.
	-- This function uses a variety of ugly hacks that were found by JulienDethurens.
	-- I wish ROBLOX just provided an official way to do this, I wouldn't have to use lots of unrealiable ways to get the info I need... :/

	-- Here is a nice collection of bad practices, ugly hacks, and other things you should never use, but that you don't have the choice of using, because of ROBLOX's lack of an official way to distinguish data types:
	if type(value) == data_type then return true end -- Lua types
	if pcall(function() assert(game.IsA(value, data_type)) end) then return true end -- Instance types
	if pcall(function() assert(Enum[data_type]) end) then -- Enum types
		for _, enum in next, Enum[data_type]:GetEnumItems() do
			if value == enum then
				return true
			end
		end
	elseif pcall(Enum.Material.GetEnumItems, value) then
		for _, enum in next, value:GetEnumItems() do
			if value == enum then
				return true
			end
		end
	end
	if data_type == 'Color3' and pcall(function() Instance.new('Color3Value').Value = value end) then return true -- Color3
	elseif data_type == 'BrickColor' and pcall(function() Instance.new('BrickColorValue').Value = value end) then return true -- BrickColor
	elseif data_type == 'Vector2' and pcall(function() return Vector2.new() + value end) then return true -- Vector2
	elseif data_type == 'Vector3' and pcall(function() Instance.new('Vector3Value').Value = value end) then return true -- Vector3
	elseif (data_type == 'CFrame' or data_type == 'CoordinateFrame') and pcall(function() Instance.new('CFrameValue').Value = value end) then return true -- CFrame
	elseif data_type == 'UDim' and pcall(function() return UDim.new() + value end) then return true -- UDim
	elseif data_type == 'UDim2' and pcall(function() Instance.new('Frame').Position = value end) then return true -- UDim2
	elseif data_type == 'Ray' and pcall(function() Ray.new(Vector3.new(), Vector3.new()).Distance(value, Vector3.new()) end) then return true -- Ray
	elseif data_type == 'Axes' and pcall(function() Instance.new('ArcHandles').Axes = value end) then return true -- Axes
	elseif data_type == 'Faces' and pcall(function() Instance.new('Handles').Faces = value end) then return true -- Faces
	elseif data_type == 'Enum' and pcall(Enum.Material.GetEnumItems, value) then return true -- Enum
	elseif data_type == 'RBXScriptSignal' then
		local _, connection = pcall(function() return game.AllowedGearTypeChanged.connect(value) end)
		if _ and connection then
			connection:disconnect()
			return true
		end
	end
	return false
end

local function get_type(value)
	-- Returns the most specific type it can return. Supports the same types as the is_a function, except the enum types.
	if is_a(value, 'Instance') then return value.ClassName
	elseif is_a(value, 'Enum') then return 'Enum'
	elseif is_a(value, 'Color3') then return 'Color3'
	elseif is_a(value, 'BrickColor') then return 'BrickColor'
	elseif is_a(value, 'Vector2') then return 'Vector2'
	elseif is_a(value, 'Vector3') then return 'Vector3'
	elseif is_a(value, 'CFrame') then return 'CFrame'
	elseif is_a(value, 'UDim') then return 'UDim'
	elseif is_a(value, 'UDim2') then return 'UDim2'
	elseif is_a(value, 'Ray') then return 'Ray'
	elseif is_a(value, 'Axes') then return 'Axes'
	elseif is_a(value, 'Faces') then return 'Faces'
	elseif is_a(value, 'RBXScriptSignal') then return 'RBXScriptSignal'
	else return type(value)
	end
end

local function verify_arg(value, data_type, arg_num, func_name, optional)
	-- Makes the function that called the calling function error, with an error message relating to a wrong type. Supports the same types as the is_a function.
	-- Also supports coercion for the number and string types.
	-- Returns the value, as it might be automatically converted if a coercion has been done.
	if type(data_type) ~= 'string' then error("bad argument #2 to 'verify_arg' (string expected, got " .. type(data_type) .. ")", 2) end
	if tonumber(arg_num) then
		arg_num = tonumber(arg_num)
	else
		error("bad argument #3 to 'verify_arg' (number expected, got " .. type(arg_num) .. ")")
	end
	if type(func_name) ~= 'string' then error("bad argument #4 to 'verify_arg' (string expected, got " .. type(func_name) .. ")") end

	if optional and value == nil then
		return value
	elseif is_a(value, data_type) then
		return value
	elseif data_type == 'number' and tonumber(value) then
		return tonumber(value)
	elseif data_type == 'string' and type(value) == 'number' then
		return tostring(value)
	else
		error("bad argument #" .. arg_num .. " to " .. func_name .. " (" .. data_type .. " expected, got " .. get_type(value) .. ")", 3)
	end
end

local function with(instance)
	verify_arg(instance, 'Instance', 1, "with")
	return function(t)
		if type(t) ~= 'table' then error("bad argument #1 (table expected, got " .. get_type(t) .. ")", 2) end -- The error message is different, it has no function name, so I can't use verify_arg.
		for key, value in next, t do
			if type(key) == 'number' then
				value.Parent = instance
			else
				instance[key] = value
			end
		end
		return instance
	end
end

local function recurse(object, func)
	-- Calls 'func' on 'object' and all its descendants, with the object or descendant as argument.
	verify_arg(object, 'Instance', 1, "func")
	verify_arg(func, 'function', 2, "func")
	func(object)
	for _, child in next, object:GetChildren() do
		recurse(child, func)
	end
end

local function create(constructor, ...)
	-- Sometimes, there will be only one object of a certain kind. In such cases, creating a class would be useless.
	verify_arg(constructor, 'function', 1, "create")
	local content = {} -- This will by default be the content of the object, unless the user decides to change the __index metamethod of his object.
	local metatable = setmetatable({__index = content, __metatable = false}, locked_metatable) -- Creates a locked metatable. I'm not going to let the user edit his object's metatable's metatable...
	local returned_values = {constructor(content, metatable, ...)} -- Execute the constructor. Gives a content table, but also the metatable, for further customization.
	local object = newproxy(true)
	metatable.__metatable = false -- Incase the user edited the __metatable field.
	for key, value in next, metatable do
		if type(key) == 'string' and key:sub(1, 2) == "__" then
			getmetatable(object)[key] = value
		end
	end
	return object, unpack(returned_values)
end

local class, new

do -- Only the class and new functions are supposed to have access to the constructors table.
	local locked_metatable = {__metatable = false} -- To avoid having to create a new table everytime.
	local constructors = {}
	function class(class_name, constructor)
		class_name = verify_arg(class_name, 'string', 1, "class")
		verify_arg(constructor, 'function', 2, "class")
		if constructors[class_name] then error("bad argument #1 to 'class' (can't overwrite existing class')", 2) end
		constructors[class_name] = constructor
	end
	function new(class_name, ...)
		if not constructors[class_name] then error("bad argument #1 to 'new' (invalid class name)", 2) end
		local content = {
			ClassName = class_name;
		} -- This will by default be the content of the object, unless the user decides to change the __index metamethod of his object.
		local metatable = setmetatable({__index = content, __metatable = false}, locked_metatable) -- Creates a locked metatable. I'm not going to let the user edit his object's metatable's metatable...
		local returned_values = {constructors[class_name](content, metatable, ...)} -- Execute the constructor. Gives a content table, but also the metatable, for further customization.
		local object = newproxy(true)
		metatable.__metatable = false -- Incase the user edited the __metatable field.
		for key, value in next, metatable do
			-- Transfer the metatable to the object's metatable.
			if type(key) == 'string' and key:sub(1, 2) == "__" then
				getmetatable(object)[key] = value
			end
		end
		return object, unpack(returned_values)
	end
end

-- Requires the basic functions.

class('Connection', function(content, listeners, func)
	function content:Delete()
		for key in next, content do
			content[key] = nil
		end
		content, listeners, func = nil
	end

	function content:Disconnect()
		listeners[func] =  nil
		content:Delete()
	end
end)

class('Signal', function(content)
	local listeners = {}

	function content:Delete()
		listeners = nil
		for key in next, content do
			content[key] = nil
		end
		content = nil
	end

	function content:Connect(func)
		check_arg(func, 'function', 1, "Connect")
		listeners[func] = true
		return new('Connection', listeners, func)
	end
	return function(...)
		for listener in next, listeners do
			listener(...)
		end
	end
end)

class('Value', function(content, metatable, required_type, accept_nil)
	if required_type ~= nil and type(required_type) ~= 'string' then
		error("bad argument #1 (string expected, got " .. get_type(required_type) .. ")", 3) -- Yes, 3. It isn't the class system that did a mistake, it is the function that called the class system. Therefore, 3.
	end
	local fire
	content.Changed, fire = new('Signal')
	content.Value = nil
	function metatable.__newindex(_, index, value)
		if index ~= "Value" then
			error("attempt to index a userdata value", 2)
		elseif not is_a(value, required_type) and not (value == nil and accept_nil) then
			error(required_type .. " expected, got " .. get_type(value), 2)
		else
			content.Value = value
			fire(value)
		end
	end
end)

class('ReadOnlyValue', function(content, _, required_type, accept_nil)
	if required_type ~= nil and type(required_type) ~= 'string' then
		error("bad argument #1 (string expected, got " .. get_type(required_type) .. ")", 3) -- Yes, 3. It isn't the class system that did a mistake, it is the function that called the class system. Therefore, 3.
	end
	local fire
	content.Changed, fire = new('Signal')
	content.Value = nil
	return function(value)
		if is_a(value, required_type) or (value == nil and accept_nil) then
			content.Value = value
			fire(value)
		else
			error(required_type .. " expected, got " .. get_type(value), 2)
		end
		content.Value = value
		fire(value)
	end
end)

class('Collector', function(content)
	local items = setmetatable({}, {__mode = 'kv'})

	function content:Delete()
		for key in next, items do
			items[key] = nil
		end
		for key in next, content do
			content[key] = nil
		end
		items, content = nil
	end

	function content:AddInstance(instance)
		check_arg(instance, 'Instance', 1, "AddInstance")
		table.insert(items, instance)
	end

	function content:AddConnection(connection)
		-- Note: this function might get fooled by a fake connection, since there is no way to know for sure whether a value is a RBXScriptConnection without disconnecting it. And, anyways, I also want it to work with my Signal class, so anyways...
		if not (type(connection) == 'userdata' and pcall(function() assert(type(connection.disconnect) == 'function' or type(connection.Disconnect) == 'function') end)) then
			error("bad argument #1 to 'AddConnection' (connection expected, got " .. get_type(connection) .. ")", 2)
		end
		table.insert(items, connection)	
	end

	function content:Clear()
		for _, item in next, items do
			if is_a(item, 'Instance') then
				pcall(item.Destroy, item)
			else
				pcall(function() item:disconnect() end)
				pcall(function() item:Disconnect() end)
				
			end
		end
	end
end)