This commit is contained in:
2025-03-26 20:47:24 +09:00
parent f8ebd0fda9
commit d0ad2dee11

View File

@@ -209,55 +209,6 @@ if settings.startup['PHI-CT'].value then
return math2d.position.add({idx % len, math.floor(idx / len)}, {center, center})
end
function gui.on_button_position(player, event)
local inserter = player.opened
local new_pos = gui.get_button_pos(event.element)
if event.button == defines.mouse_button_type.left and (not event.control) and (not event.shift) then
local new_positions = {drop = new_pos}
if event.element.sprite == 'virtual-signal/down-arrow' then
return
end
if event.element.sprite == 'virtual-signal/up-arrow' then
new_positions.pickup = inserter_utils.get_arm_positions(inserter).drop
end
local old_positions = inserter_utils.get_arm_positions(inserter)
local vec = math2d.position.ensure_xy(new_positions.drop)
local new_drop_dir = math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8
vec = math2d.position.ensure_xy(old_positions.drop)
local delta = (new_drop_dir - math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) % 8
new_positions.drop_offset = (not new_positions.drop and old_positions.drop_offset) or (((delta % 2 == 0) and {x = ((delta == 0 or delta == 6) and old_positions.drop_offset.y) or -old_positions.drop_offset.y, y = ((delta == 0 or delta == 2) and old_positions.drop_offset.x) or -old_positions.drop_offset.x}) or math2d.direction.vectors[(new_drop_dir + (new_drop_dir % 2) * 4 % 8) + 1])
inserter_utils.set_arm_positions(inserter, new_positions)
elseif event.button == defines.mouse_button_type.right or (event.button == defines.mouse_button_type.left and (event.control or event.shift)) then
local new_positions = {pickup = new_pos}
if event.element.sprite == 'virtual-signal/up-arrow' then
return
end
if event.element.sprite == 'virtual-signal/down-arrow' then
new_positions.drop = inserter_utils.get_arm_positions(inserter).pickup
end
inserter_utils.set_arm_positions(inserter, new_positions)
end
for _, p in pairs(game.players) do
if (inserter and p.opened == inserter) or (not inserter and (p.opened and p.opened.object_name == 'LuaEntity' and (p.opened.type == 'inserter' or (p.opened.type == 'entity-ghost' and p.opened.ghost_type == 'inserter')))) then
gui.update(p, p.opened)
end
end
end
function gui.on_button_offset(player, event)
inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(event.element)})
gui.update(player, player.opened)
end
script.on_init(function(_)
trash_check()
@@ -307,9 +258,50 @@ if settings.startup['PHI-CT'].value then
local gui_instance = player.gui.relative.inserter_config.frame_content.flow_content
if e.element.parent == gui_instance.table_position and e.element ~= gui_instance.table_position.sprite_inserter then
gui.on_button_position(player, e)
local new_pos = gui.get_button_pos(e.element)
if e.button == defines.mouse_button_type.left and (not e.control) and (not e.shift) then
local new_positions = {drop = new_pos}
if e.element.sprite == 'virtual-signal/down-arrow' then
return
end
if e.element.sprite == 'virtual-signal/up-arrow' then
new_positions.pickup = inserter_utils.get_arm_positions(player.opened).drop
end
local old_positions = inserter_utils.get_arm_positions(player.opened)
local vec = math2d.position.ensure_xy(new_positions.drop)
local new_drop_dir = math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8
vec = math2d.position.ensure_xy(old_positions.drop)
local delta = (new_drop_dir - math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) % 8
new_positions.drop_offset = (not new_positions.drop and old_positions.drop_offset) or (((delta % 2 == 0) and {x = ((delta == 0 or delta == 6) and old_positions.drop_offset.y) or -old_positions.drop_offset.y, y = ((delta == 0 or delta == 2) and old_positions.drop_offset.x) or -old_positions.drop_offset.x}) or math2d.direction.vectors[(new_drop_dir + (new_drop_dir % 2) * 4 % 8) + 1])
inserter_utils.set_arm_positions(player.opened, new_positions)
elseif e.button == defines.mouse_button_type.right or (e.button == defines.mouse_button_type.left and (e.control or e.shift)) then
local new_positions = {pickup = new_pos}
if e.element.sprite == 'virtual-signal/up-arrow' then
return
end
if e.element.sprite == 'virtual-signal/down-arrow' then
new_positions.drop = inserter_utils.get_arm_positions(player.opened).pickup
end
inserter_utils.set_arm_positions(player.opened, new_positions)
end
for _, p in pairs(game.players) do
if (player.opened and p.opened == player.opened) or (not player.opened and (p.opened and p.opened.object_name == 'LuaEntity' and (p.opened.type == 'inserter' or (p.opened.type == 'entity-ghost' and p.opened.ghost_type == 'inserter')))) then
gui.update(p, p.opened)
end
end
elseif e.element.parent == gui_instance.table_offset then
gui.on_button_offset(player, e)
inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(e.element)})
gui.update(player, player.opened)
end
end)
@@ -324,27 +316,25 @@ if settings.startup['PHI-CT'].value then
end)
script.on_event(defines.events.on_entity_settings_pasted, function(e)
if not (e.destination.type == 'inserter' and (e.destination.type == 'entity-ghost' and e.destination.ghost_type == 'inserter')) then
return
end
if e.destination.type == 'inserter' or (e.destination.type == 'entity-ghost' and e.destination.ghost_type == 'inserter') then
e.destination.direction = e.source.direction
local arm_positions = inserter_utils.get_arm_positions(e.destination)
local max_range = inserter_utils.get_max_range(e.destination)
e.destination.direction = e.source.direction
local arm_positions = inserter_utils.get_arm_positions(e.destination)
local max_range = inserter_utils.get_max_range(e.destination)
for _, v in pairs({'drop', 'pickup'}) do
if math.max(math.abs(arm_positions[v].x), math.abs(arm_positions[v].y)) > max_range then
local vec = math2d.position.ensure_xy(arm_positions[v])
arm_positions[v] = math2d.position.multiply_scalar(math2d.direction.vectors[(math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) + 1], max_range)
for _, v in pairs({'drop', 'pickup'}) do
if math.max(math.abs(arm_positions[v].x), math.abs(arm_positions[v].y)) > max_range then
local vec = math2d.position.ensure_xy(arm_positions[v])
arm_positions[v] = math2d.position.multiply_scalar(math2d.direction.vectors[(math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) + 1], max_range)
end
end
end
arm_positions.pickup = (math2d.position.equal(arm_positions.pickup, arm_positions.drop) and {x = -arm_positions.drop.x , y = -arm_positions.drop.y}) or arm_positions.pickup
inserter_utils.set_arm_positions(e.destination, arm_positions)
arm_positions.pickup = (math2d.position.equal(arm_positions.pickup, arm_positions.drop) and {x = -arm_positions.drop.x , y = -arm_positions.drop.y}) or arm_positions.pickup
inserter_utils.set_arm_positions(e.destination, arm_positions)
for _, player in pairs(game.players) do
if (e.destination and player.opened == e.destination) or (not e.destination and (player.opened and player.opened.object_name == 'LuaEntity' and (player.opened.type == 'inserter' or (player.opened.type == 'entity-ghost' and player.opened.ghost_type == 'inserter')))) then
gui.update(player, player.opened)
for _, player in pairs(game.players) do
if player.opened == e.destination then
gui.update(player, player.opened)
end
end
end
end)