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https://github.com/PHIDIAS0303/factorio-mod-PHI.git
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@@ -209,55 +209,6 @@ if settings.startup['PHI-CT'].value then
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return math2d.position.add({idx % len, math.floor(idx / len)}, {center, center})
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end
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function gui.on_button_position(player, event)
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local inserter = player.opened
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local new_pos = gui.get_button_pos(event.element)
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if event.button == defines.mouse_button_type.left and (not event.control) and (not event.shift) then
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local new_positions = {drop = new_pos}
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if event.element.sprite == 'virtual-signal/down-arrow' then
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return
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end
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if event.element.sprite == 'virtual-signal/up-arrow' then
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new_positions.pickup = inserter_utils.get_arm_positions(inserter).drop
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end
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local old_positions = inserter_utils.get_arm_positions(inserter)
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local vec = math2d.position.ensure_xy(new_positions.drop)
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local new_drop_dir = math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8
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vec = math2d.position.ensure_xy(old_positions.drop)
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local delta = (new_drop_dir - math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) % 8
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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])
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inserter_utils.set_arm_positions(inserter, new_positions)
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elseif event.button == defines.mouse_button_type.right or (event.button == defines.mouse_button_type.left and (event.control or event.shift)) then
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local new_positions = {pickup = new_pos}
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if event.element.sprite == 'virtual-signal/up-arrow' then
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return
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end
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if event.element.sprite == 'virtual-signal/down-arrow' then
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new_positions.drop = inserter_utils.get_arm_positions(inserter).pickup
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end
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inserter_utils.set_arm_positions(inserter, new_positions)
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end
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for _, p in pairs(game.players) do
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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
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gui.update(p, p.opened)
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end
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end
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end
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function gui.on_button_offset(player, event)
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inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(event.element)})
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gui.update(player, player.opened)
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end
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script.on_init(function(_)
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trash_check()
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@@ -307,9 +258,50 @@ if settings.startup['PHI-CT'].value then
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local gui_instance = player.gui.relative.inserter_config.frame_content.flow_content
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if e.element.parent == gui_instance.table_position and e.element ~= gui_instance.table_position.sprite_inserter then
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gui.on_button_position(player, e)
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local new_pos = gui.get_button_pos(e.element)
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if e.button == defines.mouse_button_type.left and (not e.control) and (not e.shift) then
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local new_positions = {drop = new_pos}
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if e.element.sprite == 'virtual-signal/down-arrow' then
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return
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end
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if e.element.sprite == 'virtual-signal/up-arrow' then
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new_positions.pickup = inserter_utils.get_arm_positions(player.opened).drop
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end
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local old_positions = inserter_utils.get_arm_positions(player.opened)
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local vec = math2d.position.ensure_xy(new_positions.drop)
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local new_drop_dir = math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8
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vec = math2d.position.ensure_xy(old_positions.drop)
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local delta = (new_drop_dir - math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) % 8
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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])
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inserter_utils.set_arm_positions(player.opened, new_positions)
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elseif e.button == defines.mouse_button_type.right or (e.button == defines.mouse_button_type.left and (e.control or e.shift)) then
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local new_positions = {pickup = new_pos}
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if e.element.sprite == 'virtual-signal/up-arrow' then
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return
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end
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if e.element.sprite == 'virtual-signal/down-arrow' then
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new_positions.drop = inserter_utils.get_arm_positions(player.opened).pickup
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end
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inserter_utils.set_arm_positions(player.opened, new_positions)
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end
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for _, p in pairs(game.players) do
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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
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gui.update(p, p.opened)
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end
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end
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elseif e.element.parent == gui_instance.table_offset then
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gui.on_button_offset(player, e)
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inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(e.element)})
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gui.update(player, player.opened)
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end
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end)
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@@ -324,27 +316,25 @@ if settings.startup['PHI-CT'].value then
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end)
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script.on_event(defines.events.on_entity_settings_pasted, function(e)
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if not (e.destination.type == 'inserter' and (e.destination.type == 'entity-ghost' and e.destination.ghost_type == 'inserter')) then
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return
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end
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if e.destination.type == 'inserter' or (e.destination.type == 'entity-ghost' and e.destination.ghost_type == 'inserter') then
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e.destination.direction = e.source.direction
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local arm_positions = inserter_utils.get_arm_positions(e.destination)
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local max_range = inserter_utils.get_max_range(e.destination)
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e.destination.direction = e.source.direction
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local arm_positions = inserter_utils.get_arm_positions(e.destination)
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local max_range = inserter_utils.get_max_range(e.destination)
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for _, v in pairs({'drop', 'pickup'}) do
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if math.max(math.abs(arm_positions[v].x), math.abs(arm_positions[v].y)) > max_range then
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local vec = math2d.position.ensure_xy(arm_positions[v])
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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)
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for _, v in pairs({'drop', 'pickup'}) do
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if math.max(math.abs(arm_positions[v].x), math.abs(arm_positions[v].y)) > max_range then
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local vec = math2d.position.ensure_xy(arm_positions[v])
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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)
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end
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end
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end
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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
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inserter_utils.set_arm_positions(e.destination, arm_positions)
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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
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inserter_utils.set_arm_positions(e.destination, arm_positions)
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for _, player in pairs(game.players) do
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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
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gui.update(player, player.opened)
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for _, player in pairs(game.players) do
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if player.opened == e.destination then
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gui.update(player, player.opened)
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end
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end
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end
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end)
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