Merge pull request #420 from bbassie/feature/rocket-info-gui

Migrate rocket info gui to scenario and fix for Space Age
This commit is contained in:
Cooldude2606
2026-06-22 23:12:24 +01:00
committed by GitHub
12 changed files with 843 additions and 913 deletions
@@ -22,7 +22,6 @@ return {
--"modules.data.toolbar", --"modules.data.toolbar",
--- GUI --- GUI
"modules.gui.rocket-info",
"modules.gui.warp-list", "modules.gui.warp-list",
"modules.gui.player-list", "modules.gui.player-list",
"modules.gui.vlayer", "modules.gui.vlayer",
+1 -1
View File
@@ -283,7 +283,7 @@ local default = Roles.new_role("Guest", "")
"command/data-preference", "command/data-preference",
"command/connect", "command/connect",
"gui/player-list", "gui/player-list",
--"gui/rocket-info", "gui/rocket-info",
"gui/science-info", "gui/science-info",
"gui/task-list", "gui/task-list",
"gui/warp-list", "gui/warp-list",
-40
View File
@@ -14,46 +14,6 @@ ban-player=Ban player
afk-time=__1__% of total map time\nLast moved __2__ ago afk-time=__1__% of total map time\nLast moved __2__ ago
open-map=__1__ __2__\n__3__\nClick to open map open-map=__1__ __2__\n__3__\nClick to open map
[rocket-info]
main-tooltip=Rocket Info
launch-tooltip=Launch rocket
launch-tooltip-disabled=Launch rocket (not ready)
toggle-rocket-tooltip=Disable auto launch
toggle-rocket-tooltip-disabled=Enable auto launch
toggle-section-tooltip=Expand Section
toggle-section-collapse-tooltip=Collapse Section
section-caption-stats=Statistics
section-tooltip-stats=Statistics about how rockets are launched
section-caption-milestones=Milestones
section-tooltip-milestones=The times when milestones were met
section-caption-progress=Build Progress
section-tooltip-progress=The progress for your rocket silos
progress-no-silos=You have no rocket silos
data-caption-first-launch=First Launch
data-tooltip-first-launch=The time of the first launch
data-caption-last-launch=Last Launch
data-tooltip-last-launch=The time of the last launch
data-caption-fastest-launch=Fastest Launch
data-tooltip-fastest-launch=The time taken for the fastest launch
data-caption-total-rockets=Total Launched
data-tooltip-total-rockets=Total number of rockets launched by your force
value-tooltip-total-rockets=__1__% of all rockets on this map
data-caption-avg-launch=Average Time
data-tooltip-avg-launch=The average amount of time taken to launch a rocket
data-caption-avg-launch-n=Average Time __1__
data-tooltip-avg-launch-n=The average amount of time taken to launch the last __1__ rockets
data-caption-milestone-n=Milestone __1__
data-tooltip-milestone-n=Time taken to each __1__ rockets
data-caption-milestone-next=N/A
data-tooltip-milestone-next=Not yet achieved
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=View on map
progress-launched=Launched
progress-caption=__1__%
progress-tooltip=This silo has launched __1__ rockets
launch-failed=Failed to launch rocket, please wait a few seconds and try again.
[warp-list] [warp-list]
main-caption=Warp List [img=info] main-caption=Warp List [img=info]
main-tooltip=Warp List main-tooltip=Warp List
-40
View File
@@ -14,46 +14,6 @@ ban-player=封禁用戶
afk-time=__1__% 地圖時間\n上次移動: __2__ afk-time=__1__% 地圖時間\n上次移動: __2__
open-map=__1__ __2__\n__3__\n按下打開地圖 open-map=__1__ __2__\n__3__\n按下打開地圖
[rocket-info]
main-tooltip=火箭資訊
launch-tooltip=發射火箭
launch-tooltip-disabled=發射火箭 (未準備)
toggle-rocket-tooltip=取消自動發射
toggle-rocket-tooltip-disabled=啟用自動發射
toggle-section-tooltip=擴張欄
toggle-section-collapse-tooltip=收縮欄
section-caption-stats=數據
section-tooltip-stats=火箭發射數據
section-caption-milestones=里程碑
section-tooltip-milestones=里程碑達成次數
section-caption-progress=建造程度
section-tooltip-progress=火箭建造程度
progress-no-silos=你沒有火箭發射井
data-caption-first-launch=首次發射
data-tooltip-first-launch=首次發射時間
data-caption-last-launch=最後發射
data-tooltip-last-launch=最後發射時間
data-caption-fastest-launch=最快發射
data-tooltip-fastest-launch=最快發射時間
data-caption-total-rockets=總發射次數
data-tooltip-total-rockets=我方總發射次數
value-tooltip-total-rockets=__1__% 的火箭發射都在本地圖上。
data-caption-avg-launch=平均時間
data-tooltip-avg-launch=火箭發射平均時間
data-caption-avg-launch-n=平均時間 __1__
data-tooltip-avg-launch-n=__1__ 次火箭發射的平均時間
data-caption-milestone-n=里程碑 __1__
data-tooltip-milestone-n=__1__ 次火箭發射的時間
data-caption-milestone-next=N/A
data-tooltip-milestone-next=未達成
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=在地圖上看
progress-launched=已發射
progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
launch-failed=火箭發射失敗, 請過一會再試。
[warp-list] [warp-list]
main-caption=傳送陣清單 [img=info] main-caption=傳送陣清單 [img=info]
main-tooltip=傳送陣清單 main-tooltip=傳送陣清單
-40
View File
@@ -14,46 +14,6 @@ ban-player=封禁用戶
afk-time=__1__% 地圖時間\n上次移動: __2__ afk-time=__1__% 地圖時間\n上次移動: __2__
open-map=__1__ __2__\n__3__\n按下打開地圖 open-map=__1__ __2__\n__3__\n按下打開地圖
[rocket-info]
main-tooltip=火箭資訊
launch-tooltip=發射火箭
launch-tooltip-disabled=發射火箭 (未準備)
toggle-rocket-tooltip=取消自動發射
toggle-rocket-tooltip-disabled=啟用自動發射
toggle-section-tooltip=擴張欄
toggle-section-collapse-tooltip=收縮欄
section-caption-stats=數據
section-tooltip-stats=火箭發射數據
section-caption-milestones=里程碑
section-tooltip-milestones=里程碑達成次數
section-caption-progress=建造程度
section-tooltip-progress=火箭建造程度
progress-no-silos=你沒有火箭發射井
data-caption-first-launch=首次發射
data-tooltip-first-launch=首次發射時間
data-caption-last-launch=最後發射
data-tooltip-last-launch=最後發射時間
data-caption-fastest-launch=最快發射
data-tooltip-fastest-launch=最快發射時間
data-caption-total-rockets=總發射次數
data-tooltip-total-rockets=我方總發射次數
value-tooltip-total-rockets=__1__% 的火箭發射都在本地圖上。
data-caption-avg-launch=平均時間
data-tooltip-avg-launch=火箭發射平均時間
data-caption-avg-launch-n=平均時間 __1__
data-tooltip-avg-launch-n=__1__ 次火箭發射的平均時間
data-caption-milestone-n=里程碑 __1__
data-tooltip-milestone-n=__1__ 次火箭發射的時間
data-caption-milestone-next=N/A
data-tooltip-milestone-next=未達成
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=在地圖上看
progress-launched=已發射
progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
launch-failed=火箭發射失敗, 請過一會再試。
[warp-list] [warp-list]
main-caption=傳送陣清單 [img=info] main-caption=傳送陣清單 [img=info]
main-tooltip=傳送陣清單 main-tooltip=傳送陣清單
@@ -1,204 +0,0 @@
--[[-- Control Module - Rockets
- Stores rocket stats for each force.
@control Rockets
@alias Rockets
@usage
-- import the module from the control modules
local Rockets = require("modules.exp_legacy.modules.control.rockets") --- @dep modules.control.rockets
-- Some basic information is stored for each silo that has been built
-- the data includes: the tick it was built, the rockets launched from it and more
Rockets.get_silo_data(rocket_silo_entity)
-- Some information is also stored for each force
Rockets.get_stats('player')
-- You can get the rocket data for all silos for a force by using get_silos
Rockets.get_silos('player')
-- You can get the launch time for a rocket, meaning what game tick the 50th rocket was launched
Rockets.get_rocket_time('player', 50)
-- The rolling average will work out the time to launch one rocket based on the last X rockets
Rockets.get_rolling_average('player', 10)
]]
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Storage = require("modules/exp_util/storage")
local config = require("modules.exp_legacy.config.gui.rockets") --- @dep config.rockets
local largest_rolling_avg = 0
for _, avg_over in pairs(config.stats.rolling_avg) do
if avg_over > largest_rolling_avg then
largest_rolling_avg = avg_over
end
end
local Rockets = {
times = {},
stats = {},
silos = {},
}
local rocket_times = Rockets.times
local rocket_stats = Rockets.stats
local rocket_silos = Rockets.silos
Storage.register({
rocket_times = rocket_times,
rocket_stats = rocket_stats,
rocket_silos = rocket_silos,
}, function(tbl)
Rockets.times = tbl.rocket_times
Rockets.stats = tbl.rocket_stats
Rockets.silos = tbl.rocket_silos
rocket_times = Rockets.times
rocket_stats = Rockets.stats
rocket_silos = Rockets.silos
end)
--- Gets the silo data for a given silo entity
--- @param silo LuaEntity Rocket silo entity
--- @return table # Data table for this silo, contains rockets launch, silo status, and its force
function Rockets.get_silo_data(silo)
return rocket_silos[silo.unit_number]
end
--- Gets the silo entity from its silo name, reverse to get_silo_data
--- @param silo_name string Silo name that is stored in its data
--- @return LuaEntity # Rocket silo entity
function Rockets.get_silo_entity(silo_name)
return rocket_silos[tonumber(silo_name)].entity
end
--- Gets the rocket stats for a force
--- @param force_name string Name of the force to get the stats for
--- @return table # Stats for the force
function Rockets.get_stats(force_name)
return rocket_stats[force_name] or {}
end
--- Gets all the rocket silos that belong to a force
--- @param force_name string Name of the force to get the silos for
--- @return table # Array of silo data that all belong to this force
function Rockets.get_silos(force_name)
local rtn = {}
for _, silo_data in pairs(rocket_silos) do
if silo_data.force == force_name then
table.insert(rtn, silo_data)
end
end
return rtn
end
--- Gets the launch time of a given rocket, due to cleaning not all counts are valid
--- @param force_name string Name of the force to get the count for
--- @param rocket_number number Number of the rocket to get the launch time for
--- @return number? # Game tick that the rocket was launched on
function Rockets.get_rocket_time(force_name, rocket_number)
return rocket_times[force_name] and rocket_times[force_name][rocket_number] or nil
end
--- Gets the number of rockets that a force has launched
--- @param force_name string the name of the force to get the count for
--- @return number # Number of rockets that the force has launched
function Rockets.get_rocket_count(force_name)
local force = game.forces[force_name]
return force.rockets_launched
end
--- Gets the total number of rockets launched by all forces
--- @return number # Total number of rockets launched this game
function Rockets.get_game_rocket_count()
local rtn = 0
for _, force in pairs(game.forces) do
rtn = rtn + force.rockets_launched
end
return rtn
end
--- Gets the rolling average time to launch a rocket
--- @param force_name string Name of the force to get the average for
--- @param count number Distance to get the rolling average over
--- @return number # Number of ticks required to launch one rocket
function Rockets.get_rolling_average(force_name, count)
local force = game.forces[force_name]
local rocket_count = force.rockets_launched
if rocket_count == 0 then return 0 end
local last_launch_time = rocket_times[force_name][rocket_count]
local start_rocket_time = 0
if count < rocket_count then
start_rocket_time = rocket_times[force_name][rocket_count - count + 1]
rocket_count = count
end
return math.floor((last_launch_time - start_rocket_time) / rocket_count)
end
--- When a launch is trigger it will wait for the silo to reset
--- @param event EventData.on_rocket_launch_ordered
Event.add(defines.events.on_rocket_launch_ordered, function(event)
local silo_data = Rockets.get_silo_data(event.rocket_silo)
assert(silo_data, "Rocket silo missing data: " .. tostring(event.rocket_silo))
silo_data.launched = silo_data.launched + 1
silo_data.awaiting_reset = true
end)
--- Event used to update the stats and the hui when a rocket is launched
--- @param event EventData.on_cargo_pod_finished_ascending
Event.add(defines.events.on_cargo_pod_finished_ascending, function(event)
local force = event.cargo_pod.force
local force_name = force.name
local rockets_launched = force.rockets_launched
--- Handles updates to the rocket stats
local stats = rocket_stats[force_name]
if not stats then
rocket_stats[force_name] = {}
stats = rocket_stats[force_name]
end
if rockets_launched == 1 then
stats.first_launch = event.tick
stats.fastest_launch = event.tick
elseif event.tick - stats.last_launch < stats.fastest_launch then
stats.fastest_launch = event.tick - stats.last_launch
end
stats.last_launch = event.tick
--- Appends the new rocket into the array
if not rocket_times[force_name] then
rocket_times[force_name] = {}
end
rocket_times[force_name][rockets_launched] = event.tick
local remove_rocket = rockets_launched - largest_rolling_avg
if remove_rocket > 0 and not table.contains(config.milestones, remove_rocket) then
rocket_times[force_name][remove_rocket] = nil
end
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
rocket_silos[entity.unit_number] = {
name = tostring(entity.unit_number),
force = entity.force.name,
entity = entity,
launched = 0,
awaiting_reset = false,
built = game.tick,
}
end
end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
return Rockets
@@ -1,587 +0,0 @@
--[[-- Gui Module - Rocket Info
- Adds a rocket infomation gui which shows general stats, milestones and build progress of rockets
@gui Rocket-Info
@alias rocket_info
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.rockets") --- @dep config.gui.rockets
local Colors = require("modules/exp_util/include/color")
local Rockets = require("modules.exp_legacy.modules.control.rockets") --- @dep modules.control.rockets
local time_formats = {
caption = ExpUtil.format_time_factory_locale{ format = "short", minutes = true, seconds = true },
caption_hours = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true },
tooltip = ExpUtil.format_time_factory_locale{ format = "long", minutes = true, seconds = true },
tooltip_hours = ExpUtil.format_time_factory_locale{ format = "long", hours = true, minutes = true, seconds = true },
}
--- Check if a player is allowed to use certain interactions
local function check_player_permissions(player, action)
if not config.progress["allow_" .. action] then
return false
end
if config.progress[action .. "_admins_only"] and not player.admin then
return false
end
if config.progress[action .. "_role_permission"]
and not Roles.player_allowed(player, config.progress[action .. "_role_permission"]) then
return false
end
return true
end
--- Button to toggle the auto launch on a rocket silo
-- @element toggle_launch
local toggle_launch = Gui.define("toggle_launch")
:draw{
type = "sprite-button",
sprite = "utility/play",
tooltip = { "rocket-info.toggle-rocket-tooltip" },
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 16,
})
:on_click(function(def, player, element)
local rocket_silo_name = element.parent.name:sub(8)
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
if rocket_silo.auto_launch then
element.sprite = "utility/play"
element.tooltip = { "rocket-info.toggle-rocket-tooltip" }
rocket_silo.auto_launch = false
else
element.sprite = "utility/stop"
element.tooltip = { "rocket-info.toggle-rocket-tooltip-disabled" }
rocket_silo.auto_launch = true
end
end)
--- XY cords that allow zoom to map when pressed
-- @element silo_cords
local silo_cords = Gui.define("silo_cords")
:draw(function(definition, parent, silo_data)
local silo_name = silo_data.silo_name
local pos = silo_data.position
local tooltip = config.progress.allow_zoom_to_map and { "rocket-info.progress-label-tooltip" } or nil
-- Add the x cord flow
local flow_x = parent.add{
type = "flow",
name = "label-x-" .. silo_name,
caption = silo_name,
}
flow_x.style.padding = { 0, 2, 0, 1 }
-- Add the x cord label
local label_x = flow_x.add{
type = "label",
caption = { "rocket-info.progress-x-pos", pos.x },
tooltip = tooltip,
}
-- Add the y cord flow
local flow_y = parent.add{
type = "flow",
name = "label-y-" .. silo_name,
caption = silo_name,
}
flow_y.style.padding = { 0, 2, 0, 1 }
-- Add the y cord label
local label_y = flow_y.add{
type = "label",
caption = { "rocket-info.progress-y-pos", pos.y },
tooltip = tooltip,
}
if config.progress.allow_zoom_to_map then
definition:link_element(label_x)
definition:link_element(label_y)
end
return Gui.no_return()
end)
:on_click(function(def, player, element)
local rocket_silo_name = element.parent.caption
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
player.set_controller{ type = defines.controllers.remote, position = rocket_silo.position, surface = rocket_silo.surface }
end)
--- Base element for each rocket in the progress list
-- @element rocket_entry
local rocket_entry = Gui.define("rocket_entry")
:draw(function(_, parent, silo_data)
local silo_name = silo_data.silo_name
local player = Gui.get_player(parent)
-- Add the toggle auto launch if the player is allowed it
-- Auto launch was removed from the api and no 2.0 equivalent was added
-- https://forums.factorio.com/viewtopic.php?f=28&t=118065&p=656502
if check_player_permissions(player, "toggle_active") then
parent.add{ type = "flow" }
--[[local flow = parent.add{ type = "flow", name = "toggle-" .. silo_name }
local button = toggle_launch(flow)
button.tooltip = silo_data.toggle_tooltip
button.sprite = silo_data.toggle_sprite]]
end
-- Draw the silo cords element
silo_cords(parent, silo_data)
-- Add a progress label
local alignment = Gui.elements.aligned_flow(parent, { name = silo_name })
local element =
alignment.add{
type = "label",
name = "label",
caption = silo_data.progress_caption,
tooltip = silo_data.progress_tooltip,
}
-- Return the progress label
return element
end)
--- Data label which contains a name and a value label pair
-- @element data_label
local data_label = Gui.define("data_label")
:draw(function(_, parent, label_data)
local data_name = label_data.name
local data_subname = label_data.subname
local data_fullname = data_subname and data_name .. data_subname or data_name
-- Add the name label
local name_label = parent.add{
type = "label",
name = data_fullname .. "-label",
caption = { "rocket-info.data-caption-" .. data_name, data_subname },
tooltip = { "rocket-info.data-tooltip-" .. data_name, data_subname },
}
name_label.style.padding = { 0, 2 }
--- Right aligned label to store the data
local alignment = Gui.elements.aligned_flow(parent, { name = data_fullname })
local element =
alignment.add{
type = "label",
name = "label",
caption = label_data.value,
tooltip = label_data.tooltip,
}
element.style.padding = { 0, 2 }
return element
end)
-- Used to update the captions and tooltips on the data labels
local function update_data_labels(parent, data_label_data)
for _, label_data in ipairs(data_label_data) do
local data_name = label_data.subname and label_data.name .. label_data.subname or label_data.name
if not parent[data_name] then
data_label(parent, label_data)
else
local data_label_element = parent[data_name].label
data_label_element.tooltip = label_data.tooltip
data_label_element.caption = label_data.value
end
end
end
local function get_progress_data(force_name)
local force_silos = Rockets.get_silos(force_name)
local progress_data = {}
for _, silo_data in pairs(force_silos) do
local rocket_silo = silo_data.entity
if not rocket_silo or not rocket_silo.valid then
-- Remove from list if not valid
force_silos[silo_data.name] = nil
table.insert(progress_data, {
silo_name = silo_data.name,
remove = true,
})
else
-- Get the progress caption and tooltip
local progress_color = Colors.white
local progress_caption = { "rocket-info.progress-caption", rocket_silo.rocket_parts }
local progress_tooltip = { "rocket-info.progress-tooltip", silo_data.launched or 0 }
local status = rocket_silo.status == defines.entity_status.waiting_to_launch_rocket
if status and silo_data.awaiting_reset then
progress_caption = { "rocket-info.progress-launched" }
progress_color = Colors.green
elseif status then
progress_caption = { "rocket-info.progress-caption", 100 }
progress_color = Colors.cyan
else
silo_data.awaiting_reset = false
end
-- Get the toggle button data
local toggle_tooltip = { "rocket-info.toggle-rocket-tooltip-disabled" }
local toggle_sprite = "utility/play"
if false --[[rocket_silo.auto_launch]] then
toggle_tooltip = { "rocket-info.toggle-rocket-tooltip" }
toggle_sprite = "utility/stop"
end
-- Insert the gui data
table.insert(progress_data, {
silo_name = silo_data.name,
position = rocket_silo.position,
allow_launch = not silo_data.awaiting_reset and status or false,
progress_color = progress_color,
progress_caption = progress_caption,
progress_tooltip = progress_tooltip,
toggle_tooltip = toggle_tooltip,
toggle_sprite = toggle_sprite,
})
end
end
return progress_data
end
--- Update the build progress section
local function update_build_progress(parent, progress_data)
local show_message = true
for _, silo_data in ipairs(progress_data) do
parent.parent.no_silos.visible = false
parent.visible = true
local silo_name = silo_data.silo_name
local progress_label = parent[silo_name]
if silo_data.remove then
-- Remove the rocket from the list
Gui.destroy_if_valid(parent["toggle-" .. silo_name])
Gui.destroy_if_valid(parent["launch-" .. silo_name])
Gui.destroy_if_valid(parent["label-x-" .. silo_name])
Gui.destroy_if_valid(parent["label-y-" .. silo_name])
Gui.destroy_if_valid(parent[silo_name])
elseif not progress_label then
-- Add the rocket to the list
show_message = false
rocket_entry(parent, silo_data)
else
show_message = false
-- Update the existing labels
progress_label = progress_label.label
progress_label.caption = silo_data.progress_caption
progress_label.tooltip = silo_data.progress_tooltip
progress_label.style.font_color = silo_data.progress_color
-- Update the toggle button
local toggle_button = parent["toggle-" .. silo_name]
if toggle_button then
toggle_button = toggle_button[toggle_launch.name]
toggle_button.tooltip = silo_data.toggle_tooltip
toggle_button.sprite = silo_data.toggle_sprite
end
end
end
if show_message then
parent.parent.no_silos.visible = true
parent.visible = false
end
end
--- Gets the label data for all the different stats
local function get_stats_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local stats = Rockets.get_stats(force_name)
local stats_data = {}
-- Format the first launch data
if config.stats.show_first_rocket then
local value = stats.first_launch or 0
table.insert(stats_data, {
name = "first-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format the last launch data
if config.stats.show_last_rocket then
local value = stats.last_launch or 0
table.insert(stats_data, {
name = "last-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format fastest launch data
if config.stats.show_fastest_rocket then
local value = stats.fastest_launch or 0
table.insert(stats_data, {
name = "fastest-launch",
value = time_formats.caption_hours(value),
tooltip = time_formats.tooltip_hours(value),
})
end
-- Format total rocket data
if config.stats.show_total_rockets then
local total_rockets = Rockets.get_game_rocket_count()
total_rockets = total_rockets == 0 and 1 or total_rockets
local percentage = math.round(force_rockets / total_rockets, 3) * 100
table.insert(stats_data, {
name = "total-rockets",
value = force_rockets,
tooltip = { "rocket-info.value-tooltip-total-rockets", percentage },
})
end
-- Format game avg data
if config.stats.show_game_avg then
local avg = force_rockets > 0 and math.floor(game.tick / force_rockets) or 0
table.insert(stats_data, {
name = "avg-launch",
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg),
})
end
-- Format rolling avg data
for _, avg_over in pairs(config.stats.rolling_avg) do
local avg = Rockets.get_rolling_average(force_name, avg_over)
table.insert(stats_data, {
name = "avg-launch-n",
subname = avg_over,
value = time_formats.caption(avg),
tooltip = time_formats.tooltip(avg),
})
end
-- Return formated data
return stats_data
end
--- Gets the label data for the milestones
local function get_milestone_data(force_name)
local force_rockets = Rockets.get_rocket_count(force_name)
local milestone_data = {}
for _, milestone in ipairs(config.milestones) do
if milestone <= force_rockets then
local time = Rockets.get_rocket_time(force_name, milestone)
table.insert(milestone_data, {
name = "milestone-n",
subname = milestone,
value = time_formats.caption_hours(time),
tooltip = time_formats.tooltip_hours(time),
})
else
table.insert(milestone_data, {
name = "milestone-n",
subname = milestone,
value = { "rocket-info.data-caption-milestone-next" },
tooltip = { "rocket-info.data-tooltip-milestone-next" },
})
break
end
end
return milestone_data
end
-- Button to toggle a section dropdown
-- @element toggle_section
local toggle_section = Gui.define("rocket_info_toggle_section")
:draw{
type = "sprite-button",
sprite = "utility/expand",
hovered_sprite = "utility/expand",
tooltip = { "rocket-info.toggle-section-tooltip" },
style = "frame_action_button",
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 20,
})
:on_click(function(def, player, element)
local header_flow = assert(element.parent)
local flow_name = header_flow.caption
local flow = header_flow.parent.parent[flow_name]
if Gui.toggle_visible_state(flow) then
element.sprite = "utility/collapse"
element.tooltip = { "rocket-info.toggle-section-collapse-tooltip" }
else
element.sprite = "utility/expand"
element.tooltip = { "rocket-info.toggle-section-tooltip" }
end
end)
-- Draw a section header and main scroll
-- @element rocket_list_container
local section = Gui.define("rocket_info_section")
:draw(function(definition, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.elements.header(parent, {
name = section_name .. "-header",
caption = { "rocket-info.section-caption-" .. section_name },
tooltip = { "rocket-info.section-tooltip-" .. section_name },
})
definition:link_element(header.label)
-- Right aligned button to toggle the section
header.caption = section_name
toggle_section(header)
-- Table used to store the data
local scroll_table = Gui.elements.scroll_table(parent, 215, table_size, section_name)
scroll_table.parent.visible = false
-- Return the flow table
return definition:unlink_element(scroll_table)
end)
:on_click(function(def, player, element, event)
event.element = element.parent.flow[toggle_section.name]
toggle_section:raise_event(event)
end)
--- Main gui container for the left flow
-- @element rocket_list_container
local rocket_list_container = Gui.define("rocket_list_container")
:draw(function(definition, parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 200)
-- Set the container style
local style = container.style
style.padding = 0
local player = Gui.get_player(parent)
local force_name = player.force.name
-- Draw stats section
if config.stats.show_stats then
update_data_labels(section(container, "stats", 2), get_stats_data(force_name))
end
-- Draw milestones section
if config.milestones.show_milestones then
update_data_labels(section(container, "milestones", 2), get_milestone_data(force_name))
end
-- Draw build progress list
if config.progress.show_progress then
local col_count = 3
if check_player_permissions(player, "toggle_active") then col_count = col_count + 1 end
local progress = section(container, "progress", col_count)
-- Label used when there are no active silos
local no_silos = progress.parent.add{
type = "label",
name = "no_silos",
caption = { "rocket-info.progress-no-silos" },
}
no_silos.style.padding = { 1, 2 }
update_build_progress(progress, get_progress_data(force_name))
end
-- Return the external container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(rocket_list_container, function(player, element)
return player.force.rockets_launched > 0 and Roles.player_allowed(player, "gui/rocket-info")
end)
Gui.toolbar.create_button{
name = "rocket_list_toggle",
left_element = rocket_list_container,
sprite = "item/rocket-silo",
tooltip = { "rocket-info.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/rocket-info")
end
}
--- Update the gui for all players on a force
local function update_rocket_gui_all(force_name)
local stats = get_stats_data(force_name)
local milestones = get_milestone_data(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].players) do
local container = Gui.get_left_element(rocket_list_container, player)
local frame = container.frame
update_data_labels(frame.stats.table, stats)
update_data_labels(frame.milestones.table, milestones)
update_build_progress(frame.progress.table, progress)
end
end
--- Event used to update the stats when a rocket is launched
--- @param event EventData.on_cargo_pod_finished_ascending
Event.add(defines.events.on_cargo_pod_finished_ascending, function(event)
update_rocket_gui_all(event.cargo_pod.force.name)
end)
--- Update only the progress gui for a force
local function update_rocket_gui_progress(force_name)
local progress = get_progress_data(force_name)
for _, player in pairs(game.forces[force_name].connected_players) do
local container = Gui.get_left_element(rocket_list_container, player)
local frame = container.frame
update_build_progress(frame.progress.table, progress)
end
end
--- Event used to set a rocket silo to be awaiting reset
--- @param event EventData.on_rocket_launch_ordered
Event.add(defines.events.on_rocket_launch_ordered, function(event)
update_rocket_gui_progress(event.rocket_silo.force.name)
end)
Event.on_nth_tick(150, function()
for _, force in pairs(game.forces) do
if #Rockets.get_silos(force.name) > 0 then
update_rocket_gui_progress(force.name)
end
end
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
update_rocket_gui_progress(entity.force.name)
end
end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
Event.add(defines.events.script_raised_built, on_built)
Event.add(defines.events.script_raised_revive, on_built)
--- Redraw the progress section on role change
local function role_update_event(event)
if not config.progress.show_progress then return end
local player = game.players[event.player_index]
local container = Gui.get_left_element(rocket_list_container, player)
local progress_scroll = container.frame.progress
Gui.destroy_if_valid(progress_scroll.table)
local col_count = 3
if check_player_permissions(player, "toggle_active") then col_count = col_count + 1 end
local progress = progress_scroll.add{
type = "table",
name = "table",
column_count = col_count,
}
update_build_progress(progress, get_progress_data(player.force.name))
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
return rocket_list_container
+1
View File
@@ -78,6 +78,7 @@ add(require("modules/exp_scenario/gui/production_stats"))
add(require("modules/exp_scenario/gui/quick_actions")) add(require("modules/exp_scenario/gui/quick_actions"))
add(require("modules/exp_scenario/gui/readme")) add(require("modules/exp_scenario/gui/readme"))
add(require("modules/exp_scenario/gui/research_milestones")) add(require("modules/exp_scenario/gui/research_milestones"))
add(require("modules/exp_scenario/gui/rocket_info"))
add(require("modules/exp_scenario/gui/science_production")) add(require("modules/exp_scenario/gui/science_production"))
add(require("modules/exp_scenario/gui/surveillance")) add(require("modules/exp_scenario/gui/surveillance"))
add(require("modules/exp_scenario/gui/task_list")) add(require("modules/exp_scenario/gui/task_list"))
+733
View File
@@ -0,0 +1,733 @@
--[[-- Gui - Rocket Info
Adds a rocket information gui which shows general stats, milestones and build progress of rockets.
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules/exp_legacy/expcore/roles")
local config = require("modules/exp_legacy/config/gui/rockets")
--- @class ExpGui_RocketInfo.elements
local Elements = {}
local time_formats = {
caption = ExpUtil.format_time_factory_locale{ format = "short", minutes = true, seconds = true },
caption_hours = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true },
tooltip = ExpUtil.format_time_factory_locale{ format = "long", minutes = true, seconds = true },
tooltip_hours = ExpUtil.format_time_factory_locale{ format = "long", hours = true, minutes = true, seconds = true },
}
--- The font colours used for the build progress label
local font_color = {
neutral = { r = 1, g = 1, b = 1 },
waiting = { r = 0.3, g = 1, b = 1 },
launched = { r = 0.3, g = 1, b = 0.3 },
}
-- The largest rolling average is used to know when an old launch time can be discarded
local largest_rolling_avg = 0
for _, avg_over in pairs(config.stats.rolling_avg) do
if avg_over > largest_rolling_avg then
largest_rolling_avg = avg_over
end
end
--- Get the total number of rockets launched by all forces
--- @return number
local function get_game_rocket_count()
local rtn = 0
for _, force in pairs(game.forces) do
rtn = rtn + force.rockets_launched
end
return rtn
end
--- Get the rolling average time to launch a rocket based on the last count rockets
--- @param force LuaForce
--- @param count number Number of rockets to average over
--- @return number # Number of ticks required to launch one rocket
local function get_rolling_average(force, count)
local rocket_count = force.rockets_launched
if rocket_count == 0 then return 0 end
local times = Elements.container.get_launch_times(force)
local last_launch_time = times[rocket_count] or 0
local start_rocket_time = 0
if count < rocket_count then
start_rocket_time = times[rocket_count - count + 1] or 0
rocket_count = count
end
return math.floor((last_launch_time - start_rocket_time) / rocket_count)
end
--- Toggle the visible state of a section, the section is stored in the element data
--- @class ExpGui_RocketInfo.elements.toggle_section_button: ExpElement
--- @field data table<LuaGuiElement, LuaGuiElement>
--- @overload fun(parent: LuaGuiElement, section: LuaGuiElement): LuaGuiElement
Elements.toggle_section_button = Gui.define("rocket_info/toggle_section_button")
:draw{
type = "sprite-button",
sprite = "utility/expand",
tooltip = { "exp-gui_rocket-info.tooltip-toggle-section-expand" },
style = "frame_action_button",
}
:style{
size = 20,
padding = -2,
}
:element_data(
Gui.from_argument(1)
)
:on_click(function(def, player, element)
--- @cast def ExpGui_RocketInfo.elements.toggle_section_button
local section = def.data[element]
if Gui.toggle_visible_state(section) then
element.sprite = "utility/collapse"
element.tooltip = { "exp-gui_rocket-info.tooltip-toggle-section-collapse" }
else
element.sprite = "utility/expand"
element.tooltip = { "exp-gui_rocket-info.tooltip-toggle-section-expand" }
end
end) --[[ @as any ]]
--- A clickable coordinate label which opens the silo location on the map when pressed
--- @class ExpGui_RocketInfo.elements.position_label: ExpElement
--- @field data table<LuaGuiElement, LuaEntity>
--- @overload fun(parent: LuaGuiElement, opts: { caption: LocalisedString, tooltip: LocalisedString?, entity: LuaEntity }): LuaGuiElement
Elements.position_label = Gui.define("rocket_info/position_label")
:draw{
type = "label",
caption = Gui.from_argument("caption"),
tooltip = Gui.from_argument("tooltip"),
}
:style{
padding = { 0, 2 },
}
:element_data(
Gui.from_argument("entity")
)
:on_click(function(def, player, element)
--- @cast def ExpGui_RocketInfo.elements.position_label
if not config.progress.allow_zoom_to_map then return end
local entity = def.data[element]
if not entity or not entity.valid then return end
player.set_controller{ type = defines.controllers.remote, position = entity.position, surface = entity.surface }
end) --[[ @as any ]]
--- Data table showing the launch statistics for a force
--- @class ExpGui_RocketInfo.elements.stats_table: ExpElement
--- @field data table<LuaGuiElement, table<string, LuaGuiElement>>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.stats_table = Gui.define("rocket_info/stats_table")
:track_all_elements()
:element_data{}
:draw(function(def, parent)
return Gui.elements.scroll_table(parent, 215, 2)
end) --[[ @as any ]]
--- @class ExpGui_RocketInfo.elements.stats_table.row_data
--- @field key string Unique key used to look up the value label
--- @field name string Data name used to select the locale keys
--- @field subname number? Optional subname passed as a locale parameter
--- @field value LocalisedString
--- @field tooltip LocalisedString?
--- Compute the ordered stat rows for a force
--- @param force LuaForce
--- @return ExpGui_RocketInfo.elements.stats_table.row_data[]
function Elements.stats_table.calculate_row_data(force)
local stats = Elements.container.get_stats(force)
local force_rockets = force.rockets_launched
local rows = {}
if config.stats.show_first_rocket then
local value = stats.first_launch or 0
rows[#rows + 1] = { key = "first-launch", name = "first-launch", value = time_formats.caption_hours(value), tooltip = time_formats.tooltip_hours(value) }
end
if config.stats.show_last_rocket then
local value = stats.last_launch or 0
rows[#rows + 1] = { key = "last-launch", name = "last-launch", value = time_formats.caption_hours(value), tooltip = time_formats.tooltip_hours(value) }
end
if config.stats.show_fastest_rocket then
local value = stats.fastest_launch or 0
rows[#rows + 1] = { key = "fastest-launch", name = "fastest-launch", value = time_formats.caption_hours(value), tooltip = time_formats.tooltip_hours(value) }
end
if config.stats.show_total_rockets then
local total_rockets = get_game_rocket_count()
if total_rockets == 0 then total_rockets = 1 end
local percentage = math.floor(force_rockets / total_rockets * 1000) / 10
rows[#rows + 1] = { key = "total-rockets", name = "total-rockets", value = tostring(force_rockets), tooltip = { "exp-gui_rocket-info.value-tooltip-total-rockets", percentage } }
end
if config.stats.show_game_avg then
local avg = force_rockets > 0 and math.floor(game.tick / force_rockets) or 0
rows[#rows + 1] = { key = "avg-launch", name = "avg-launch", value = time_formats.caption(avg), tooltip = time_formats.tooltip(avg) }
end
for _, avg_over in pairs(config.stats.rolling_avg) do
local avg = get_rolling_average(force, avg_over)
rows[#rows + 1] = { key = "avg-launch-n-" .. avg_over, name = "avg-launch-n", subname = avg_over, value = time_formats.caption(avg), tooltip = time_formats.tooltip(avg) }
end
return rows
end
--- Add a stat row to the table and store its value label
--- @param stats_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.stats_table.row_data
function Elements.stats_table.add_row(stats_table, row_data)
local labels = Elements.stats_table.data[stats_table]
local name_label = stats_table.add{
type = "label",
caption = { "exp-gui_rocket-info.data-caption-" .. row_data.name, row_data.subname },
tooltip = { "exp-gui_rocket-info.data-tooltip-" .. row_data.name, row_data.subname },
}
name_label.style.padding = { 0, 2 }
local value_label = stats_table.add{
type = "label",
caption = row_data.value,
tooltip = row_data.tooltip,
}
value_label.style.padding = { 0, 2 }
labels[row_data.key] = value_label
end
--- Refresh the stats table, adding any rows that do not yet exist
--- @param stats_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.stats_table.row_data[]
function Elements.stats_table.refresh(stats_table, row_data)
local labels = Elements.stats_table.data[stats_table]
for _, row in ipairs(row_data) do
local value_label = labels[row.key]
if value_label then
value_label.caption = row.value
value_label.tooltip = row.tooltip
else
Elements.stats_table.add_row(stats_table, row)
end
end
end
--- Refresh the stats table for a player, adding any rows that do not yet exist
--- @param player LuaPlayer
function Elements.stats_table.refresh_player(player)
local force = player.force --[[ @as LuaForce ]]
local row_data = Elements.stats_table.calculate_row_data(force)
for _, stats_table in Elements.stats_table:online_elements(player) do
Elements.stats_table.refresh(stats_table, row_data)
end
end
--- Refresh the stats table for a force, adding any rows that do not yet exist
--- @param force LuaForce
function Elements.stats_table.refresh_force(force)
local row_data = Elements.stats_table.calculate_row_data(force)
for _, stats_table in Elements.stats_table:online_elements(force) do
Elements.stats_table.refresh(stats_table, row_data)
end
end
--- Data table showing the milestones for a force
--- @class ExpGui_RocketInfo.elements.milestones_table: ExpElement
--- @field data table<LuaGuiElement, table<number, LuaGuiElement>>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.milestones_table = Gui.define("rocket_info/milestones_table")
:track_all_elements()
:element_data{}
:draw(function(def, parent)
return Gui.elements.scroll_table(parent, 215, 2)
end) --[[ @as any ]]
--- @class ExpGui_RocketInfo.elements.milestones_table.row_data
--- @field milestone number The milestone this row represents
--- @field value LocalisedString
--- @field tooltip LocalisedString
--- Compute the ordered milestone rows for a force, up to and including the next unachieved milestone
--- @param force LuaForce
--- @return ExpGui_RocketInfo.elements.milestones_table.row_data[]
function Elements.milestones_table.calculate_row_data(force)
local times = Elements.container.get_launch_times(force)
local force_rockets = force.rockets_launched
local rows = {}
for _, milestone in ipairs(config.milestones) do
-- The milestones config mixes the show_milestones flag with the milestone numbers
if type(milestone) == "number" then
if milestone <= force_rockets then
local time = times[milestone] or 0
rows[#rows + 1] = { milestone = milestone, value = time_formats.caption_hours(time), tooltip = time_formats.tooltip_hours(time) }
else
rows[#rows + 1] = { milestone = milestone, value = { "exp-gui_rocket-info.data-caption-milestone-next" }, tooltip = { "exp-gui_rocket-info.data-tooltip-milestone-next" } }
break
end
end
end
return rows
end
--- Add a milestone row to the table and store its value label
--- @param milestones_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.milestones_table.row_data
function Elements.milestones_table.add_row(milestones_table, row_data)
local labels = Elements.milestones_table.data[milestones_table]
local name_label = milestones_table.add{
type = "label",
caption = { "exp-gui_rocket-info.data-caption-milestone-n", row_data.milestone },
tooltip = { "exp-gui_rocket-info.data-tooltip-milestone-n", row_data.milestone },
}
name_label.style.padding = { 0, 2 }
local value_label = milestones_table.add{
type = "label",
caption = row_data.value,
tooltip = row_data.tooltip,
}
value_label.style.padding = { 0, 2 }
labels[row_data.milestone] = value_label
end
--- Refresh the milestones table, adding rows as new milestones become visible
--- @param milestones_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.milestones_table.row_data[]
function Elements.milestones_table.refresh(milestones_table, row_data)
local labels = Elements.milestones_table.data[milestones_table]
for _, row in ipairs(row_data) do
local value_label = labels[row.milestone]
if value_label then
value_label.caption = row.value
value_label.tooltip = row.tooltip
else
Elements.milestones_table.add_row(milestones_table, row)
end
end
end
--- Refresh the milestones table for a player, adding rows as new milestones become visible
--- @param player LuaPlayer
function Elements.milestones_table.refresh_player(player)
local force = player.force --[[ @as LuaForce ]]
local row_data = Elements.stats_table.calculate_row_data(force)
for _, stats_table in Elements.stats_table:online_elements(player) do
Elements.stats_table.refresh(stats_table, row_data)
end
end
--- Refresh the milestones table for a force, adding rows as new milestones become visible
--- @param force LuaForce
function Elements.milestones_table.refresh_force(force)
local row_data = Elements.stats_table.calculate_row_data(force)
for _, stats_table in Elements.stats_table:online_elements(force) do
Elements.stats_table.refresh(stats_table, row_data)
end
end
--- @class ExpGui_RocketInfo.elements.progress_table.row
--- @field x LuaGuiElement
--- @field y LuaGuiElement
--- @field progress LuaGuiElement
--- @class ExpGui_RocketInfo.elements.progress_table.data
--- @field rows table<number, ExpGui_RocketInfo.elements.progress_table.row>
--- @field no_silos LuaGuiElement
--- Data table showing the build progress of each silo for a force
--- @class ExpGui_RocketInfo.elements.progress_table: ExpElement
--- @field data table<LuaGuiElement, ExpGui_RocketInfo.elements.progress_table.data>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.progress_table = Gui.define("rocket_info/progress_table")
:track_all_elements()
:draw(function(def, parent)
--- @cast def ExpGui_RocketInfo.elements.progress_table
local progress_table = Gui.elements.scroll_table(parent, 215, 3)
-- The no silos label lives next to the table inside the same collapsible scroll pane
local no_silos = assert(progress_table.parent).add{
type = "label",
caption = { "exp-gui_rocket-info.progress-caption-no-silos" },
}
no_silos.style.padding = { 1, 2 }
def.data[progress_table] = { rows = {}, no_silos = no_silos }
return progress_table
end) --[[ @as any ]]
--- @class ExpGui_RocketInfo.elements.progress_table.row_data
--- @field entity LuaEntity
--- @field x LocalisedString
--- @field y LocalisedString
--- @field caption LocalisedString
--- @field tooltip LocalisedString
--- @field color Color
--- Compute the progress row data for a silo, clears awaiting_reset once the silo is no longer waiting
--- @param silo_data ExpGui_RocketInfo.elements.container.silo_data
--- @return ExpGui_RocketInfo.elements.progress_table.row_data
function Elements.progress_table.calculate_row_data(silo_data)
local entity = silo_data.entity
local position = entity.position
local waiting = entity.status == defines.entity_status.waiting_to_launch_rocket
local caption = { "exp-gui_rocket-info.progress-caption", entity.rocket_parts }
local color = font_color.neutral
if waiting and silo_data.awaiting_reset then
caption = { "exp-gui_rocket-info.progress-launched" }
color = font_color.launched
elseif waiting then
caption = { "exp-gui_rocket-info.progress-caption", 100 }
color = font_color.waiting
else
silo_data.awaiting_reset = false
end
return {
entity = entity,
x = { "exp-gui_rocket-info.progress-x-pos", position.x },
y = { "exp-gui_rocket-info.progress-y-pos", position.y },
caption = caption,
tooltip = { "exp-gui_rocket-info.progress-tooltip", silo_data.launched },
color = color,
}
end
--- Calculate the row data for all rows, pruning the silo data as required
--- @param silo_data table<number, ExpGui_RocketInfo.elements.container.silo_data>
--- @return ExpGui_RocketInfo.elements.progress_table.row_data[]
function Elements.progress_table.calculate_row_data_all(silo_data)
local row_data = {}
for unit_number, silo_data in pairs(silo_data) do
if silo_data.entity.valid then
row_data[unit_number] = Elements.progress_table.calculate_row_data(silo_data)
else
-- Prune silos that are no longer valid
silo_data[unit_number] = nil
end
end
return row_data
end
--- Add a silo row to the progress table and store its labels
--- @param progress_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.progress_table.row_data
function Elements.progress_table.add_row(progress_table, row_data)
local rows = Elements.progress_table.data[progress_table].rows
local zoom_tooltip = config.progress.allow_zoom_to_map and { "exp-gui_rocket-info.progress-label-tooltip" } or nil
local x = Elements.position_label(progress_table, { caption = row_data.x, tooltip = zoom_tooltip, entity = row_data.entity })
local y = Elements.position_label(progress_table, { caption = row_data.y, tooltip = zoom_tooltip, entity = row_data.entity })
local progress = progress_table.add{
type = "label",
caption = row_data.caption,
tooltip = row_data.tooltip,
}
progress.style.padding = { 0, 2 }
progress.style.font_color = row_data.color
rows[row_data.entity.unit_number] = { x = x, y = y, progress = progress }
end
--- Remove a silo row from the progress table
--- @param progress_table LuaGuiElement
--- @param unit_number number
function Elements.progress_table.remove_row(progress_table, unit_number)
local element_data = Elements.progress_table.data[progress_table]
local row = element_data.rows[unit_number]
if not row then return end
element_data.rows[unit_number] = nil
Gui.destroy_if_valid(row.x)
Gui.destroy_if_valid(row.y)
Gui.destroy_if_valid(row.progress)
end
--- Update an existing silo row to match the latest data
--- @param progress_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.progress_table.row_data
function Elements.progress_table.refresh_row(progress_table, row_data)
local element_data = Elements.progress_table.data[progress_table]
local row = element_data.rows[row_data.entity.unit_number]
row.x.caption = row_data.x
row.y.caption = row_data.y
row.progress.caption = row_data.caption
row.progress.tooltip = row_data.tooltip
row.progress.style.font_color = row_data.color
end
--- Refresh the progress table, reconciling rows with the current set of silos
--- @param progress_table LuaGuiElement
--- @param row_data ExpGui_RocketInfo.elements.progress_table.row_data[]
function Elements.progress_table.refresh(progress_table, row_data)
local element_data = Elements.progress_table.data[progress_table]
local rows = element_data.rows
local has_silos = false
local seen = {}
for _, row in pairs(row_data) do
has_silos = true
seen[row.entity.unit_number] = true
if rows[row.entity.unit_number] then
Elements.progress_table.refresh_row(progress_table, row)
else
Elements.progress_table.add_row(progress_table, row)
end
end
-- Remove rows for silos that are no longer present
for unit_number in pairs(rows) do
if not seen[unit_number] then
Elements.progress_table.remove_row(progress_table, unit_number)
end
end
element_data.no_silos.visible = not has_silos
progress_table.visible = has_silos
end
--- Refresh the progress table for a player, reconciling rows with the current set of silos
--- @param player LuaPlayer
function Elements.progress_table.refresh_player(player)
local force = player.force --[[ @as LuaForce ]]
local silos = Elements.container.get_silos(force)
local row_data = Elements.progress_table.calculate_row_data_all(silos)
for _, progress_table in Elements.progress_table:online_elements(player) do
Elements.progress_table.refresh(progress_table, row_data)
end
end
--- Refresh the progress table for a force, reconciling rows with the current set of silos
--- @param force LuaForce
function Elements.progress_table.refresh_force(force)
local silos = Elements.container.get_silos(force)
local row_data = Elements.progress_table.calculate_row_data_all(silos)
for _, progress_table in Elements.progress_table:online_elements(force) do
Elements.progress_table.refresh(progress_table, row_data)
end
end
--- @class ExpGui_RocketInfo.elements.container.silo_data
--- @field entity LuaEntity The rocket silo entity
--- @field launched number The number of rockets launched from this silo
--- @field awaiting_reset boolean True when a launch is ordered but the silo has not reset yet
--- @class ExpGui_RocketInfo.elements.container.force_stats
--- @field first_launch number? The tick the first rocket was launched
--- @field last_launch number? The tick the last rocket was launched
--- @field fastest_launch number? The tick duration between the two closest launches
--- @class ExpGui_RocketInfo.elements.container.force_data
--- @field stats ExpGui_RocketInfo.elements.container.force_stats Launch stats for the force
--- @field times table<number, number> Launch tick indexed by rocket number
--- @field silos table<number, ExpGui_RocketInfo.elements.container.silo_data> Silo data indexed by unit number
--- Container added to the left gui flow
--- @class ExpGui_RocketInfo.elements.container: ExpElement
--- @field data table<LuaForce, ExpGui_RocketInfo.elements.container.force_data>
Elements.container = Gui.define("rocket_info/container")
:draw(function(def, parent)
--- @cast def ExpGui_RocketInfo.elements.container
local container = Gui.elements.container(parent, 200)
container.style.padding = 0
local player = Gui.get_player(parent)
local force = player.force --[[ @as LuaForce ]]
local force_data = def._get_force_data(force)
if config.stats.show_stats then
local row_data = Elements.stats_table.calculate_row_data(force)
Elements.stats_table.refresh(def.add_section(container, "stats", Elements.stats_table), row_data)
end
if config.milestones.show_milestones then
local row_data = Elements.milestones_table.calculate_row_data(force)
Elements.milestones_table.refresh(def.add_section(container, "milestones", Elements.milestones_table), row_data)
end
if config.progress.show_progress then
local row_data = Elements.progress_table.calculate_row_data_all(force_data.silos)
Elements.progress_table.refresh(def.add_section(container, "progress", Elements.progress_table), row_data)
end
return Gui.elements.container.get_root_element(container)
end)
--- Add a collapsible section to a container and return its data table
--- @param container LuaGuiElement The container frame to add the section to
--- @param section_name string Used to select the locale keys for the header
--- @param table_define any The data table element define to add
--- @return LuaGuiElement
function Elements.container.add_section(container, section_name, table_define)
local header = Gui.elements.header(container, {
caption = { "exp-gui_rocket-info.section-caption-" .. section_name },
tooltip = { "exp-gui_rocket-info.section-tooltip-" .. section_name },
})
local data_table = table_define(container)
-- The scroll pane is the parent of the table, it is what gets collapsed
local scroll_pane = assert(data_table.parent)
scroll_pane.visible = false
Elements.toggle_section_button(header, scroll_pane)
return data_table
end
--- Get or create the data for a force
--- @param force LuaForce
--- @return ExpGui_RocketInfo.elements.container.force_data
function Elements.container._get_force_data(force)
local force_data = Elements.container.data[force]
if not force_data then
force_data = { stats = {}, times = {}, silos = {} }
Elements.container.data[force] = force_data
end
return force_data
end
--- Gets the stats for a force
--- @param force LuaForce
--- @return { first_launch: number?, last_launch: number?, fastest_launch: number? }
function Elements.container.get_stats(force)
return Elements.container._get_force_data(force).stats
end
--- Gets the list of rocket launch times
--- @param force LuaForce
--- @return table<number, number>
function Elements.container.get_launch_times(force)
return Elements.container._get_force_data(force).times
end
--- Gets the list of current silos for a force
--- @param force LuaForce
--- @return table<number, ExpGui_RocketInfo.elements.container.silo_data>
function Elements.container.get_silos(force)
return Elements.container._get_force_data(force).silos
end
--- Add a silo to the list of current silos for a force
--- @param entity LuaEntity
function Elements.container.add_silo(entity)
local force = entity.force --[[ @as LuaForce ]]
local silos = Elements.container._get_force_data(force).silos
silos[entity.unit_number] = {
entity = entity,
launched = 0,
awaiting_reset = false,
}
end
--- Increment the launch count for a silo
--- @param entity LuaEntity
function Elements.container.increment_silo(entity)
local force = entity.force --[[ @as LuaForce ]]
local silos = Elements.container._get_force_data(force).silos
local silo_data = silos[entity.unit_number]
if not silo_data then return end
silo_data.launched = silo_data.launched + 1
silo_data.awaiting_reset = true
end
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(Elements.container, false)
Gui.toolbar.create_button{
name = "toggle_rocket_info",
left_element = Elements.container,
sprite = "item/rocket-silo",
tooltip = { "exp-gui_rocket-info.tooltip-main" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/rocket-info")
end
}
--- Record the launch and update the stats when a cargo pod finishes ascending
--- @param event EventData.on_cargo_pod_finished_ascending
local function on_cargo_pod_finished_ascending(event)
local force = event.cargo_pod.force --[[ @as LuaForce ]]
local rockets_launched = force.rockets_launched
-- Update the launch stats for the force
local stats = Elements.container.get_stats(force)
if rockets_launched == 1 then
stats.first_launch = event.tick
stats.fastest_launch = event.tick
elseif stats.last_launch and event.tick - stats.last_launch < (stats.fastest_launch or math.huge) then
stats.fastest_launch = event.tick - stats.last_launch
end
stats.last_launch = event.tick
-- Append the launch tick into the times array
local times = Elements.container.get_launch_times(force)
times[rockets_launched] = event.tick
-- Discard the launch time that is no longer needed by any rolling average unless it is a milestone
local remove_rocket = rockets_launched - largest_rolling_avg
if remove_rocket > 0 and not table.array_contains(config.milestones, remove_rocket) then
times[remove_rocket] = nil
end
Elements.stats_table.refresh_force(force)
Elements.milestones_table.refresh_force(force)
Elements.progress_table.refresh_force(force)
end
--- Mark a silo as awaiting reset when a launch is ordered
--- @param event EventData.on_rocket_launch_ordered
local function on_rocket_launch_ordered(event)
Elements.container.increment_silo(event.rocket_silo)
Elements.progress_table.refresh_force(event.rocket_silo.force --[[ @as LuaForce ]])
end
--- Refresh the gui when a player joins the game as it may be outdated
--- @param event EventData.on_player_joined_game
local function on_player_joined_game(event)
local player = Gui.get_player(event)
Elements.stats_table.refresh_player(player)
Elements.milestones_table.refresh_player(player)
Elements.progress_table.refresh_player(player)
end
--- Add a silo to the force data when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
local function on_built(event)
local entity = event.entity
if not entity.valid or entity.name ~= "rocket-silo" then return end
Elements.container.add_silo(entity)
Elements.progress_table.refresh_force(entity.force --[[ @as LuaForce ]])
end
--- Refresh the progress for all forces that own at least one silo
local function refresh_all_progress()
for _, force in pairs(game.forces) do
Elements.progress_table.refresh_force(force)
end
end
local e = defines.events
return {
elements = Elements,
events = {
[e.on_cargo_pod_finished_ascending] = on_cargo_pod_finished_ascending,
[e.on_rocket_launch_ordered] = on_rocket_launch_ordered,
[e.on_player_joined_game] = on_player_joined_game,
[e.on_built_entity] = on_built,
[e.on_robot_built_entity] = on_built,
[e.script_raised_built] = on_built,
[e.script_raised_revive] = on_built,
},
on_nth_tick = {
[150] = refresh_all_progress,
}
}
+36
View File
@@ -431,6 +431,42 @@ caption-research-name=[technology=__1__] __2__
notice-inf=[color=255, 255, 255] Research completed at __1__ - [technology=__2__] - __3__[/color] notice-inf=[color=255, 255, 255] Research completed at __1__ - [technology=__2__] - __3__[/color]
notice=[color=255, 255, 255] Research completed at __1__ - [technology=__2__][/color] notice=[color=255, 255, 255] Research completed at __1__ - [technology=__2__][/color]
[exp-gui_rocket-info]
tooltip-main=Rocket Info
caption-main=Rocket Info
tooltip-toggle-section-expand=Expand Section
tooltip-toggle-section-collapse=Collapse Section
section-caption-stats=Statistics
section-tooltip-stats=Statistics about how rockets are launched
section-caption-milestones=Milestones
section-tooltip-milestones=The times when milestones were met
section-caption-progress=Build Progress
section-tooltip-progress=The progress for your rocket silos
data-caption-first-launch=First Launch
data-tooltip-first-launch=The time of the first launch
data-caption-last-launch=Last Launch
data-tooltip-last-launch=The time of the last launch
data-caption-fastest-launch=Fastest Launch
data-tooltip-fastest-launch=The time taken for the fastest launch
data-caption-total-rockets=Total Launched
data-tooltip-total-rockets=Total number of rockets launched by your force
value-tooltip-total-rockets=__1__% of all rockets on this map
data-caption-avg-launch=Average Time
data-tooltip-avg-launch=The average amount of time taken to launch a rocket
data-caption-avg-launch-n=Average Time __1__
data-tooltip-avg-launch-n=The average amount of time taken to launch the last __1__ rockets
data-caption-milestone-n=Milestone __1__
data-tooltip-milestone-n=Time taken to reach __1__ rockets
data-caption-milestone-next=N/A
data-tooltip-milestone-next=Not yet achieved
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=View on map
progress-launched=Launched
progress-caption=__1__%
progress-tooltip=This silo has launched __1__ rockets
progress-caption-no-silos=You have no rocket silos
[exp-gui_science-production] [exp-gui_science-production]
tooltip-main=Science Production tooltip-main=Science Production
caption-main=Science caption-main=Science
+36
View File
@@ -430,6 +430,42 @@ caption-research-name=[technology=__1__] __2__
notice-inf=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__] - __3__[/color] notice-inf=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__] - __3__[/color]
notice=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__][/color] notice=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__][/color]
[exp-gui_rocket-info]
tooltip-main=火箭資訊
caption-main=發射火箭
tooltip-toggle-section-expand=擴張欄
tooltip-toggle-section-collapse=收縮欄
section-caption-stats=數據
section-tooltip-stats=火箭發射數據
section-caption-milestones=里程碑
section-tooltip-milestones=里程碑達成次數
section-caption-progress=建造程度
section-tooltip-progress=火箭建造程度
data-caption-first-launch=首次發射
data-tooltip-first-launch=首次發射時間
data-caption-last-launch=最後發射
data-tooltip-last-launch=最後發射時間
data-caption-fastest-launch=最快發射
data-tooltip-fastest-launch=最快發射時間
data-caption-total-rockets=總發射次數
data-tooltip-total-rockets=我方總發射次數
value-tooltip-total-rockets=__1__% 的火箭發射都在本地圖上。
data-caption-avg-launch=平均時間
data-tooltip-avg-launch=火箭發射平均時間
data-caption-avg-launch-n=平均時間 __1__
data-tooltip-avg-launch-n=__1__ 次火箭發射的平均時間
data-caption-milestone-n=里程碑 __1__
data-tooltip-milestone-n=__1__ 次火箭發射的時間
data-caption-milestone-next=N/A
data-tooltip-milestone-next=未達成
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=在地圖上看
progress-launched=已發射
progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
progress-caption-no-silos=你沒有火箭發射井
[exp-gui_science-production] [exp-gui_science-production]
tooltip-main=研究資訊 tooltip-main=研究資訊
caption-main=研究瓶 caption-main=研究瓶
+36
View File
@@ -430,6 +430,42 @@ caption-research-name=[technology=__1__] __2__
notice-inf=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__] - __3__[/color] notice-inf=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__] - __3__[/color]
notice=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__][/color] notice=[color=255, 255, 255] 研究完成在 __1__ - [technology=__2__][/color]
[exp-gui_rocket-info]
tooltip-main=火箭資訊
caption-main=發射火箭
tooltip-toggle-section-expand=擴張欄
tooltip-toggle-section-collapse=收縮欄
section-caption-stats=數據
section-tooltip-stats=火箭發射數據
section-caption-milestones=里程碑
section-tooltip-milestones=里程碑達成次數
section-caption-progress=建造程度
section-tooltip-progress=火箭建造程度
data-caption-first-launch=首次發射
data-tooltip-first-launch=首次發射時間
data-caption-last-launch=最後發射
data-tooltip-last-launch=最後發射時間
data-caption-fastest-launch=最快發射
data-tooltip-fastest-launch=最快發射時間
data-caption-total-rockets=總發射次數
data-tooltip-total-rockets=我方總發射次數
value-tooltip-total-rockets=__1__% 的火箭發射都在本地圖上。
data-caption-avg-launch=平均時間
data-tooltip-avg-launch=火箭發射平均時間
data-caption-avg-launch-n=平均時間 __1__
data-tooltip-avg-launch-n=__1__ 次火箭發射的平均時間
data-caption-milestone-n=里程碑 __1__
data-tooltip-milestone-n=__1__ 次火箭發射的時間
data-caption-milestone-next=N/A
data-tooltip-milestone-next=未達成
progress-x-pos=X __1__
progress-y-pos=Y __1__
progress-label-tooltip=在地圖上看
progress-launched=已發射
progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
progress-caption-no-silos=你沒有火箭發射井
[exp-gui_science-production] [exp-gui_science-production]
tooltip-main=研究資訊 tooltip-main=研究資訊
caption-main=研究瓶 caption-main=研究瓶