Looks Sorted

This commit is contained in:
Cooldude2606
2019-05-27 22:37:59 +01:00
parent daeb6c0b9d
commit 0b9e8b8cd5
7 changed files with 574 additions and 9 deletions

View File

@@ -40,7 +40,7 @@ end)
--- Button used to close the action bar
local close_action_bar =
Gui.new_button()
:set_sprites('utility/close_black')
:set_sprites('utility/close_black','utility/close_white')
:set_tooltip{'player-list.close-action-bar'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-1,-1,-1,-1)
@@ -232,14 +232,7 @@ local function add_player(list_table,player,role_name)
player_name.style.font_color = player.chat_color
-- flow which allows right align for the play time
local time_flow =
list_table.add{
name='player-time-'..player.index,
type='flow'
}
Gui.set_padding(time_flow)
time_flow.style.horizontal_align = 'right'
time_flow.style.horizontally_stretchable = true
local time_flow = Gui.create_right_align(list_table,'player-time-'..player.index)
-- time given in Xh Ym and is right aligned
local tick = game.tick > 0 and game.tick or 1
@@ -271,6 +264,7 @@ end
local player_list =
Gui.new_left_frame('gui/player-list')
:set_sprites('entity/character')
:set_tooltip{'player-list.main-tooltip'}
:set_open_by_default()
:set_direction('vertical')
:on_draw(function(player,element)

506
modules/gui/rocket-info.lua Normal file
View File

@@ -0,0 +1,506 @@
local Gui = require 'expcore.gui'
local Roles = require 'expcore.roles'
local Event = require 'utils.event'
local config = require 'config.rockets'
local Global = require 'utils.global'
local format_time = ext_require('expcore.common','format_time')
local Colors = require 'resources.color_presets'
local rocket_times = {}
local rocket_stats = {}
local rocket_silos = {}
Global.register({
rocket_times = rocket_times,
rocket_stats = rocket_stats,
rocket_silos = rocket_silos
},function(tbl)
rocket_times = tbl.rocket_times
rocket_stats = tbl.rocket_stats
rocket_silos = tbl.rocket_silos
end)
local function get_silo_name(entity)
local position = entity.position
return 'X '..math.floor(position.x)..' Y '..math.floor(position.y)
end
local zoom_to_map_name = Gui.uid_name()
Gui.on_click(zoom_to_map_name,function(event)
local force = event.player.force
local rocket_silo_name = event.element.caption
local rocket_silo = rocket_silos[force.name][rocket_silo_name]
local position = rocket_silo.entity.position
event.player.zoom_to_world(position,2)
end)
local launch_rocket =
Gui.new_button()
:set_sprites('utility/center')
:set_tooltip('Click to launch rocket')
:set_embeded_flow(function(element,rocket_silo_name)
return 'launch_'..rocket_silo_name
end)
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.width = 16
style.height = 16
end)
:on_click(function(player,element)
local force = player.force
local rocket_silo_name = element.parent.name:sub(8)
local rocket_silo = rocket_silos[force.name][rocket_silo_name]
rocket_silo.entity.launch_rocket()
end)
local toggle_rocket =
Gui.new_button()
:set_sprites('utility/play')
:set_tooltip('Click to launch rocket')
:set_embeded_flow(function(element,rocket_silo_name)
return 'toggle_'..rocket_silo_name
end)
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.width = 16
style.height = 16
end)
:on_click(function(player,element)
local force = player.force
local rocket_silo_name = element.parent.name:sub(7)
local rocket_silo = rocket_silos[force.name][rocket_silo_name]
local status = true
if status then
player.print('WIP; We currently have no way to test or set the auto launch of a rocket so this button does not work!')
else
element.sprite = 'utility/stop'
end
end)
local header_expand =
Gui.new_button()
:set_sprites('utility/expand_dark','utility/expand')
:set_tooltip('Click to expand')
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local flow_name = element.parent.name
local flow = element.parent.parent.parent[flow_name]
if Gui.toggle_visible(flow) then
element.sprite = 'utility/collapse_dark'
element.hovered_sprite = 'utility/collapse'
else
element.sprite = 'utility/expand_dark'
element.hovered_sprite = 'utility/expand'
end
end)
local function create_header_flow_combo(player,element,name,table_size,caption,tooltip)
-- header for the combo
local header =
element.add{
type='frame',
name=name..'-header',
style='subheader_frame',
}
Gui.set_padding(header,1,1,3,3)
header.style.horizontally_stretchable = true
-- caption for header bar
header.add{
type='label',
style='heading_1_label',
caption=caption,
tooltip=tooltip
}
-- right aligned button to toggle the drop down area
local expand_flow = Gui.create_right_align(header,name)
header_expand(expand_flow)
-- flow for the combo
local flow =
element.add{
name=name,
type='scroll-pane',
direction='vertical',
horizontal_scroll_policy='never',
vertical_scroll_policy='auto-and-reserve-space'
}
Gui.set_padding(flow,1,1,2,2)
flow.style.horizontally_stretchable = true
flow.style.maximal_height = 215
flow.visible = false
-- table to allow for nice looking labels
local flow_table =
flow.add{
name='table',
type='table',
column_count=table_size
}
Gui.set_padding(flow_table)
flow_table.style.horizontally_stretchable = true
flow_table.style.vertical_align = 'center'
flow_table.style.cell_padding = 0
end
local function player_allowed(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_permision'] and not Roles.player_allowed(player,config.progress[action..'_role_permision']) then
return false
end
return true
end
local function generate_container(player,element)
Gui.set_padding(element,1,2,2,2)
element.style.minimal_width = 200
-- main container which contains the other elements
local container =
element.add{
name='container',
type='frame',
direction='vertical',
style='window_content_frame_packed'
}
Gui.set_padding(container)
if config.stats.show_stats then
create_header_flow_combo(player,container,'stats',2,'Statistics','Stats about rockets')
end
if config.milestones.show_milestones then
create_header_flow_combo(player,container,'milestones',2,'Milestones','Rocket milestones')
end
if config.progress.show_progress then
local col_count = 2
if player_allowed(player,'remote_launch') then col_count = col_count+1 end
if player_allowed(player,'toggle_active') then col_count = col_count+1 end
create_header_flow_combo(player,container,'progress',col_count,'Build Progress','Build progress of rockets')
container.progress.add{
type='label',
name='no_silos',
caption='Your force has no silos'
}
end
end
local function create_label_pair_time(element,name,raw_value,caption,tooltip,no_hours)
local value = no_hours and format_time(raw_value,{minutes=true,seconds=true}) or format_time(raw_value)
local value_tooltip = format_time(raw_value,{hours=not no_hours,minutes=true,seconds=true,long=true})
if not element[name] then
-- main label to show the name of the value
element.add{
type='label',
name=name..'-label',
caption=caption,
tooltip=tooltip
}
-- flow which allows right align for the value
local right_flow = Gui.create_right_align(element,name)
right_flow.add{
type='label',
name='label',
caption=value,
tooltip=value_tooltip
}
else
element[name].label.caption = value
element[name].label.tooltip = value_tooltip
end
end
local function generate_stats(player,frame)
if not config.stats.show_stats then return end
local element = frame.container.stats.table
local force_rockets = player.force.rockets_launched
if config.stats.show_first_rocket then
create_label_pair_time(element,'first_launch',rocket_stats.first_launch or 0,'First Launch','The time of launch of the first rocket')
end
if config.stats.show_last_rocket then
create_label_pair_time(element,'last_launch',rocket_stats.last_launch or 0,'Last Launch','The time that the last rocket was launched')
end
if config.stats.show_fastest_rocket then
create_label_pair_time(element,'fastest_launch',rocket_stats.fastest_launch or 0,'Fastest Launch','The time taken for the fastest launch',true)
end
if config.stats.show_total_rockets then
local total_rockets = 0
for _,force in pairs(game.forces) do
total_rockets = total_rockets + force.rockets_launched
end
total_rockets = total_rockets > 0 and total_rockets or 1
local percentage = math.round(force_rockets/total_rockets,3)*100
if not element.total_rockets then
-- main label to show the name of the value
element.add{
type='label',
name='total_rockets-label',
caption='Total Lauched',
tooltip='The total number of rockets launched'
}
-- flow which allows right align for the value
local right_flow = Gui.create_right_align(element,'total_rockets')
right_flow.add{
type='label',
name='label',
caption=force_rockets,
tooltip=percentage
}
else
element.total_rockets.label.caption = force_rockets
element.total_rockets.label.tooltip = percentage
end
end
if config.stats.show_game_avg then
local tick = game.tick > 0 and game.tick or 1
local avg = math.floor(force_rockets/tick)
create_label_pair_time(element,'avg_launch',avg,'Avg Launch','The average time to launch a rocket',true)
end
for _,over in pairs(config.stats.rolling_avg) do
local total = 0
local rocket_count = 0
for i = force_rockets,force_rockets-over,-1 do
if rocket_times[i] then
rocket_count = rocket_count + 1
total = total + rocket_times[i]
end
end
total = total > 0 and total or 1
local avg = math.floor(rocket_count/total)
create_label_pair_time(element,'avg_launch_'..over,avg,'Avg Launch '..over,'The rolling average time to launch a rocket for the past '..over..' rockets',true)
end
end
local function generate_milestones(player,frame)
if not config.milestones.show_milestones then return end
local element = frame.container.milestones.table
local force_rockets = player.force.rockets_launched
for _,milestone in ipairs(config.milestones) do
if milestone <= force_rockets and not element['milstone-'..milestone] then
create_label_pair_time(element,'milstone-'..milestone,rocket_times[player.force.name][milestone],'Milestone '..milestone,'Time taken to launch '..milestone..' rockets')
end
end
end
local function generate_progress(player,frame)
if not config.progress.show_progress then return end
local element = frame.container.progress.table
local force = player.force.name
if not rocket_silos[force] or table.size(rocket_silos[force]) == 0 then
element.parent.no_silos.visible = true
else
element.parent.no_silos.visible = false
for rocket_silo_name,rocket_silo in pairs(rocket_silos[force]) do
if not rocket_silo.entity or not rocket_silo.entity.valid then
rocket_silos[force][rocket_silo_name] = nil
if element['label_'..rocket_silo_name] then element['label_'..rocket_silo_name].destroy() end
if element['launch_'..rocket_silo_name] then element['launch_'..rocket_silo_name].destroy() end
if element['toggle_'..rocket_silo_name] then element['toggle_'..rocket_silo_name].destroy() end
if element[rocket_silo_name] then element[rocket_silo_name].destroy() end
elseif not element[rocket_silo_name] then
local progress = rocket_silo.entity.rocket_parts
local status = rocket_silo.entity.status == 21
local active = false -- need way to check this
if player_allowed(player,'toggle_active') then
local toggle_rocket_element = toggle_rocket(element,rocket_silo_name)
toggle_rocket_element.enabled = false -- remove when done
if active then
toggle_rocket_element.sprite = 'utility/stop'
else
toggle_rocket_element.sprite = 'utility/play'
end
end
if player_allowed(player,'remote_launch') then
local launch_rocket_element = launch_rocket(element,rocket_silo_name)
launch_rocket_element.enabled = status
end
-- main label to show the name of the value
local flow = element.add{type='flow',name='label_'..rocket_silo_name}
Gui.set_padding(flow,0,0,2,0)
flow.add{
type='label',
name=zoom_to_map_name,
caption=rocket_silo_name,
tooltip='Click to view on map'
}
-- flow which allows right align for the value
local right_flow = Gui.create_right_align(element,rocket_silo_name)
right_flow.add{
type='label',
name='label',
caption=progress..'%',
tooltip=rocket_silo.launched or 0
}
else
local progress = rocket_silo.entity.rocket_parts
local status = rocket_silo.entity.status == 21
local active = false -- need way to check this
local label = element[rocket_silo_name].label
label.caption = progress..'%'
label.tooltip = rocket_silo.launched or 0
if status then
label.caption = '100%'
label.style.font_color = Colors.cyan
else
label.style.font_color = Colors.white
end
if player_allowed(player,'toggle_active') then
local toggle_rocket_element = element['toggle_'..rocket_silo_name]
if active then
toggle_rocket_element[toggle_rocket.name].sprite = 'utility/stop'
else
toggle_rocket_element[toggle_rocket.name].sprite = 'utility/play'
end
end
if player_allowed(player,'remote_launch') then
local launch_rocket_element = element['launch_'..rocket_silo_name]
launch_rocket_element[launch_rocket.name].enabled = status
end
end
end
end
end
local rocket_info =
Gui.new_left_frame('gui/rocket-info')
:set_sprites('entity/rocket-silo')
:set_post_authenticator(function(player,define_name)
return true
--return player.force.rockets_launched > 0 and Gui.classes.toolbar.allowed(player,define_name)
end)
:set_open_by_default(function(player,define_name)
return true
--return player.force.rockets_launched > 0
end)
:set_direction('vertical')
:on_draw(function(player,element)
generate_container(player,element)
generate_stats(player,element)
generate_milestones(player,element)
generate_progress(player,element)
end)
:on_update(function(player,element)
generate_stats(player,element)
generate_milestones(player,element)
generate_progress(player,element)
end)
Event.add(defines.events.on_rocket_launched,function(event)
local force = event.rocket_silo.force
local force_name = force.name
local rockets_launched = force.rockets_launched
if not rocket_stats[force_name] then
rocket_stats[force_name] = {}
end
if rockets_launched == 1 then
rocket_stats.first_launch = event.tick
rocket_stats.fastest_launch = event.tick
elseif event.tick-rocket_stats.last_launch < rocket_stats.fastest_launch then
rocket_stats.fastest_launch = event.tick-rocket_stats.last_launch
end
rocket_stats.last_launch = event.tick
if not rocket_times[force_name] then
rocket_times[force_name] = {}
end
rocket_times[force_name][rockets_launched] = event.tick
local silo_name = get_silo_name(event.rocket_silo)
if not rocket_silos[force_name] then
rocket_silos[force_name] = {}
end
if not rocket_silos[force_name][silo_name] then
rocket_silos[force_name][silo_name] = {entity=event.rocket_silo,launched=0}
end
rocket_silos[force_name][silo_name].launched = rocket_silos[force_name][silo_name].launched+1
for _,player in pairs(force.players) do
rocket_info:update(player)
Gui.update_toolbar(player)
end
end)
local function on_built(event)
local entity = event.created_entity
if entity.valid and entity.name == 'rocket-silo' then
local force = entity.force
local force_name = force.name
local silo_name = get_silo_name(entity)
if not rocket_silos[force_name] then
rocket_silos[force_name] = {}
end
rocket_silos[force_name][silo_name] = {entity=entity,launched=0}
for _,player in pairs(force.players) do
rocket_info:update(player)
end
end
end
Event.add(defines.events.on_built_entity,on_built)
Event.add(defines.events.on_robot_built_entity,on_built)
Event.on_nth_tick(150,function()
for _,force in pairs(game.forces) do
local silos = rocket_silos[force.name]
if silos then
for _,player in pairs(force.connected_players) do
local frame = rocket_info:get_frame(player)
generate_progress(player,frame)
end
end
end
end)
return rocket_info