mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Merge branch 'explosivegaming:main' into aperx
This commit is contained in:
@@ -1,194 +0,0 @@
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--[[-- Control Module - Selection
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- Controls players who have a selection planner, mostly event handlers
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@control Selection
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@alias Selection
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]]
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local Storage = require("modules/exp_util/storage")
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local Selection = {
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events = {
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--- When a player enters selection mode
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-- @event on_player_selection_start
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-- @tparam number player_index the player index of the player who entered selection mode
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-- @tparam string selection the name of the selection being made
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on_player_selection_start = script.generate_event_name(),
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--- When a player leaves selection mode
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-- @event on_player_selection_end
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-- @tparam number player_index the player index of the player who left selection mode
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-- @tparam string selection the name of the selection which ended
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on_player_selection_end = script.generate_event_name(),
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},
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}
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local selection_tool = { name = "selection-tool" }
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local selections = {}
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Storage.register({
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selections = selections,
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}, function(tbl)
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selections = tbl.selections
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end)
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local function has_selection_tool_in_hand(player)
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return player.cursor_stack and player.cursor_stack.valid_for_read and player.cursor_stack.name == "selection-tool"
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end
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--- Let a player select an area by providing a selection planner
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--- @param player LuaPlayer The player to place into selection mode
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--- @param selection_name string The name of the selection to start, used with on_selection
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--- @param single_use boolean? When true the selection will stop after first use
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--- @param ... any Arguments to pass to the selection handler
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function Selection.start(player, selection_name, single_use, ...)
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if not player or not player.valid or not player.cursor_stack then return end
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if selections[player.index] then
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-- Raise the end event if a selection was already in progress
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script.raise_event(Selection.events.on_player_selection_end, {
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name = Selection.events.on_player_selection_end,
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tick = game.tick,
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player_index = player.index,
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selection = selections[player.index].name,
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})
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end
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-- Set the selection data
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selections[player.index] = {
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name = selection_name,
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arguments = { ... },
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single_use = single_use == true,
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character = player.character,
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}
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-- Raise the event
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script.raise_event(Selection.events.on_player_selection_start, {
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name = Selection.events.on_player_selection_start,
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tick = game.tick,
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player_index = player.index,
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selection = selection_name,
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})
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-- Give a selection tool if one is not in use
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if has_selection_tool_in_hand(player) then return end
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player.clear_cursor() -- Clear the current item
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player.cursor_stack.set_stack(selection_tool)
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-- This does not work for selection planners, will make a feature request for it
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--player.cursor_stack_temporary = true
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-- Make a slot to place the selection tool even if inventory is full
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if player.character then
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1
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end
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local inventory = player.get_main_inventory()
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if inventory then
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player.hand_location = { inventory = inventory.index, slot = #inventory }
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end
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end
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--- Stop a player selection by removing the selection planner
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-- @tparam LuaPlayer player The player to exit out of selection mode
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function Selection.stop(player)
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if not selections[player.index] then return end
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local character = selections[player.index].character
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local selection = selections[player.index].name
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selections[player.index] = nil
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-- Raise the event
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script.raise_event(Selection.events.on_player_selection_end, {
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name = Selection.events.on_player_selection_end,
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tick = game.tick,
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player_index = player.index,
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selection = selection,
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})
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-- Remove the selection tool
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if has_selection_tool_in_hand(player) then
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player.cursor_stack.clear()
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else
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player.remove_item(selection_tool)
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end
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-- Remove the extra slot
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if character and character == player.character then
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1
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player.hand_location = nil
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end
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end
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--- Get the selection arguments for a player
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-- @tparam LuaPlayer player The player to get the selection arguments for
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function Selection.get_arguments(player)
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if not selections[player.index] then return end
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return selections[player.index].arguments
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end
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--- Test if a player is selecting something
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-- @tparam LuaPlayer player The player to test
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-- @tparam[opt] string selection_name If given will only return true if the selection is this selection
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function Selection.is_selecting(player, selection_name)
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if selection_name ~= nil then
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if not selections[player.index] then return false end
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return selections[player.index].name == selection_name
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else
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return has_selection_tool_in_hand(player)
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end
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end
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--- Filter on_player_selected_area to this custom selection, appends the selection arguments
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-- @param string selection_name The name of the selection to listen for
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-- @param function handler The event handler
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function Selection.on_selection(selection_name, handler)
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Event.add(defines.events.on_player_selected_area, function(event)
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local selection = selections[event.player_index]
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if not selection or selection.name ~= selection_name then return end
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handler(event, table.unpack(selection.arguments))
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end)
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end
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--- Filter on_player_alt_selected_area to this custom selection, appends the selection arguments
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-- @param string selection_name The name of the selection to listen for
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-- @param function handler The event handler
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function Selection.on_alt_selection(selection_name, handler)
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Event.add(defines.events.on_player_alt_selected_area, function(event)
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local selection = selections[event.player_index]
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if not selection or selection.name ~= selection_name then return end
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handler(event, table.unpack(selection.arguments))
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end)
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end
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--- Stop selection if the selection tool is removed from the cursor
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Event.add(defines.events.on_player_cursor_stack_changed, function(event)
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local player = game.players[event.player_index] --- @cast player -nil
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if has_selection_tool_in_hand(player) then return end
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Selection.stop(player)
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end)
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--- Make sure the hand location exists when the player returns from remote view
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Event.add(defines.events.on_player_controller_changed, function(event)
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local player = game.players[event.player_index] --- @cast player -nil
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local inventory = player.get_main_inventory()
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if inventory and has_selection_tool_in_hand(player) then
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player.hand_location = { inventory = inventory.index, slot = #inventory }
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end
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end)
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--- Stop selection after an event such as death or leaving the game
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local function stop_after_event(event)
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local player = game.players[event.player_index]
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Selection.stop(player)
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end
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Event.add(defines.events.on_pre_player_left_game, stop_after_event)
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Event.add(defines.events.on_pre_player_died, stop_after_event)
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--- Stop selection after a single use if single_use was true during Selection.start
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local function stop_after_use(event)
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if not selections[event.player_index] then return end
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if not selections[event.player_index].single_use then return end
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stop_after_event(event)
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end
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Event.add(defines.events.on_player_selected_area, stop_after_use)
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Event.add(defines.events.on_player_alt_selected_area, stop_after_use)
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return Selection
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@@ -10,8 +10,9 @@ local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local format_number = require("util").format_number --- @dep util
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local config = require("modules.exp_legacy.config.vlayer") --- @dep config.vlayer
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local vlayer = require("modules.exp_legacy.modules.control.vlayer")
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local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
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local SelectionConvertArea = "VlayerConvertChest"
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local Selection = require("modules/exp_util/selection")
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local SelectArea = Selection.connect("ExpGui_VLayer")
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--- Align an aabb to the grid by expanding it
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local function aabb_align_expand(aabb)
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@@ -72,13 +73,15 @@ local function format_energy(amount, unit)
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return formatted .. " " .. suffix .. unit
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end
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local ExpUtil = require("modules/exp_util")
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--- When an area is selected to add protection to the area
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Selection.on_selection(SelectionConvertArea, function(event)
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SelectArea:on_selection(function(event)
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log(ExpUtil.format_any(event))
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local area = aabb_align_expand(event.area)
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local player = game.players[event.player_index]
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if not player then
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return nil
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return
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end
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local container = Gui.get_left_element(vlayer_container, player)
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@@ -91,7 +94,7 @@ Selection.on_selection(SelectionConvertArea, function(event)
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entities = event.surface.find_entities_filtered{ area = area, name = "constant-combinator", force = player.force }
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else
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player.print{ "vlayer.power-on-space-research", config.power_on_space_research.name, config.power_on_space_research.level }
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return nil
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return
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end
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else
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entities = event.surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
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@@ -99,14 +102,14 @@ Selection.on_selection(SelectionConvertArea, function(event)
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if #entities == 0 then
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player.print{ "vlayer.steel-chest-detect" }
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return nil
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return
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elseif #entities > 1 then
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player.print{ "vlayer.result-unable", { "vlayer.control-type-" .. target:gsub("_", "-") }, { "vlayer.result-multiple" } }
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return nil
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return
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end
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if not entities[1] then
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return nil
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return
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end
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local e = entities[1]
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@@ -115,12 +118,12 @@ Selection.on_selection(SelectionConvertArea, function(event)
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if e.name and e.name == "steel-chest" and (not e.get_inventory(defines.inventory.chest).is_empty()) then
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player.print{ "vlayer.steel-chest-empty" }
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return nil
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return
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end
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if (vlayer.get_interface_counts()[target] >= config.interface_limit[target]) then
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player.print{ "vlayer.result-unable", { "vlayer.control-type-" .. target:gsub("_", "-") }, { "vlayer.result-limit" } }
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return nil
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return
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end
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e.destroy()
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@@ -128,7 +131,7 @@ Selection.on_selection(SelectionConvertArea, function(event)
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if target == "energy" then
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if not vlayer.create_energy_interface(event.surface, e_pos, player) then
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player.print{ "vlayer.result-unable", { "vlayer.control-type-energy" }, { "vlayer.result-space" } }
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return nil
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return
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end
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elseif target == "circuit" then
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vlayer.create_circuit_interface(event.surface, e_pos, e_circ, player)
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@@ -400,11 +403,10 @@ local vlayer_gui_control_build = Gui.define("vlayer_gui_control_build")
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}:style{
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width = 200,
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}:on_click(function(def, player, element)
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if Selection.is_selecting(player, SelectionConvertArea) then
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Selection.stop(player)
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if SelectArea:stop(player) then
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player.print{ "vlayer.exit" }
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else
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Selection.start(player, SelectionConvertArea)
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SelectArea:start(player)
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player.print{ "vlayer.enter" }
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end
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@@ -4,8 +4,9 @@ Adds a command that helps shoot artillery
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local AABB = require("modules/exp_util/aabb")
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local Commands = require("modules/exp_commands")
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local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
|
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local SelectionName = "ExpCommand_Artillery"
|
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local Selection = require("modules/exp_util/selection")
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local SelectArea = Selection.connect("ExpCommand_Artillery")
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local floor = math.floor
|
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local abs = math.abs
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@@ -37,18 +38,15 @@ end
|
||||
--- @overload fun(player: LuaPlayer)
|
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commands.artillery = Commands.new("artillery", { "exp-commands_artillery.description" })
|
||||
:register(function(player)
|
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if Selection.is_selecting(player, SelectionName) then
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Selection.stop(player)
|
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if SelectArea:stop(player) then
|
||||
return Commands.status.success{ "exp-commands_artillery.exit" }
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else
|
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Selection.start(player, SelectionName)
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return Commands.status.success{ "exp-commands_artillery.enter" }
|
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end
|
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SelectArea:start(player)
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return Commands.status.success{ "exp-commands_artillery.enter" }
|
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end) --[[ @as any ]]
|
||||
|
||||
--- when an area is selected to add protection to the area
|
||||
Selection.on_selection(SelectionName, function(event)
|
||||
--- @cast event EventData.on_player_selected_area
|
||||
SelectArea:on_selection(function(event)
|
||||
local area = AABB.expand(event.area)
|
||||
local player = game.players[event.player_index]
|
||||
local surface = event.surface
|
||||
|
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@@ -12,14 +12,14 @@ local Commands = require("modules/exp_commands")
|
||||
local format_player_name = Commands.format_player_name_locale
|
||||
|
||||
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
|
||||
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
|
||||
local EntityProtection = require("modules.exp_legacy.modules.control.protection") --- @dep modules.control.protection
|
||||
|
||||
local format_string = string.format
|
||||
local floor = math.floor
|
||||
|
||||
local SelectionNameEntity = "ExpCommand_ProtectEntity"
|
||||
local SelectionNameArea = "ExpCommand_ProtectArea"
|
||||
local Selection = require("modules/exp_util/selection")
|
||||
local SelectEntities = Selection.connect("ExpCommand_ProtectEntity")
|
||||
local SelectArea = Selection.connect("ExpCommand_ProtectArea")
|
||||
|
||||
local renders = {} --- @type table<number, table<string, LuaRenderObject>> Stores all renders for a player
|
||||
Storage.register({
|
||||
@@ -95,31 +95,26 @@ end
|
||||
Commands.new("protect-entity", { "exp-commands_entity-protection.description-entity" })
|
||||
:add_aliases{ "pe" }
|
||||
:register(function(player)
|
||||
if Selection.is_selecting(player, SelectionNameEntity) then
|
||||
Selection.stop(player)
|
||||
if SelectEntities:stop(player) then
|
||||
return Commands.status.success{ "exp-commands_entity-protection.exit-entity" }
|
||||
else
|
||||
Selection.start(player, SelectionNameEntity)
|
||||
return Commands.status.success{ "exp-commands_entity-protection.enter-entity" }
|
||||
end
|
||||
SelectEntities:start(player)
|
||||
return Commands.status.success{ "exp-commands_entity-protection.enter-entity" }
|
||||
end)
|
||||
|
||||
--- Toggles area protection selection
|
||||
Commands.new("protect-area", { "exp-commands_entity-protection.description-area" })
|
||||
:add_aliases{ "pa" }
|
||||
:register(function(player)
|
||||
if Selection.is_selecting(player, SelectionNameEntity) then
|
||||
Selection.stop(player)
|
||||
if SelectArea:stop(player) then
|
||||
return Commands.status.success{ "exp-commands_entity-protection.exit-area" }
|
||||
else
|
||||
Selection.start(player, SelectionNameEntity)
|
||||
return Commands.status.success{ "exp-commands_entity-protection.enter-area" }
|
||||
end
|
||||
SelectArea:start(player)
|
||||
return Commands.status.success{ "exp-commands_entity-protection.enter-area" }
|
||||
end)
|
||||
|
||||
--- When an area is selected to add protection to entities
|
||||
Selection.on_selection(SelectionNameEntity, function(event)
|
||||
--- @cast event EventData.on_player_selected_area
|
||||
SelectEntities:on_selection(function(event)
|
||||
local player = game.players[event.player_index]
|
||||
for _, entity in ipairs(event.entities) do
|
||||
EntityProtection.add_entity(entity)
|
||||
@@ -130,8 +125,7 @@ Selection.on_selection(SelectionNameEntity, function(event)
|
||||
end)
|
||||
|
||||
--- When an area is selected to remove protection from entities
|
||||
Selection.on_alt_selection(SelectionNameEntity, function(event)
|
||||
--- @cast event EventData.on_player_alt_selected_area
|
||||
SelectEntities:on_alt_selection(function(event)
|
||||
local player = game.players[event.player_index]
|
||||
for _, entity in ipairs(event.entities) do
|
||||
EntityProtection.remove_entity(entity)
|
||||
@@ -142,8 +136,7 @@ Selection.on_alt_selection(SelectionNameEntity, function(event)
|
||||
end)
|
||||
|
||||
--- When an area is selected to add protection to the area
|
||||
Selection.on_selection(SelectionNameArea, function(event)
|
||||
--- @cast event EventData.on_player_selected_area
|
||||
SelectArea:on_selection(function(event)
|
||||
local surface = event.surface
|
||||
local area = expand_area(event.area)
|
||||
local areas = EntityProtection.get_areas(event.surface)
|
||||
@@ -160,8 +153,7 @@ Selection.on_selection(SelectionNameArea, function(event)
|
||||
end)
|
||||
|
||||
--- When an area is selected to remove protection from the area
|
||||
Selection.on_alt_selection(SelectionNameArea, function(event)
|
||||
--- @cast event EventData.on_player_alt_selected_area
|
||||
SelectArea:on_alt_selection(function(event)
|
||||
local surface = event.surface
|
||||
local area = expand_area(event.area)
|
||||
local areas = EntityProtection.get_areas(surface)
|
||||
@@ -177,7 +169,6 @@ end)
|
||||
|
||||
--- When selection starts show all protected entities and protected areas
|
||||
local function on_player_selection_start(event)
|
||||
if event.selection ~= SelectionNameEntity and event.selection ~= SelectionNameArea then return end
|
||||
local player = game.players[event.player_index]
|
||||
local surface = player.surface -- Allow remote view
|
||||
renders[player.index] = {}
|
||||
@@ -210,8 +201,7 @@ local function on_player_selection_start(event)
|
||||
end
|
||||
|
||||
--- When selection ends hide protected entities and protected areas
|
||||
local function on_player_selection_end(event)
|
||||
if event.selection ~= SelectionNameEntity and event.selection ~= SelectionNameArea then return end
|
||||
local function on_player_selection_stop(event)
|
||||
for _, render in pairs(renders[event.player_index]) do
|
||||
if render.valid then render.destroy() end
|
||||
end
|
||||
@@ -219,6 +209,11 @@ local function on_player_selection_end(event)
|
||||
renders[event.player_index] = nil
|
||||
end
|
||||
|
||||
SelectArea:on_start(on_player_selection_start)
|
||||
SelectEntities:on_start(on_player_selection_start)
|
||||
SelectArea:on_stop(on_player_selection_stop)
|
||||
SelectEntities:on_stop(on_player_selection_stop)
|
||||
|
||||
--- When there is a repeat offence print it in chat
|
||||
local function on_repeat_violation(event)
|
||||
Roles.print_to_roles_higher("Regular", {
|
||||
@@ -232,8 +227,6 @@ end
|
||||
|
||||
return {
|
||||
events = {
|
||||
[Selection.events.on_player_selection_start] = on_player_selection_start,
|
||||
[Selection.events.on_player_selection_end] = on_player_selection_end,
|
||||
[EntityProtection.events.on_repeat_violation] = on_repeat_violation,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,8 +4,9 @@ Adds a command that places shallow water
|
||||
|
||||
local AABB = require("modules/exp_util/aabb")
|
||||
local Commands = require("modules/exp_commands")
|
||||
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
|
||||
local SelectionName = "ExpCommand_Waterfill"
|
||||
|
||||
local Selection = require("modules/exp_util/selection")
|
||||
local SelectArea = Selection.connect("ExpCommand_Waterfill")
|
||||
|
||||
local planet = {
|
||||
["nauvis"] = "water-mud",
|
||||
@@ -23,25 +24,22 @@ local commands = {}
|
||||
--- @overload fun(player: LuaPlayer)
|
||||
commands.waterfill = Commands.new("waterfill", { "exp-commands_waterfill.description" })
|
||||
:register(function(player)
|
||||
if Selection.is_selecting(player, SelectionName) then
|
||||
Selection.stop(player)
|
||||
if SelectArea:stop(player) then
|
||||
return Commands.status.success{ "exp-commands_waterfill.exit" }
|
||||
end
|
||||
local item_count_cliff = player.get_item_count("cliff-explosives")
|
||||
local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
|
||||
local item_count_total = item_count_cliff + item_count_craft
|
||||
if item_count_total == 0 then
|
||||
return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
|
||||
else
|
||||
local item_count_cliff = player.get_item_count("cliff-explosives")
|
||||
local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
|
||||
local item_count_total = item_count_cliff + item_count_craft
|
||||
if item_count_total == 0 then
|
||||
return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
|
||||
else
|
||||
Selection.start(player, SelectionName)
|
||||
return Commands.status.success{ "exp-commands_waterfill.enter" }
|
||||
end
|
||||
SelectArea:start(player)
|
||||
return Commands.status.success{ "exp-commands_waterfill.enter" }
|
||||
end
|
||||
end) --[[ @as any ]]
|
||||
|
||||
--- When an area is selected to be converted to water
|
||||
Selection.on_selection(SelectionName, function(event)
|
||||
--- @cast event EventData.on_player_selected_area
|
||||
SelectArea:on_selection(function(event)
|
||||
local area = AABB.expand(event.area)
|
||||
local player = game.players[event.player_index]
|
||||
local surface = event.surface
|
||||
|
||||
@@ -5,8 +5,9 @@ Adds a Gui which creates an selection planner to insert modules into buildings
|
||||
local Gui = require("modules/exp_gui")
|
||||
local AABB = require("modules/exp_util/aabb")
|
||||
local Roles = require("modules/exp_legacy/expcore/roles")
|
||||
local Selection = require("modules/exp_legacy/modules/control/selection")
|
||||
local SelectionModuleArea = "ModuleArea"
|
||||
|
||||
local Selection = require("modules/exp_util/selection")
|
||||
local SelectArea = Selection.connect("ModuleArea")
|
||||
|
||||
local config = require("modules/exp_legacy/config/module")
|
||||
|
||||
@@ -76,7 +77,7 @@ Elements.create_selection_planner = Gui.define("module_inserter/create_selection
|
||||
)
|
||||
:on_click(function(def, player, element)
|
||||
--- @cast def ExpGui_ModuleInserter.elements.create_selection_planner
|
||||
Selection.start(player, SelectionModuleArea, false, def.data[element])
|
||||
SelectArea:start(player, def.data[element])
|
||||
end) --[[ @as any ]]
|
||||
|
||||
--- Used to select the machine to apply modules to
|
||||
@@ -311,7 +312,7 @@ end
|
||||
--- When an area is selected to have module changes applied to it
|
||||
--- @param event EventData.on_player_selected_area
|
||||
--- @param module_table LuaGuiElement
|
||||
Selection.on_selection(SelectionModuleArea, function(event, module_table)
|
||||
SelectArea:on_selection(function(event, module_table)
|
||||
local player = Gui.get_player(event)
|
||||
local area = AABB.expand(event.area)
|
||||
|
||||
|
||||
@@ -301,8 +301,9 @@ end
|
||||
--- @param force LuaForce
|
||||
--- @return number
|
||||
function Elements.container.calculate_starting_research_index(force)
|
||||
local force_data = Elements.container.data[force]
|
||||
local force_data = Elements.container.data[force] or {}
|
||||
local research_index = research_targets.length
|
||||
Elements.container.data[force] = force_data -- needed because of @clusterio/research_sync
|
||||
|
||||
-- # does not work here because it returned the array alloc size
|
||||
for i = 1, research_targets.length do
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
"include/package.lua",
|
||||
"include/require.lua",
|
||||
"storage.lua",
|
||||
"selection.lua",
|
||||
"async.lua"
|
||||
],
|
||||
"require": [
|
||||
|
||||
253
exp_util/module/selection.lua
Normal file
253
exp_util/module/selection.lua
Normal file
@@ -0,0 +1,253 @@
|
||||
--[[-- ExpUtil - Selection
|
||||
Provides an easy way for working with selection planners
|
||||
]]
|
||||
|
||||
local ExpUtil = require("modules/exp_util")
|
||||
|
||||
--- @class Selection.Active
|
||||
--- @field name string
|
||||
--- @field character LuaEntity?
|
||||
--- @field data table
|
||||
|
||||
--- @alias Selection.event_handler<E> fun(event: E, ...: any)
|
||||
|
||||
--- @class ExpUtil_Selection
|
||||
local Selection = {
|
||||
on_selection_start = script.generate_event_name(),
|
||||
--- @class EventData.on_selection_start: EventData
|
||||
--- @field player_index number
|
||||
--- @field selection Selection.Active
|
||||
|
||||
on_selection_stop = script.generate_event_name(),
|
||||
--- @class EventData.on_selection_stop: EventData
|
||||
--- @field player_index number
|
||||
--- @field selection Selection.Active
|
||||
|
||||
--- @type table<string, { [defines.events]: Selection.event_handler[] }>
|
||||
_registered = {},
|
||||
|
||||
--- @package
|
||||
events = {},
|
||||
}
|
||||
|
||||
--- @class Selection
|
||||
--- @field name string
|
||||
--- @field _handlers table
|
||||
Selection._prototype = {}
|
||||
|
||||
Selection._metatable = {
|
||||
__index = Selection._prototype,
|
||||
__class = "Selection",
|
||||
}
|
||||
|
||||
--- @type table<number, Selection.Active>
|
||||
local script_data = {}
|
||||
local Storage = require("modules/exp_util/storage")
|
||||
Storage.register(script_data, function(tbl)
|
||||
script_data = tbl
|
||||
end)
|
||||
|
||||
local empty_table = {}
|
||||
local selection_tool = { name = "selection-tool" }
|
||||
|
||||
--- Test if a player is holding a selection tool
|
||||
--- @param player LuaPlayer
|
||||
--- @return boolean?
|
||||
local function has_selection_tool_in_hand(player)
|
||||
return player.cursor_stack and player.cursor_stack.valid_for_read and player.cursor_stack.name == "selection-tool"
|
||||
end
|
||||
|
||||
--- Give a selection tool to a player if they don't have one
|
||||
--- @param player LuaPlayer
|
||||
local function give_selection_tool(player)
|
||||
if has_selection_tool_in_hand(player) then return end
|
||||
player.clear_cursor()
|
||||
player.cursor_stack.set_stack(selection_tool)
|
||||
|
||||
-- This does not work for selection planners, will make a feature request for it
|
||||
--player.cursor_stack_temporary = true
|
||||
|
||||
-- Make a slot to place the selection tool even if inventory is full
|
||||
if player.character then
|
||||
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1
|
||||
end
|
||||
|
||||
local inventory = player.get_main_inventory()
|
||||
if inventory then
|
||||
player.hand_location = { inventory = inventory.index, slot = #inventory }
|
||||
end
|
||||
end
|
||||
|
||||
--- Remove a selection tool to a player if they have one
|
||||
--- @param player LuaPlayer
|
||||
--- @param old_character LuaEntity?
|
||||
local function remove_selection_tool(player, old_character)
|
||||
-- Remove the selection tool
|
||||
if has_selection_tool_in_hand(player) then
|
||||
player.cursor_stack.clear()
|
||||
else
|
||||
player.remove_item(selection_tool)
|
||||
end
|
||||
|
||||
-- Remove the extra slot
|
||||
if old_character and old_character == player.character then
|
||||
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1
|
||||
player.hand_location = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Create a connection from which events can be registered
|
||||
--- @param name string
|
||||
--- @return Selection
|
||||
function Selection.connect(name)
|
||||
ExpUtil.assert_not_runtime()
|
||||
ExpUtil.assert_argument_type(name, "string", 1, "name")
|
||||
|
||||
local handlers = Selection._registered[name] or {}
|
||||
Selection._registered[name] = handlers
|
||||
|
||||
return setmetatable({
|
||||
name = name,
|
||||
_handlers = handlers,
|
||||
}, Selection._metatable)
|
||||
end
|
||||
|
||||
--- Stop the currently active selection for a player
|
||||
--- @param player LuaPlayer
|
||||
function Selection.stop(player)
|
||||
local player_index = player.index
|
||||
local active_selection = script_data[player_index]
|
||||
if not active_selection then
|
||||
return
|
||||
end
|
||||
|
||||
remove_selection_tool(player, active_selection.character)
|
||||
|
||||
script_data[player_index] = nil
|
||||
script.raise_event(Selection.on_selection_stop, {
|
||||
player_index = player_index,
|
||||
selection = active_selection,
|
||||
})
|
||||
end
|
||||
|
||||
--- Start a new selection for a player
|
||||
--- @param player LuaPlayer
|
||||
--- @param ... unknown
|
||||
function Selection._prototype:start(player, ...)
|
||||
local player_index = player.index
|
||||
local active_selection = script_data[player_index]
|
||||
if active_selection then
|
||||
script.raise_event(Selection.on_selection_stop, {
|
||||
player_index = player_index,
|
||||
selection = active_selection,
|
||||
})
|
||||
end
|
||||
|
||||
local selection = {
|
||||
name = self.name,
|
||||
character = player.character,
|
||||
data = select("#", ...) > 0 and { ... } or empty_table,
|
||||
}
|
||||
|
||||
give_selection_tool(player)
|
||||
|
||||
script_data[player_index] = selection
|
||||
script.raise_event(Selection.on_selection_start, {
|
||||
player_index = player_index,
|
||||
selection = selection,
|
||||
})
|
||||
end
|
||||
|
||||
--- Stop this selection if it is active, returns if this selection was active
|
||||
--- @param player LuaPlayer
|
||||
--- @return boolean
|
||||
function Selection._prototype:stop(player)
|
||||
local player_index = player.index
|
||||
local active_selection = script_data[player_index]
|
||||
if not active_selection or active_selection.name ~= self.name then
|
||||
return false
|
||||
end
|
||||
|
||||
remove_selection_tool(player, active_selection.character)
|
||||
|
||||
script_data[player_index] = nil
|
||||
script.raise_event(Selection.on_selection_stop, {
|
||||
player_index = player_index,
|
||||
selection = active_selection,
|
||||
})
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
--- Dispatch events to the correct handlers
|
||||
--- @param event EventData.on_player_selected_area | EventData.on_player_alt_selected_area | EventData.on_selection_start | EventData.on_selection_stop
|
||||
local function event_dispatch(event)
|
||||
local active_selection = event.selection or script_data[event.player_index]
|
||||
local selection_handlers = active_selection and Selection._registered[active_selection.name]
|
||||
local handlers = selection_handlers and selection_handlers[event.name] or empty_table
|
||||
for _, handler in ipairs(handlers) do
|
||||
handler(event, table.unpack(active_selection.data))
|
||||
end
|
||||
end
|
||||
|
||||
--- Create an on event adder
|
||||
--- @param event defines.events
|
||||
--- @return function
|
||||
local function on_event_factory(event)
|
||||
return function(self, callback)
|
||||
ExpUtil.assert_not_runtime()
|
||||
ExpUtil.assert_argument_type(callback, "function", 1, "callback")
|
||||
Selection.events[event] = event_dispatch
|
||||
|
||||
local handlers = self._handlers[event] or {}
|
||||
handlers[#handlers + 1] = callback
|
||||
self._handlers[event] = handlers
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
local e = defines.events
|
||||
|
||||
--- @alias Selection.on_event<E> fun(self: Selection, callback: fun(event: E, ...: any)): Selection
|
||||
|
||||
--- @type Selection.on_event<EventData.on_selection_start>
|
||||
Selection._prototype.on_start = on_event_factory(Selection.on_selection_start)
|
||||
|
||||
--- @type Selection.on_event<EventData.on_selection_stop>
|
||||
Selection._prototype.on_stop = on_event_factory(Selection.on_selection_stop)
|
||||
|
||||
--- @type Selection.on_event<EventData.on_player_selected_area>
|
||||
Selection._prototype.on_selection = on_event_factory(e.on_player_selected_area)
|
||||
|
||||
--- @type Selection.on_event<EventData.on_player_alt_selected_area>
|
||||
Selection._prototype.on_alt_selection = on_event_factory(e.on_player_alt_selected_area)
|
||||
|
||||
--- Stop selection if the selection tool is removed from the cursor
|
||||
--- @param event EventData.on_player_cursor_stack_changed
|
||||
Selection.events[e.on_player_cursor_stack_changed] = function(event)
|
||||
local player = assert(game.get_player(event.player_index))
|
||||
if has_selection_tool_in_hand(player) then return end
|
||||
Selection.stop(player)
|
||||
end
|
||||
|
||||
--- Make sure the hand location exists when the player returns from remote view
|
||||
--- @param event EventData.on_player_controller_changed
|
||||
Selection.events[e.on_player_controller_changed] = function(event)
|
||||
local player = assert(game.get_player(event.player_index))
|
||||
local inventory = player.get_main_inventory()
|
||||
if inventory and has_selection_tool_in_hand(player) then
|
||||
player.hand_location = { inventory = inventory.index, slot = #inventory }
|
||||
end
|
||||
end
|
||||
|
||||
--- Stop selection after an event
|
||||
--- @param event EventData.on_pre_player_left_game | EventData.on_pre_player_died
|
||||
local function stop_after_event(event)
|
||||
local player = assert(game.get_player(event.player_index))
|
||||
Selection.stop(player)
|
||||
end
|
||||
|
||||
Selection.events[e.on_pre_player_left_game] = stop_after_event
|
||||
Selection.events[e.on_pre_player_died] = stop_after_event
|
||||
|
||||
return Selection
|
||||
Reference in New Issue
Block a user