Fixed Existing Lua Check Errors

This commit is contained in:
Cooldude2606
2020-05-26 18:21:10 +01:00
parent 2aaeb06be3
commit 32507492b8
76 changed files with 1622 additions and 1617 deletions

View File

@@ -4,6 +4,7 @@
@alias player_list
]]
-- luacheck:ignore 211/Colors
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Store = require 'expcore.store' --- @dep expcore.store
@@ -24,7 +25,7 @@ local selected_action_store = Store.register(function(player)
end)
-- Set the config to use these stores
config.set_store_uids(selected_player_store,selected_action_store)
config.set_store_uids(selected_player_store, selected_action_store)
--- Button used to open the action bar
-- @element open_action_bar
@@ -40,13 +41,13 @@ Gui.element{
width = 8,
height = 14
}
:on_click(function(player,element,_)
:on_click(function(player, element, _)
local selected_player_name = element.parent.name
local old_selected_player_name = Store.get(selected_player_store,player)
local old_selected_player_name = Store.get(selected_player_store, player)
if selected_player_name == old_selected_player_name then
Store.clear(selected_player_store,player)
Store.clear(selected_player_store, player)
else
Store.set(selected_player_store,player,selected_player_name)
Store.set(selected_player_store, player, selected_player_name)
end
end)
@@ -59,10 +60,10 @@ Gui.element{
tooltip = {'player-list.close-action-bar'},
style = 'shortcut_bar_button_red'
}
:style(Gui.sprite_style(30,-1,{ top_margin = -1, right_margin = -1 }))
:on_click(function(player,_)
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
:style(Gui.sprite_style(30, -1, { top_margin = -1, right_margin = -1 }))
:on_click(function(player, _)
Store.clear(selected_player_store, player)
Store.clear(selected_action_store, player)
end)
--- Button used to confirm a reason
@@ -74,21 +75,21 @@ Gui.element{
tooltip = {'player-list.reason-confirm'},
style = 'shortcut_bar_button_green'
}
:style(Gui.sprite_style(30,-1,{ left_margin = -2, right_margin = -1 }))
:on_click(function(player,element)
:style(Gui.sprite_style(30, -1, { left_margin = -2, right_margin = -1 }))
:on_click(function(player, element)
local reason = element.parent.entry.text or 'Non Given'
local action_name = Store.get(selected_action_store,player)
local action_name = Store.get(selected_action_store, player)
local reason_callback = config.buttons[action_name].reason_callback
reason_callback(player,reason)
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
reason_callback(player, reason)
Store.clear(selected_player_store, player)
Store.clear(selected_action_store, player)
element.parent.entry.text = ''
end)
--- Set of elements that are used to make up a row of the player table
-- @element add_player_base
local add_player_base =
Gui.element(function(event_trigger,parent,player_data)
Gui.element(function(event_trigger, parent, player_data)
-- Add the button to open the action bar
local toggle_action_bar_flow = parent.add{ type = 'flow', name = player_data.name }
open_action_bar(toggle_action_bar_flow)
@@ -99,13 +100,13 @@ Gui.element(function(event_trigger,parent,player_data)
type = 'label',
name = event_trigger,
caption = player_data.name,
tooltip = {'player-list.open-map',player_data.name,player_data.tag,player_data.role_name}
tooltip = {'player-list.open-map', player_data.name, player_data.tag, player_data.role_name}
}
player_name.style.padding = {0,2,0,0}
player_name.style.padding = {0, 2,0, 0}
player_name.style.font_color = player_data.chat_color
-- Add the time played label
local alignment = Gui.alignment(parent,'player-time-'..player_data.index)
local alignment = Gui.alignment(parent, 'player-time-'..player_data.index)
local time_label = alignment.add{
name = 'label',
type = 'label',
@@ -116,34 +117,34 @@ Gui.element(function(event_trigger,parent,player_data)
return time_label
end)
:on_click(function(player,element,event)
:on_click(function(player, element, event)
local selected_player_name = element.caption
local selected_player = Game.get_player_from_any(selected_player_name)
if event.button == defines.mouse_button_type.left then
-- LMB will open the map to the selected player
local position = selected_player.position
event.player.zoom_to_world(position,1.75)
event.player.zoom_to_world(position, 1.75)
else
-- RMB will toggle the settings
local old_selected_player_name = Store.get(selected_player_store,player)
local old_selected_player_name = Store.get(selected_player_store, player)
if selected_player_name == old_selected_player_name then
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
Store.clear(selected_player_store, player)
Store.clear(selected_action_store, player)
else
Store.set(selected_player_store,player,selected_player_name)
Store.set(selected_player_store, player, selected_player_name)
end
end
end)
-- Removes the three elements that are added as part of the base
local function remove_player_base(parent,player)
local function remove_player_base(parent, player)
Gui.destroy_if_valid(parent[player.name])
Gui.destroy_if_valid(parent['player-name-'..player.index])
Gui.destroy_if_valid(parent['player-time-'..player.index])
end
-- Update the time label for a player using there player time data
local function update_player_base(parent,player_time)
local function update_player_base(parent, player_time)
local time_element = parent[player_time.element_name]
if time_element and time_element.valid then
time_element.label.caption = player_time.caption
@@ -154,15 +155,15 @@ end
--- Adds all the buttons and flows that make up the action bar
-- @element add_action_bar
local add_action_bar_buttons =
Gui.element(function(_,parent)
Gui.element(function(_, parent)
close_action_bar(parent)
-- Loop over all the buttons in the config
for action_name,button_data in pairs(config.buttons) do
for action_name, button_data in pairs(config.buttons) do
-- Added the permission flow
local permission_flow = parent.add{ type = 'flow', name = action_name }
permission_flow.visible = false
-- Add the buttons under that permission
for _,button in ipairs(button_data) do
for _, button in ipairs(button_data) do
button(permission_flow)
end
end
@@ -173,7 +174,7 @@ end)
--- Updates the visible state of the action bar buttons
local function update_action_bar(element)
local player = Gui.get_player_from_element(element)
local selected_player_name = Store.get(selected_player_store,player)
local selected_player_name = Store.get(selected_player_store, player)
if not selected_player_name then
-- Hide the action bar when no player is selected
@@ -184,16 +185,16 @@ local function update_action_bar(element)
if not selected_player.connected then
-- If the player is offline then reest stores
element.visible = false
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
Store.clear(selected_player_store, player)
Store.clear(selected_action_store, player)
else
-- Otherwise check what actions the player is allowed to use
element.visible = true
for action_name,buttons in pairs(config.buttons) do
if buttons.auth and not buttons.auth(player,selected_player) then
for action_name, buttons in pairs(config.buttons) do
if buttons.auth and not buttons.auth(player, selected_player) then
element[action_name].visible = false
elseif Roles.player_allowed(player,action_name) then
elseif Roles.player_allowed(player, action_name) then
element[action_name].visible = true
end
end
@@ -205,36 +206,36 @@ end
--- Main player list container for the left flow
-- @element player_list_container
local player_list_container =
Gui.element(function(event_trigger,parent)
Gui.element(function(event_trigger, parent)
-- Draw the internal container
local container = Gui.container(parent,event_trigger,200)
local container = Gui.container(parent, event_trigger, 200)
-- Draw the scroll table for the players
local scroll_table = Gui.scroll_table(container,184,3)
local scroll_table = Gui.scroll_table(container, 184, 3)
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
scroll_table_style.padding = {1,0,1,2}
scroll_table_style.padding = {1, 0,1, 2}
-- Add the action bar
local action_bar = Gui.footer(container,nil,nil,false,'action_bar')
local action_bar = Gui.footer(container, nil, nil, false, 'action_bar')
-- Change the style of the action bar
local action_bar_style = action_bar.style
action_bar_style.height = 35
action_bar_style.padding = {1,3}
action_bar_style.padding = {1, 3}
action_bar.visible = false
-- Add the buttons to the action bar
add_action_bar_buttons(action_bar)
-- Add the reason bar
local reason_bar = Gui.footer(container,nil,nil,false,'reason_bar')
local reason_bar = Gui.footer(container, nil, nil, false, 'reason_bar')
-- Change the style of the reason bar
local reason_bar_style = reason_bar.style
reason_bar_style.height = 35
reason_bar_style.padding = {-1,3}
reason_bar_style.padding = {-1, 3}
reason_bar.visible = false
-- Add the text entry for the reason bar
@@ -263,15 +264,15 @@ end)
--- Button on the top flow used to toggle the player list container
-- @element toggle_left_element
Gui.left_toolbar_button('entity/character', {'player-list.main-tooltip'}, player_list_container, function(player)
return Roles.player_allowed(player,'gui/player-list')
return Roles.player_allowed(player, 'gui/player-list')
end)
-- Get caption and tooltip format for a player
local function get_time_formats(online_time,afk_time)
local function get_time_formats(online_time, afk_time)
local tick = game.tick > 0 and game.tick or 1
local percent = math.round(online_time/tick,3)*100
local percent = math.round(online_time/tick, 3)*100
local caption = format_time(online_time)
local tooltip = {'player-list.afk-time', percent, format_time(afk_time,{minutes=true,long=true})}
local tooltip = {'player-list.afk-time', percent, format_time(afk_time, {minutes=true, long=true})}
return caption, tooltip
end
@@ -297,20 +298,20 @@ end
local function get_player_list_order()
-- Sort all the online players into roles
local players = {}
for _,player in pairs(game.connected_players) do
for _, player in pairs(game.connected_players) do
local highest_role = Roles.get_player_highest_role(player)
if not players[highest_role.name] then
players[highest_role.name] = {}
end
table.insert(players[highest_role.name],player)
table.insert(players[highest_role.name], player)
end
-- Sort the players from roles into a set order
local ctn = 0
local player_list_order = {}
for _,role_name in pairs(Roles.config.order) do
for _, role_name in pairs(Roles.config.order) do
if players[role_name] then
for _,player in pairs(players[role_name]) do
for _, player in pairs(players[role_name]) do
ctn = ctn + 1
-- Add the player data to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
@@ -329,8 +330,8 @@ local function get_player_list_order()
--[[Adds fake players to the player list
for i = 1, 10 do
local online_time = math.random(1,tick)
local afk_time = math.random(online_time-(tick/10),tick)
local online_time = math.random(1, tick)
local afk_time = math.random(online_time-(tick/10), tick)
local caption, tooltip = get_time_formats(online_time, afk_time)
player_list_order[ctn+i] = {
name='Player '..i,
@@ -347,29 +348,29 @@ local function get_player_list_order()
end
--- Update the play times every 30 sections
Event.on_nth_tick(1800,function()
Event.on_nth_tick(1800, function()
local player_times = get_player_times()
for _,player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player,player_list_container)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, player_list_container)
local scroll_table = frame.container.scroll.table
for _,player_time in pairs(player_times) do
update_player_base(scroll_table,player_time)
for _, player_time in pairs(player_times) do
update_player_base(scroll_table, player_time)
end
end
end)
--- When a player leaves only remove they entry
Event.add(defines.events.on_player_left_game,function(event)
Event.add(defines.events.on_player_left_game, function(event)
local remove_player = Game.get_player_by_index(event.player_index)
for _,player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player,player_list_container)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, player_list_container)
local scroll_table = frame.container.scroll.table
remove_player_base(scroll_table,remove_player)
remove_player_base(scroll_table, remove_player)
local selected_player_name = Store.get(selected_player_store,player)
local selected_player_name = Store.get(selected_player_store, player)
if selected_player_name == remove_player.name then
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
Store.clear(selected_player_store, player)
Store.clear(selected_action_store, player)
end
end
end)
@@ -377,27 +378,27 @@ end)
--- All other events require a full redraw of the table
local function redraw_player_list()
local player_list_order = get_player_list_order()
for _,player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player,player_list_container)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, player_list_container)
local scroll_table = frame.container.scroll.table
scroll_table.clear()
for _,next_player_data in ipairs(player_list_order) do
add_player_base(scroll_table,next_player_data)
for _, next_player_data in ipairs(player_list_order) do
add_player_base(scroll_table, next_player_data)
end
end
end
Event.add(defines.events.on_player_joined_game,redraw_player_list)
Event.add(Roles.events.on_role_assigned,redraw_player_list)
Event.add(Roles.events.on_role_unassigned,redraw_player_list)
Event.add(defines.events.on_player_joined_game, redraw_player_list)
Event.add(Roles.events.on_role_assigned, redraw_player_list)
Event.add(Roles.events.on_role_unassigned, redraw_player_list)
--- When the action player is changed the action bar will update
Store.watch(selected_player_store,function(value,player_name)
Store.watch(selected_player_store, function(value, player_name)
local player = Game.get_player_from_any(player_name)
local frame = Gui.get_left_element(player,player_list_container)
local frame = Gui.get_left_element(player, player_list_container)
local scroll_table = frame.container.scroll.table
update_action_bar(frame.container.action_bar)
for _,next_player in pairs(game.connected_players) do
for _, next_player in pairs(game.connected_players) do
local element = scroll_table[next_player.name][open_action_bar.name]
local style = 'frame_button'
if next_player.name == value then
@@ -412,20 +413,20 @@ Store.watch(selected_player_store,function(value,player_name)
end)
--- When the action name is changed the reason input will update
Store.watch(selected_action_store,function(value,player_name)
Store.watch(selected_action_store, function(value, player_name)
local player = Game.get_player_from_any(player_name)
local frame = Gui.get_left_element(player,player_list_container)
local frame = Gui.get_left_element(player, player_list_container)
local element = frame.container.reason_bar
if value then
-- if there is a new value then check the player is still online
local selected_player_name = Store.get(selected_player_store,player_name)
local selected_player_name = Store.get(selected_player_store, player_name)
local selected_player = Game.get_player_from_any(selected_player_name)
if selected_player.connected then
element.visible = true
else
-- Clear if the player is offline
Store.clear(selected_player_store,player_name)
Store.clear(selected_action_store,player_name)
Store.clear(selected_player_store, player_name)
Store.clear(selected_action_store, player_name)
end
else