Feature Update (#237)

See PR for details, there are too many to be included here.
This commit is contained in:
2023-08-16 02:47:34 +09:00
committed by GitHub
parent cdd34ebaea
commit 46f6215d94
64 changed files with 4417 additions and 289 deletions

View File

@@ -32,6 +32,14 @@ function Public.open_dubug(player)
return
end
--[[
local screen_element = player.gui.screen
frame = screen_element.add{type = 'frame', name = main_frame_name, caption = 'Debuggertron 3000'}
frame.style.size = {900, 600}
frame.auto_center = true
]]
frame = center.add {type = 'frame', name = main_frame_name, caption = 'Debuggertron 3002', direction = 'vertical'}
local frame_style = frame.style
frame_style.height = 600

View File

@@ -75,7 +75,7 @@ Gui.element{
local reason = element.parent.entry.text
local action_name = SelectedAction:get(player)
local reason_callback = config.buttons[action_name].reason_callback
if reason == nil or not reason:find("/S") then reason = 'no reason given' end
if reason == nil or not reason:find("%S") then reason = 'no reason given' end
reason_callback(player, reason)
SelectedPlayer:remove(player)
SelectedAction:remove(player)

207
modules/gui/research.lua Normal file
View File

@@ -0,0 +1,207 @@
--- research milestone gui
-- @addon research milestone
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Global = require 'utils.global' --- @dep utils.global
local Event = require 'utils.event' --- @dep utils.event
local Roles = require 'expcore.roles' --- @dep expcore.roles
local config = require 'config.research' --- @dep config.clock
local format_time = _C.format_time --- @dep expcore.common
local research = {}
Global.register(research, function(tbl)
research = tbl
end)
research.time = {}
local res = {}
local res_i = {}
local res_total = 0
local research_time_format = {hours=true, minutes=true, seconds=true, time=true, string=true}
local empty_time = format_time(0, {hours=true, minutes=true, seconds=true, time=true, string=true, null=true})
local function research_res_n(res_)
local res_n = 1
for k, _ in pairs(res_) do
if research.time[k] == 0 then
res_n = k - 1
break
end
end
if research.time[#res_] > 0 then
if res_n == 1 then
res_n = #res_
end
end
if res_n < 3 then
res_n = 3
end
return res_n
end
for i=1, #config.milestone do
res_total = res_total + config.milestone[i].time * 60
res_i[config.milestone[i].name] = i
research.time[i] = 0
res[i] = {
name = '[technology=' .. config.milestone[i].name .. '] ' .. config.milestone[i].name:gsub('-', ' '),
prev = res_total,
prev_disp = format_time(res_total, research_time_format),
}
end
local clock_container =
Gui.element(function(event_trigger, parent)
local container = Gui.container(parent, event_trigger, 200)
local scroll_table = Gui.scroll_table(container, 400, 4)
scroll_table.add{
name = 'clock_text',
caption = 'Time:',
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'clock_text_2',
caption = '',
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'clock_text_3',
caption = '',
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'clock_display',
caption = empty_time,
type = 'label',
style = 'heading_1_label'
}
for i=1, 8 do
scroll_table.add{
name = 'research_display_n_' .. i,
caption = '',
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'research_display_d_' .. i,
caption = empty_time,
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'research_display_p_' .. i,
caption = '',
type = 'label',
style = 'heading_1_label'
}
scroll_table.add{
name = 'research_display_t_' .. i,
caption = empty_time,
type = 'label',
style = 'heading_1_label'
}
end
local res_n = research_res_n(res)
for j=1, 8 do
local res_j = res_n + j - 3
if res[res_j] ~= nil then
local res_r = res[res_j]
scroll_table['research_display_n_' .. j].caption = res_r.name
if research.time[res_j] < res[res_j].prev then
scroll_table['research_display_d_' .. j].caption = '-' .. format_time(res[res_j].prev - research.time[res_j], research_time_format)
else
scroll_table['research_display_d_' .. j].caption = format_time(research.time[res_j] - res[res_j].prev, research_time_format)
end
scroll_table['research_display_p_' .. j].caption = res_r.prev_disp
scroll_table['research_display_t_' .. j].caption = format_time(research.time[res_j], research_time_format)
else
scroll_table['research_display_n_' .. j].caption = ''
scroll_table['research_display_d_' .. j].caption = ''
scroll_table['research_display_p_' .. j].caption = ''
scroll_table['research_display_t_' .. j].caption = ''
end
end
return container.parent
end)
:add_to_left_flow()
Gui.left_toolbar_button('item/space-science-pack', {'expcom-res.main-tooltip'}, clock_container, function(player)
return Roles.player_allowed(player, 'gui/research')
end)
Event.add(defines.events.on_research_finished, function(event)
if event.research.name == nil then
return
elseif res_i[event.research.name] == nil then
return
end
local n_i = res_i[event.research.name]
research.time[n_i] = game.tick
local res_n = research_res_n(res)
local res_disp = {}
for j=1, 8 do
local res_j = res_n + j - 3
res_disp[j] = {}
if res[res_j] ~= nil then
local res_r = res[res_j]
res_disp[j]['n'] = res_r.name
if research.time[res_j] < res[res_j].prev then
res_disp[j]['d'] = '-' .. format_time(res[res_j].prev - research.time[res_j], research_time_format)
else
res_disp[j]['d'] = format_time(research.time[res_j] - res[res_j].prev, research_time_format)
end
res_disp[j]['p'] = res_r.prev_disp
res_disp[j]['t'] = format_time(research.time[res_j], research_time_format)
else
res_disp[j]['n'] = ''
res_disp[j]['d'] = ''
res_disp[j]['p'] = ''
res_disp[j]['t'] = ''
end
end
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, clock_container)
for j=1, 8 do
frame.container.scroll.table['research_display_n_' .. j].caption = res_disp[j]['n']
frame.container.scroll.table['research_display_d_' .. j].caption = res_disp[j]['d']
frame.container.scroll.table['research_display_p_' .. j].caption = res_disp[j]['p']
frame.container.scroll.table['research_display_t_' .. j].caption = res_disp[j]['t']
end
end
end)
Event.on_nth_tick(60, function()
local current_time = format_time(game.tick, research_time_format)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, clock_container)
frame.container.scroll.table['clock_display'].caption = current_time
end
end)

View File

@@ -58,7 +58,9 @@ local function set_location(event)
local label = player.gui.screen[server_ups.name]
local res = player.display_resolution
local uis = player.display_scale
label.location = { x=res.width-423*uis, y=30*uis }
-- below ups and clock
-- label.location = {x=res.width-423*uis, y=50*uis}
label.location = {x=res.width-363*uis, y=31*uis}
end
-- Draw the label when the player joins
@@ -70,9 +72,10 @@ Event.add(defines.events.on_player_created, function(event)
end)
-- Update the caption for all online players
-- percentage of game speed
Event.on_nth_tick(60, function()
if External.valid() then
local caption = 'SUPS = '..External.get_server_ups()
local caption = External.get_server_ups() .. ' (' .. string.format('%.1f', External.get_server_ups() * 5 / 3) .. '%)'
for _, player in pairs(game.connected_players) do
player.gui.screen[server_ups.name].caption = caption
end

276
modules/gui/vlayer.lua Normal file
View File

@@ -0,0 +1,276 @@
--- Adds a virtual layer to store power to save space.
-- @addon Virtual Layer
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Event = require 'utils.event' --- @dep utils.event
local config = require 'config.vlayer' --- @dep config.vlayer
local format_number = require('util').format_number
local vlayer = require 'modules.control.vlayer'
local vlayer_container
local vlayer_display = {}
local function pos_to_gps_string(pos)
return '[gps=' .. tostring(pos.x) .. ',' .. tostring(pos.y) .. ']'
end
for i=1, #config.gui.content do
if config.gui.content[i].type == 'item' or config.gui.content[i].type == 'signal' then
vlayer_display[i] = {
type = config.gui.content[i].type,
name = config.gui.content[i].name,
count = 0
}
end
end
local function vlayer_convert_chest(player)
local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force}
if (not entities or (#entities == 0)) then
return nil
end
local target_chest = player.surface.get_closest(player.position, entities)
if (not target_chest) then
player.print('No Steel Chest Detected')
return nil
end
if (not target_chest.get_inventory(defines.inventory.chest).is_empty()) then
player.print('Chest is not emptied')
return nil
end
local pos = target_chest.position
if (not target_chest.destroy()) then
player.print('Unable to convert chest')
return nil
end
return {x=math.floor(pos.x), y=math.floor(pos.y)}
end
local function vlayer_convert_chest_storage_input(player)
local pos = vlayer_convert_chest(player)
if (pos) then
local vlayer_storage = player.surface.create_entity{name='logistic-chest-storage', position=pos, force='neutral'}
game.print(player.name .. ' built a vlayer input on ' .. pos_to_gps_string(pos))
vlayer_storage.destructible = false
vlayer_storage.minable = false
vlayer_storage.operable = true
vlayer_storage.last_user = player
table.insert(vlayer.storage.input, vlayer_storage)
end
end
local function vlayer_convert_chest_power(player)
local pos = vlayer_convert_chest(player)
if (pos) then
if (player.surface.can_place_entity{name='electric-energy-interface', position=pos})then
local vlayer_power = player.surface.create_entity{name='electric-energy-interface', position=pos, force='neutral'}
game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(pos))
vlayer_power.destructible = false
vlayer_power.minable = false
vlayer_power.operable = false
vlayer_power.last_user = player
vlayer_power.electric_buffer_size = math.floor(config.energy_base_limit / 2)
vlayer_power.power_production = math.floor(config.energy_base_limit / 60)
vlayer_power.power_usage = math.floor(config.energy_base_limit / 60)
vlayer_power.energy = 0
table.insert(vlayer.power.entity, vlayer_power)
else
player.print('Unable to build energy entity')
end
end
end
local function vlayer_convert_chest_circuit(player)
local pos = vlayer_convert_chest(player)
if (pos) then
local circuit_o = player.surface.create_entity{name='constant-combinator', position=pos, force='neutral'}
circuit_o.destructible = false
circuit_o.minable = false
circuit_o.operable = true
circuit_o.last_user = player
local circuit_oc = circuit_o.get_or_create_control_behavior()
circuit_oc.set_signal(1, {signal={type='virtual', name='signal-P'}, count=0})
circuit_oc.set_signal(2, {signal={type='virtual', name='signal-S'}, count=0})
circuit_oc.set_signal(3, {signal={type='virtual', name='signal-M'}, count=0})
circuit_oc.set_signal(4, {signal={type='virtual', name='signal-C'}, count=0})
circuit_oc.set_signal(5, {signal={type='virtual', name='signal-D'}, count=0})
circuit_oc.set_signal(6, {signal={type='virtual', name='signal-T'}, count=0})
circuit_oc.set_signal(7, {signal={type='virtual', name='signal-L'}, count=0})
circuit_oc.set_signal(8, {signal={type='virtual', name='signal-A'}, count=0})
circuit_oc.set_signal(9, {signal={type='virtual', name='signal-B'}, count=0})
circuit_oc.set_signal(10, {signal={type='item', name='solar-panel'}, count=0})
circuit_oc.set_signal(11, {signal={type='item', name='accumulator'}, count=0})
table.insert(vlayer.power.circuit, circuit_o)
game.print(player.name .. ' built a vlayer circuit on ' .. pos_to_gps_string(pos))
end
end
local function vlayer_convert_remove(player)
local entities = player.surface.find_entities_filtered{name={'logistic-chest-storage', 'constant-combinator', 'electric-energy-interface'}, position=player.position, radius=8, force='neutral', limit=1}
if (not entities or #entities == 0) then
player.print('Entity not found')
else
for _, v in pairs(entities) do
local name = v.name
game.print(player.name .. ' removed a vlayer ' .. config.print_out[v.name] .. ' on ' .. pos_to_gps_string(v.position))
v.destroy()
if name == 'logistic-chest-storage' then
for k, vl in pairs(vlayer.storage.input) do
if not vl.valid then
vlayer.storage.input[k] = nil
end
end
elseif name == 'constant-combinator' then
for k, vl in pairs(vlayer.power.circuit) do
if not vl.valid then
vlayer.power.circuit[k] = nil
end
end
elseif name == 'electric-energy-interface' then
for k, vl in pairs(vlayer.power.entity) do
if not vl.valid then
vlayer.power.entity[k] = nil
end
end
end
end
end
end
local vlayer_gui_update
local button_power =
Gui.element{
name = 'button_1',
type = 'button',
caption = 'Power Entity',
style = 'button'
}:on_click(function(player)
vlayer_convert_chest_power(player)
vlayer_gui_update()
end)
local button_storage_input =
Gui.element{
name = 'button_2',
type = 'button',
caption = 'Storage Input',
style = 'button'
}:on_click(function(player)
vlayer_convert_chest_storage_input(player)
vlayer_gui_update()
end)
local button_circuit =
Gui.element{
name = 'button_3',
type = 'button',
caption = 'Circuit',
style = 'button'
}:on_click(function(player)
vlayer_convert_chest_circuit(player)
vlayer_gui_update()
end)
local button_remove =
Gui.element{
name = 'button_4',
type = 'button',
caption = 'Remove',
style = 'button'
}:on_click(function(player)
vlayer_convert_remove(player)
vlayer_gui_update()
end)
function vlayer_gui_update()
local button_power_enabled = #vlayer.power.entity < config.interface_limit.energy
local button_storage_input_enabled = #vlayer.storage.input < config.interface_limit.storage_input
local button_circuit_enabled = #vlayer.power.circuit < config.interface_limit.circuit
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
frame.container.scroll.table[button_power.name].enabled = button_power_enabled
frame.container.scroll.table[button_storage_input.name].enabled = button_storage_input_enabled
frame.container.scroll.table[button_circuit.name].enabled = button_circuit_enabled
end
end
vlayer_container =
Gui.element(function(event_trigger, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, event_trigger, 300)
Gui.header(container, 'VLAYER', '', true)
local scroll_table = Gui.scroll_table(container, 300, 2)
for i=1, #config.gui.content do
scroll_table.add{
name = 'vlayer_display_' .. i,
caption = config.gui.content[i].title,
type = config.gui.type,
style = config.gui.style
}
end
button_power(scroll_table)
button_storage_input(scroll_table)
button_circuit(scroll_table)
button_remove(scroll_table)
if (config.land.enabled ~= true) then
for i=7, 12 do
scroll_table['vlayer_display_' .. i].visible = false
end
end
if not (Roles.player_allowed(player, 'gui/vlayer-edit')) then
scroll_table['vlayer_display_' .. #config.gui.content - 1].visible = false
scroll_table['vlayer_display_' .. #config.gui.content].visible = false
scroll_table[button_power.name].visible = false
scroll_table[button_storage_input.name].visible = false
scroll_table[button_circuit.name].visible = false
scroll_table[button_remove.name].visible = false
end
scroll_table[button_power.name].enabled = (#vlayer.power.entity < config.interface_limit.energy)
scroll_table[button_storage_input.name].enabled = (#vlayer.storage.input < config.interface_limit.storage_input)
scroll_table[button_circuit.name].enabled = (#vlayer.power.circuit < config.interface_limit.circuit)
return container.parent
end)
:add_to_left_flow()
Gui.left_toolbar_button('entity/solar-panel', {'vlayer.main-tooltip'}, vlayer_container, function(player)
return Roles.player_allowed(player, 'gui/vlayer')
end)
Event.on_nth_tick(config.update_tick, function()
for _, v in pairs(vlayer_display) do
if v.type == 'item' then
v.count = format_number(vlayer.storage.item[v.name])
elseif v.type == 'signal' then
v.count = format_number(vlayer.circuit.output[v.name].count)
end
end
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
for k, v in pairs(vlayer_display) do
frame.container.scroll.table['vlayer_display_' .. k].caption = v.count
end
end
end)

View File

@@ -111,7 +111,7 @@ Gui.element{
-- Check if there are player entities in the way (has a bigger radius because the enities that can be placed by a player are larger)
local entities = surface.find_entities_filtered{
radius = config.standard_proximity_radius + 4.5,
radius = config.standard_proximity_radius + 2.5,
position = position,
collision_mask = {
'item-layer', 'object-layer', 'player-layer', 'water-tile'
@@ -119,7 +119,7 @@ Gui.element{
}
-- Remove 1 because that is the current player
if #entities > 1 then
player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-entities', config.standard_proximity_radius + 4.5}}, 'orange_red', player)
player_return({'expcore-commands.command-fail', {'warp-list.too-close-to-entities', config.standard_proximity_radius + 2.5}}, 'orange_red', player)
if game.player then game.player.play_sound{path='utility/wire_pickup'} end
local character = player.character
for _, entity in pairs(entities) do
@@ -832,7 +832,7 @@ Event.add(defines.events.on_player_created, function(event)
Warps.set_spawn_warp(spawn_id, force)
Warps.make_warp_tag(spawn_id)
local entities = player.surface.find_entities_filtered{ type = 'electric-pole', position = spawn_position, radius = 20, limit = 1 }
local entities = player.surface.find_entities_filtered{type='electric-pole', position=spawn_position, radius=20, limit=1}
if entities and entities[1] then
local warp = Warps.get_warp(spawn_id)
warp.electric_pole = entities[1]