Vlayer Gui Update (#296)

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update vlayer.lua

* Update vlayer.lua

* Update vlayer.lua
This commit is contained in:
2024-06-23 00:40:59 +09:00
committed by GitHub
parent f47f51a8fc
commit 4a0432073c
6 changed files with 356 additions and 99 deletions

View File

@@ -55,15 +55,22 @@ return {
starting_value = 0,
required_area = 0,
surface_area = 6 -- Tiles
}
-- TODO: Can convert wood directly to energy to reduce trash
--[[
},
['wood'] = {
starting_value = 0,
required_area = 0,
surface_area = 0,
fuel_value = 2
fuel_value = 2, -- MJ
power = true -- turn all wood to power to reduce trash
},
['coal'] = {
starting_value = 0,
required_area = 0,
surface_area = 0,
fuel_value = 4, -- MJ
power = false -- turn all coal to power to reduce trash
}
--[[
['iron-ore'] = {
starting_value = 0,
required_area = 0,

View File

@@ -210,7 +210,38 @@ disabled=disabled
toggle-msg=Fast decon has been __1__
[vlayer]
main-tooltip=Enable Vlayer GUI
main-tooltip=Vlayer
display-item-solar=[img=entity/solar-panel] Solar Panel
display-item-accumulator=[img=entity/accumulator] Accumulator
display-current-production=[virtual-signal=signal-P] Current Production
display-sustained-production=[virtual-signal=signal-S] Sustained Production
display-max-capacity=[virtual-signal=signal-C] Battery Capacity
display-current-capacity=[virtual-signal=signal-E] Battery Charge
display-remaining-surface-area=[virtual-signal=signal-R] Remaining Surface
display-item-solar-tooltip=The amount of Solar Panel
display-item-accumulator-tooltip=The amount of Accumulator
display-current-production-tooltip=Current Power Production
display-sustained-production-tooltip=Sustained Power Production
display-max-capacity-tooltip=Battery Max Capacity
display-current-capacity-tooltip=Battery Current Charge
display-remaining-surface-area-tooltip=Remaining Surface. Insert Landfill to increase
steel-chest-detect=No steel chest detected
steel-chest-empty=Chest is not emptied
control-refresh=Refresh List
control-see=See Interface
control-build=Build Interface
control-remove=Remove Interface
result-interface=The vlayer interface on __1__
result-energy=__1__ built a vlayer energy interface on __2__
result-unable=Unable to build vlayer entity
result-circuit=__1__ built a vlayer circuit on __2__
result-storage-input=__1__ built a vlayer storage input on __2__
result-storage-output=__1__ built a vlayer storage output on __2__
result-remove=__1__ removed a vlayer __2__ on __3__
control-type-energy=Energy
control-type-circuit=Circuit
control-type-storage-input=Storage Input
control-type-storage-output=Storage Output
[module]
main-tooltip=Enable Module GUI
@@ -221,4 +252,4 @@ main-tooltip=Toolbox Settings\nUse the checkboxs to select facourites
reset=Reset All
toggle=Toggle Favourites
move-up=Move Up
move-down=Move Down
move-down=Move Down

View File

@@ -210,7 +210,46 @@ disabled=停用
toggle-msg=樹木快速拆除已 __1__
[vlayer]
main-tooltip=Enable Vlayer GUI
main-tooltip=Vlayer
display-item-solar=[img=entity/solar-panel] 太陽能板
display-item-accumulator=[img=entity/accumulator] 蓄電池
display-current-production=[virtual-signal=signal-P] 現時產能
display-sustained-production=[virtual-signal=signal-S] 持續產能
display-max-capacity=[virtual-signal=signal-C] 電池容量
display-current-capacity=[virtual-signal=signal-E] 電池電量
display-remaining-surface-area=[virtual-signal=signal-R] 餘下土地
display-item-solar-tooltip=太陽能板數量
display-item-accumulator-tooltip=蓄電池數量
display-current-production-tooltip=現時電力產能
display-sustained-production-tooltip=持續電力產能
display-max-capacity-tooltip=電池最大容量
display-current-capacity-tooltip=現時電池電量
display-remaining-surface-area-tooltip=餘下土地. 放入堆填來增加
steel-chest-detect=沒檢測到鋼箱
steel-chest-empty=鋼箱不是空的
control-refresh=刷新列表
control-see=查看介面
control-build=建造介面
control-remove=拆除介面
result-interface=介面在 __1__
result-energy=__1__ 在 __2__ 建造了電力介面
result-unable=無法建造介面
result-circuit=__1__ 在 __2__ 建造了回路介面
result-storage-input=__1__ 在 __2__ 建造了放入箱介面
result-storage-output=__1__ 在 __2__ 建造了提取箱介面
result-remove=__1__ 在 __3__ 拆除了 __2__ 介面
control-type-energy=電力
control-type-circuit=回路
control-type-storage-input=放入箱
control-type-storage-output=提取箱
[module]
main-tooltip=Enable Module GUI
[toolbar]
main-caption=Toolbox
main-tooltip=Toolbox Settings\nUse the checkboxs to select facourites
reset=Reset All
toggle=Toggle Favourites
move-up=Move Up
move-down=Move Down

View File

@@ -210,7 +210,46 @@ disabled=停用
toggle-msg=樹木快速拆除已 __1__
[vlayer]
main-tooltip=Enable Vlayer GUI
main-tooltip=Vlayer
display-item-solar=[img=entity/solar-panel] 太陽能板
display-item-accumulator=[img=entity/accumulator] 蓄電池
display-current-production=[virtual-signal=signal-P] 現時產能
display-sustained-production=[virtual-signal=signal-S] 持續產能
display-max-capacity=[virtual-signal=signal-C] 電池容量
display-current-capacity=[virtual-signal=signal-E] 電池電量
display-remaining-surface-area=[virtual-signal=signal-R] 餘下土地
display-item-solar-tooltip=太陽能板數量
display-item-accumulator-tooltip=蓄電池數量
display-current-production-tooltip=現時電力產能
display-sustained-production-tooltip=持續電力產能
display-max-capacity-tooltip=電池最大容量
display-current-capacity-tooltip=現時電池電量
display-remaining-surface-area-tooltip=餘下土地. 放入堆填來增加
steel-chest-detect=沒檢測到鋼箱
steel-chest-empty=鋼箱不是空的
control-refresh=刷新列表
control-see=查看介面
control-build=建造介面
control-remove=拆除介面
result-interface=介面在 __1__
result-energy=__1__ 在 __2__ 建造了電力介面
result-unable=無法建造介面
result-circuit=__1__ 在 __2__ 建造了回路介面
result-storage-input=__1__ 在 __2__ 建造了放入箱介面
result-storage-output=__1__ 在 __2__ 建造了提取箱介面
result-remove=__1__ 在 __3__ 拆除了 __2__ 介面
control-type-energy=電力
control-type-circuit=回路
control-type-storage-input=放入箱
control-type-storage-output=提取箱
[module]
main-tooltip=Enable Module GUI
[toolbar]
main-caption=Toolbox
main-tooltip=Toolbox Settings\nUse the checkboxs to select facourites
reset=Reset All
toggle=Toggle Favourites
move-up=Move Up
move-down=Move Down

View File

@@ -28,6 +28,7 @@ local vlayer_data = {
},
storage = {
items = {},
power_items = {},
energy = 0,
unallocated = {}
},
@@ -38,8 +39,15 @@ Global.register(vlayer_data, function(tbl)
vlayer_data = tbl
end)
for _, properties in pairs(config.allowed_items) do
for name, properties in pairs(config.allowed_items) do
properties.modded = false
if properties.power then
vlayer_data.storage.power_items[name] = {
value = properties.fuel_value * 1000000,
count = 0
}
end
end
-- For all modded items, create a config for them
@@ -76,6 +84,19 @@ function vlayer.get_interface_counts()
}
end
--- Get interfaces
-- @treturn table a dictionary of the vlayer interfaces
function vlayer.get_interfaces()
local interfaces = vlayer_data.entity_interfaces
return {
energy = interfaces.energy,
circuit = interfaces.circuit,
storage_input = interfaces.storage_input,
storage_output = interfaces.storage_output,
}
end
--[[
25,000 / 416 s
昼 208秒 ソーラー効率100%
@@ -311,7 +332,12 @@ local function handle_input_interfaces()
end
else
vlayer.insert_item(name, count)
if vlayer_data.storage.power_items[name] then
vlayer_data.storage.power_items[name].count = vlayer_data.storage.power_items[name].count + count
else
vlayer.insert_item(name, count)
end
end
inventory.remove({name=name, count=count})
@@ -580,21 +606,32 @@ local function handle_energy_interfaces()
-- Cap the stored energy to the allowed capacity
if not config.unlimited_capacity and vlayer_data.storage.energy > vlayer_data.properties.capacity * mega then
vlayer_data.storage.energy = vlayer_data.properties.capacity * mega
-- burn the trash to produce power
elseif vlayer_data.storage.power_items then
for k, v in pairs(vlayer_data.storage.power_items) do
local max_burning = (vlayer_data.properties.capacity * mega / 2) - vlayer_data.storage.energy
if v.count > 0 and max_burning > 0 then
local to_burn = math.min(v.count, max_burning / v.value)
vlayer_data.storage.energy = vlayer_data.storage.energy + (to_burn * v.value)
vlayer_data.storage.power_items[k].count = vlayer_data.storage.power_items[k].count - to_burn
end
end
end
end
--- Remove the closest entity interface to the given position
--- Remove the entity interface using the given position
-- @tparam LuaSurface surface The surface to search for an interface on
-- @tparam MapPosition position The position to start the search from
-- @tparam number radius The radius to search for an interface within
-- @tparam MapPosition position The position of the item
-- @treturn string The type of interface that was removed, or nil if no interface was found
-- @treturn MapPosition The position the interface was at, or nil if no interface was found
function vlayer.remove_closest_interface(surface, position, radius)
function vlayer.remove_interface(surface, position)
local entities = surface.find_entities_filtered{
name = {'logistic-chest-storage', 'logistic-chest-requester', 'constant-combinator', 'electric-energy-interface'},
force = 'neutral',
position = position,
radius = radius,
radius = 2,
limit = 1
}

View File

@@ -11,6 +11,19 @@ local format_number = require('util').format_number --- @dep util
local config = require 'config.vlayer' --- @dep config.vlayer
local vlayer = require 'modules.control.vlayer'
local vlayer_container
local vlayer_control_type_list = {
[1] = 'energy',
[2] = 'circuit',
[3] = 'storage_input',
[4] = 'storage_output'
}
local function pos_to_gps_string(pos)
return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']'
end
local function format_energy(amount, unit)
if amount < 1 then
return '0 ' .. unit
@@ -50,7 +63,7 @@ local function vlayer_convert_chest(player)
local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force, limit=1}
if (not entities or #entities == 0) then
player.print('No steel chest detected')
player.print{'vlayer.steel-chest-detect'}
return
end
@@ -59,7 +72,7 @@ local function vlayer_convert_chest(player)
local circuit = entity.circuit_connected_entities
if (not entity.get_inventory(defines.inventory.chest).is_empty()) then
player.print('Chest is not emptied')
player.print{'vlayer.steel-chest-empty'}
return nil
end
@@ -73,7 +86,7 @@ local vlayer_gui_display_item_solar_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_solar_name',
caption = '[img=entity/solar-panel] Solar Panel',
caption = {'vlayer.display-item-solar'},
style = 'heading_1_label'
}:style{
width = 200
@@ -95,7 +108,7 @@ local vlayer_gui_display_item_accumulator_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_accumulator_name',
caption = '[img=entity/accumulator] Accumulator',
caption = {'vlayer.display-item-accumulator'},
style = 'heading_1_label'
}:style{
width = 200
@@ -117,7 +130,8 @@ local vlayer_gui_display_signal_production_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_peak_name',
caption = '[virtual-signal=signal-P] Current Production',
caption = {'vlayer.display-current-production'},
tooltip = {'vlayer.display-current-production-tooltip'},
style = 'heading_1_label'
}:style{
width = 200
@@ -139,7 +153,8 @@ local vlayer_gui_display_signal_sustained_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_sustained_name',
caption = '[virtual-signal=signal-S] Sustained Production',
caption = {'vlayer.display-sustained-production'},
tooltip = {'vlayer.display-sustained-production-tooltip'},
style = 'heading_1_label'
}:style{
width = 200
@@ -161,7 +176,8 @@ local vlayer_gui_display_signal_capacity_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_max_name',
caption = '[virtual-signal=signal-C] Battery Capacity',
caption = {'vlayer.display-max-capacity'},
tooltip = {'vlayer.display-max-capacity-tooltip'},
style = 'heading_1_label'
}:style{
width = 200
@@ -183,7 +199,8 @@ local vlayer_gui_display_signal_current_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_current_name',
caption = '[virtual-signal=signal-E] Battery Charge',
caption = {'vlayer.display-current-capacity'},
tooltip = {'vlayer.display-current-capacity-tooltip'},
style = 'heading_1_label'
}:style{
width = 200
@@ -199,6 +216,29 @@ Gui.element{
width = 120
}
--- Display label for the remaining surface area
-- @element vlayer_gui_display_signal_remaining_surface_area_name
local vlayer_gui_display_signal_remaining_surface_area_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_remaining_surface_area_name',
caption = {'vlayer.display-remaining-surface-area'},
tooltip = {'vlayer.display-remaining-surface-area-tooltip'},
style = 'heading_1_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_remaining_surface_area_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_remaining_surface_area_count',
caption = '0',
style = 'heading_1_label'
}:style{
width = 120
}
--- A vertical flow containing all the displays labels and their counts
-- @element vlayer_display_set
local vlayer_display_set =
@@ -210,6 +250,8 @@ Gui.element(function(_, parent, name)
vlayer_gui_display_item_solar_count(disp)
vlayer_gui_display_item_accumulator_name(disp)
vlayer_gui_display_item_accumulator_count(disp)
vlayer_gui_display_signal_remaining_surface_area_name(disp)
vlayer_gui_display_signal_remaining_surface_area_count(disp)
vlayer_gui_display_signal_production_name(disp)
vlayer_gui_display_signal_production_count(disp)
vlayer_gui_display_signal_sustained_name(disp)
@@ -222,116 +264,175 @@ Gui.element(function(_, parent, name)
return vlayer_set
end)
local function pos_to_gps_string(pos)
return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']'
local vlayer_gui_control_type
local vlayer_gui_control_list
local function vlayer_gui_list_refresh(player)
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container['vlayer_st_2'].disp.table
local target = disp[vlayer_gui_control_type.name].selected_index
local full_list = {}
if target then
local interface = vlayer.get_interfaces()[vlayer_control_type_list[target]]
for i=1, vlayer.get_interface_counts()[vlayer_control_type_list[target]], 1 do
table.insert(full_list, i .. ' X ' .. interface[i].position.x .. ' Y '.. interface[i].position.y)
end
disp[vlayer_gui_control_list.name].items = full_list
end
end
--- A button used to add a new storage input interface
-- @element vlayer_gui_control_storage_input
local vlayer_gui_control_storage_input =
--- A drop down list filter by this type
-- @element vlayer_gui_control_type
vlayer_gui_control_type =
Gui.element{
type = 'button',
type = 'drop-down',
name = Gui.unique_static_name,
caption = 'Add Input Storage'
items = {{'vlayer.control-type-energy'}, {'vlayer.control-type-circuit'}, {'vlayer.control-type-storage-input'}, {'vlayer.control-type-storage-output'}},
selected_index = 1
}:style{
width = 160
}:on_click(function(player, element, _)
local res = vlayer_convert_chest(player)
if res then
vlayer.create_input_interface(player.surface, res.pos, res.circuit, player)
game.print(player.name .. ' built a vlayer storage input on ' .. pos_to_gps_string(res.pos))
end
element.enabled = (vlayer.get_interface_counts().storage_input < config.interface_limit.storage_input)
}:on_selection_changed(function(player, _, _)
vlayer_gui_list_refresh(player)
end)
--- A button used to add a new storage output interface
-- @element vlayer_gui_control_storage_output
local vlayer_gui_control_storage_output =
--- A drop down list to see the exact item to remove
-- @element vlayer_gui_control_list
vlayer_gui_control_list =
Gui.element{
type = 'drop-down',
name = Gui.unique_static_name,
items = {''},
selected_index = 1
}:style{
width = 160
}
--- A button to refresh the remove list
-- @element vlayer_gui_control_refresh
local vlayer_gui_control_refresh =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = 'Add Output Storage'
caption = {'vlayer.control-refresh'}
}:style{
width = 160
}:on_click(function(player, element, _)
local res = vlayer_convert_chest(player)
if res then
vlayer.create_output_interface(player.surface, res.pos, res.circuit, player)
game.print(player.name .. ' built a vlayer storage output on ' .. pos_to_gps_string(res.pos))
end
element.enabled = (vlayer.get_interface_counts().storage_output < config.interface_limit.storage_output)
}:on_click(function(player, _, _)
vlayer_gui_list_refresh(player)
end)
--- A button used to add a new circuit interface
-- @element vlayer_gui_control_circuit
local vlayer_gui_control_circuit =
--- A button to check if the item is the one wanted to remove
-- @element vlayer_gui_control_see
local vlayer_gui_control_see =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = 'Add Circuit'
caption = {'vlayer.control-see'}
}:style{
width = 160
}:on_click(function(player, element, _)
local res = vlayer_convert_chest(player)
if res then
vlayer.create_circuit_interface(player.surface, res.pos, res.circuit, player)
game.print(player.name .. ' built a vlayer circuit on ' .. pos_to_gps_string(res.pos))
end
element.enabled = (vlayer.get_interface_counts().circuit < config.interface_limit.circuit)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
local pos = vlayer.get_interfaces()[vlayer_control_type_list[target]][n].position
player.zoom_to_world(pos, 2)
game.print{'vlayer.result-interface', pos_to_gps_string(pos)}
end)
--- A button used to add a new energy interface
-- @element vlayer_gui_control_power
local vlayer_gui_control_power =
--- A button used to build the vlayer interface
-- @element vlayer_gui_control_build
local vlayer_gui_control_build =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = 'Add Power'
caption = {'vlayer.control-build'}
}:style{
width = 160
}:on_click(function(player, element, _)
local res = vlayer_convert_chest(player)
local target = vlayer_control_type_list[element.parent[vlayer_gui_control_type.name].selected_index]
if res then
if vlayer.create_energy_interface(player.surface, res.pos, player) then
game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(res.pos))
if target == 'energy' then
if (vlayer.get_interface_counts().energy < config.interface_limit.energy) then
local res = vlayer_convert_chest(player)
if res then
if vlayer.create_energy_interface(player.surface, res.pos, player) then
game.print{'vlayer.result-energy', player.name, pos_to_gps_string(res.pos)}
else
player.print{'vlayer.result-unable'}
end
end
else
player.print('Unable to build vlayer energy entity')
player.print{'vlayer.result-unable'}
end
elseif target == 'circuit' then
if (vlayer.get_interface_counts().circuit < config.interface_limit.circuit) then
local res = vlayer_convert_chest(player)
if res then
vlayer.create_circuit_interface(player.surface, res.pos, res.circuit, player)
game.print{'vlayer.result-circuit', player.name, pos_to_gps_string(res.pos)}
end
else
player.print{'vlayer.result-unable'}
end
elseif target == 'storage_input' then
if (vlayer.get_interface_counts().storage_input < config.interface_limit.storage_input) then
local res = vlayer_convert_chest(player)
if res then
vlayer.create_input_interface(player.surface, res.pos, res.circuit, player)
game.print{'vlayer.result-storage-input', player.name, pos_to_gps_string(res.pos)}
end
else
player.print{'vlayer.result-unable'}
end
elseif target == 'storage_output' then
if (vlayer.get_interface_counts().storage_output < config.interface_limit.storage_output) then
local res = vlayer_convert_chest(player)
if res then
vlayer.create_output_interface(player.surface, res.pos, res.circuit, player)
game.print{'vlayer.result-storage-output', player.name, pos_to_gps_string(res.pos)}
end
else
player.print{'vlayer.result-unable'}
end
end
element.enabled = (vlayer.get_interface_counts().energy < config.interface_limit.energy)
vlayer_gui_list_refresh(player)
end)
--- A button used to remove the closest vlayer interface
--- A button used to remove the vlayer interface
-- @element vlayer_gui_control_remove
local vlayer_gui_control_remove =
Gui.element{
type = 'button',
name = Gui.unique_static_name,
caption = 'Remove Special'
caption = {'vlayer.control-remove'}
}:style{
width = 160
}:on_click(function(player, element, _)
local interface_type, interface_position = vlayer.remove_closest_interface(player.surface, player.position, 4)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
if not interface_type then
return player.print('Interface not found in range, please move closer')
if n then
local t = vlayer.get_interfaces()[vlayer_control_type_list[target]]
local interface_type, interface_position = vlayer.remove_interface(t[n].surface, t[n].position)
game.print{'vlayer.result-remove', player.name, interface_type, pos_to_gps_string(interface_position)}
end
local interfaces = vlayer.get_interface_counts()
game.print(player.name .. ' removed a vlayer ' .. interface_type .. ' on ' .. pos_to_gps_string(interface_position))
element.parent[vlayer_gui_control_storage_input.name].enabled = (interfaces.storage_input < config.interface_limit.storage_input)
element.parent[vlayer_gui_control_storage_output.name].enabled = (interfaces.storage_output < config.interface_limit.storage_output)
element.parent[vlayer_gui_control_circuit.name].enabled = (interfaces.circuit < config.interface_limit.circuit)
element.parent[vlayer_gui_control_power.name].enabled = (interfaces.energy < config.interface_limit.energy)
vlayer_gui_list_refresh(player)
end)
--- A vertical flow containing all the control buttons
@@ -341,11 +442,11 @@ Gui.element(function(_, parent, name)
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(vlayer_set, 320, 2, 'disp')
local interfaces = vlayer.get_interface_counts()
vlayer_gui_control_storage_input(disp).enabled = (interfaces.storage_input < config.interface_limit.storage_input)
vlayer_gui_control_storage_output(disp).enabled = (interfaces.storage_output < config.interface_limit.storage_output)
vlayer_gui_control_circuit(disp).enabled = (interfaces.circuit < config.interface_limit.circuit)
vlayer_gui_control_power(disp).enabled = (interfaces.energy < config.interface_limit.energy)
vlayer_gui_control_type(disp)
vlayer_gui_control_list(disp)
vlayer_gui_control_refresh(disp)
vlayer_gui_control_see(disp)
vlayer_gui_control_build(disp)
vlayer_gui_control_remove(disp)
return vlayer_set
@@ -353,7 +454,7 @@ end)
--- The main container for the vlayer gui
-- @element vlayer_container
local vlayer_container =
vlayer_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, 320)
@@ -361,14 +462,16 @@ Gui.element(function(definition, parent)
vlayer_display_set(container, 'vlayer_st_1')
vlayer_control_set(container, 'vlayer_st_2')
local table = container['vlayer_st_2'].disp.table
local disp = container['vlayer_st_2'].disp.table
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
table[vlayer_gui_control_storage_input.name].visible = visible
table[vlayer_gui_control_storage_output.name].visible = visible
table[vlayer_gui_control_circuit.name].visible = visible
table[vlayer_gui_control_power.name].visible = visible
table[vlayer_gui_control_remove.name].visible = visible
disp[vlayer_gui_control_type.name].visible = visible
disp[vlayer_gui_control_list.name].visible = visible
disp[vlayer_gui_control_refresh.name].visible = visible
disp[vlayer_gui_control_see.name].visible = visible
disp[vlayer_gui_control_build.name].visible = visible
disp[vlayer_gui_control_remove.name].visible = visible
return container.parent
end)
:static_name(Gui.unique_static_name)
@@ -397,6 +500,7 @@ Event.on_nth_tick(config.update_tick_gui, function(_)
local vlayer_display = {
[vlayer_gui_display_item_solar_count.name] = format_number(items['solar-panel']),
[vlayer_gui_display_item_accumulator_count.name] = format_number(items['accumulator']),
[vlayer_gui_display_signal_remaining_surface_area_count.name] = format_number(stats.remaining_surface_area),
[vlayer_gui_display_signal_production_count.name] = format_energy(stats.energy_production, 'W'),
[vlayer_gui_display_signal_sustained_count.name] = format_energy(stats.energy_sustained, 'W'),
[vlayer_gui_display_signal_capacity_count.name] = format_energy(stats.energy_capacity, 'J'),
@@ -405,10 +509,10 @@ Event.on_nth_tick(config.update_tick_gui, function(_)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
local table = frame.container['vlayer_st_1'].disp.table
local disp = frame.container['vlayer_st_1'].disp.table
for k, v in pairs(vlayer_display) do
table[k].caption = v
disp[k].caption = v
end
end
end)