Merge pull request #26 from PHIDIAS0303/main

Main
This commit is contained in:
2026-06-26 22:06:12 +09:00
committed by GitHub
13 changed files with 726 additions and 600 deletions
@@ -21,7 +21,6 @@ return {
--- GUI --- GUI
"modules.gui.warp-list", "modules.gui.warp-list",
"modules.gui.player-list",
"modules.gui.vlayer", "modules.gui.vlayer",
"modules.gui._role_updates", "modules.gui._role_updates",
+3 -2
View File
@@ -133,6 +133,9 @@ Roles.new_role("Board Member", "Board")
"command/search-online", "command/search-online",
"command/search-amount", "command/search-amount",
"command/search-recent", "command/search-recent",
"command/spectate",
"command/follow",
"command/clear-blueprints-surface",
} }
Roles.new_role("Supporter", "Sup") Roles.new_role("Supporter", "Sup")
@@ -167,7 +170,6 @@ Roles.new_role("Member", "Mem")
:allow{ :allow{
"fast-tree-decon", "fast-tree-decon",
"gui/bonus", "gui/bonus",
--"command/bonus",
--"command/tag-color", --"command/tag-color",
"command/set-join-message", "command/set-join-message",
"command/remove-join-message", "command/remove-join-message",
@@ -199,7 +201,6 @@ Roles.new_role("Veteran", "Vet")
"command/chat-commands", "command/chat-commands",
"command/clear-ground-items", "command/clear-ground-items",
"command/clear-blueprints", "command/clear-blueprints",
"command/clear-blueprints-radius",
"command/set-trains-to-automatic", "command/set-trains-to-automatic",
"command/lawnmower", "command/lawnmower",
"command/waterfill", "command/waterfill",
@@ -14,9 +14,10 @@ local Jail = require("modules.exp_legacy.modules.control.jail") --- @dep modules
local Colors = require("modules/exp_util/include/color") local Colors = require("modules/exp_util/include/color")
local format_player_name = ExpUtil.format_player_name_locale local format_player_name = ExpUtil.format_player_name_locale
local SelectedPlayer, SelectedAction --- Accessors injected by the gui so the actions can read the selected player and set the selected action
local function set_datastores(player, action) local get_selected_player, set_selected_action
SelectedPlayer, SelectedAction = player, action local function set_accessors(player_getter, action_setter)
get_selected_player, set_selected_action = player_getter, action_setter
end end
-- auth that will only allow when on player's of lower roles -- auth that will only allow when on player's of lower roles
@@ -29,11 +30,10 @@ local function auth_lower_role(player, selected_player_name)
end end
-- gets the action player and a coloured name for the action to be used on -- gets the action player and a coloured name for the action to be used on
local function get_action_player_name(player) local function get_action_player(player)
local selected_player_name = SelectedPlayer:get(player) local selected_player = get_selected_player(player) --[[ @as LuaPlayer ]]
local selected_player = game.players[selected_player_name]
local selected_player_color = format_player_name(selected_player) local selected_player_color = format_player_name(selected_player)
return selected_player_name, selected_player_color return selected_player, selected_player_color
end end
-- teleports one player to another -- teleports one player to another
@@ -63,12 +63,11 @@ end
--- Teleports the user to the action player --- Teleports the user to the action player
-- @element goto_player -- @element goto_player
local goto_player = new_button("utility/export", { "player-list.goto-player" }) local goto_player = new_button("utility/export", { "exp-gui_player-list.goto-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
local selected_player_name = get_action_player_name(player) local selected_player = get_action_player(player)
local selected_player = game.players[selected_player_name]
if not player.character or not selected_player.character then if not player.character or not selected_player.character then
player.print({ "expcore-commands.reject-player-alive" }, Colors.orange_red) player.print({ "exp-commands-parse.player-alive" }, Colors.orange_red)
else else
teleport(player, selected_player) teleport(player, selected_player)
end end
@@ -76,12 +75,11 @@ local goto_player = new_button("utility/export", { "player-list.goto-player" })
--- Teleports the action player to the user --- Teleports the action player to the user
-- @element bring_player -- @element bring_player
local bring_player = new_button("utility/import", { "player-list.bring-player" }) local bring_player = new_button("utility/import", { "exp-gui_player-list.bring-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
local selected_player_name = get_action_player_name(player) local selected_player = get_action_player(player)
local selected_player = game.players[selected_player_name]
if not player.character or not selected_player.character then if not player.character or not selected_player.character then
player.print({ "expcore-commands.reject-player-alive" }, Colors.orange_red) player.print({ "exp-commands-parse.player-alive" }, Colors.orange_red)
else else
teleport(selected_player, player) teleport(selected_player, player)
end end
@@ -89,83 +87,83 @@ local bring_player = new_button("utility/import", { "player-list.bring-player" }
--- Reports the action player, requires a reason to be given --- Reports the action player, requires a reason to be given
-- @element report_player -- @element report_player
local report_player = new_button("utility/spawn_flag", { "player-list.report-player" }) local report_player = new_button("utility/spawn_flag", { "exp-gui_player-list.report-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
local selected_player_name = get_action_player_name(player) local selected_player = get_action_player(player)
if Reports.is_reported(selected_player_name, player.name) then if Reports.is_reported(selected_player.name, player.name) then
player.print({ "exp-commands_report.already-reported" }, Colors.orange_red) player.print({ "exp-commands_report.already-reported" }, Colors.orange_red)
else else
SelectedAction:set(player, "command/report") set_selected_action(player, "command/report")
end end
end) end)
local function report_player_callback(player, reason) local function report_player_callback(player, reason)
local selected_player_name, selected_player_color = get_action_player_name(player) local selected_player, selected_player_color = get_action_player(player)
local by_player_name_color = format_player_name(player) local by_player_name_color = format_player_name(player)
game.print{ "exp-commands_reports.response", selected_player_color, reason } game.print{ "exp-commands_reports.response", selected_player_color, reason }
Roles.print_to_roles_higher("Trainee", { "exp-commands_reports.response-admin", selected_player_color, by_player_name_color, reason }) Roles.print_to_roles_higher("Trainee", { "exp-commands_reports.response-admin", selected_player_color, by_player_name_color, reason })
Reports.report_player(selected_player_name, player.name, reason) Reports.report_player(selected_player.name, player.name, reason)
end end
--- Gives the action player a warning, requires a reason --- Gives the action player a warning, requires a reason
-- @element warn_player -- @element warn_player
local warn_player = new_button("utility/spawn_flag", { "player-list.warn-player" }) local warn_player = new_button("utility/spawn_flag", { "exp-gui_player-list.warn-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
SelectedAction:set(player, "command/give-warning") set_selected_action(player, "command/give-warning")
end) end)
local function warn_player_callback(player, reason) local function warn_player_callback(player, reason)
local selected_player_name, selected_player_color = get_action_player_name(player) local selected_player, selected_player_color = get_action_player(player)
local by_player_name_color = format_player_name(player) local by_player_name_color = format_player_name(player)
game.print{ "exp-commands_warnings.create", selected_player_color, by_player_name_color, reason } game.print{ "exp-commands_warnings.create", selected_player_color, by_player_name_color, reason }
Warnings.add_warning(selected_player_name, player.name, reason) Warnings.add_warning(selected_player.name, player.name, reason)
end end
--- Jails the action player, requires a reason --- Jails the action player, requires a reason
-- @element jail_player -- @element jail_player
local jail_player = new_button("utility/multiplayer_waiting_icon", { "player-list.jail-player" }) local jail_player = new_button("utility/multiplayer_waiting_icon", { "exp-gui_player-list.jail-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
local selected_player_name, selected_player_color = get_action_player_name(player) local selected_player, selected_player_color = get_action_player(player)
if Jail.is_jailed(selected_player_name) then if Jail.is_jailed(selected_player.name) then
player.print({ "exp-commands_jail.already-jailed", selected_player_color }, Colors.orange_red) player.print({ "exp-commands_jail.already-jailed", selected_player_color }, Colors.orange_red)
else else
SelectedAction:set(player, "command/jail") set_selected_action(player, "command/jail")
end end
end) end)
local function jail_player_callback(player, reason) local function jail_player_callback(player, reason)
local selected_player_name, selected_player_color = get_action_player_name(player) local selected_player, selected_player_color = get_action_player(player)
local by_player_name_color = format_player_name(player) local by_player_name_color = format_player_name(player)
game.print{ "exp-commands_jail.jailed", selected_player_color, by_player_name_color, reason } game.print{ "exp-commands_jail.jailed", selected_player_color, by_player_name_color, reason }
Jail.jail_player(selected_player_name, player.name, reason) Jail.jail_player(selected_player.name, player.name, reason)
end end
--- Kicks the action player, requires a reason --- Kicks the action player, requires a reason
-- @element kick_player -- @element kick_player
local kick_player = new_button("utility/warning_icon", { "player-list.kick-player" }) local kick_player = new_button("utility/warning_icon", { "exp-gui_player-list.kick-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
SelectedAction:set(player, "command/kick") set_selected_action(player, "command/kick")
end) end)
local function kick_player_callback(player, reason) local function kick_player_callback(player, reason)
local selected_player = get_action_player_name(player) local selected_player = get_action_player(player)
game.kick_player(selected_player, reason) game.kick_player(selected_player, reason)
end end
--- Bans the action player, requires a reason --- Bans the action player, requires a reason
-- @element ban_player -- @element ban_player
local ban_player = new_button("utility/danger_icon", { "player-list.ban-player" }) local ban_player = new_button("utility/danger_icon", { "exp-gui_player-list.ban-player" })
:on_click(function(def, player, element) :on_click(function(def, player, element)
SelectedAction:set(player, "command/ban") set_selected_action(player, "command/ban")
end) end)
local function ban_player_callback(player, reason) local function ban_player_callback(player, reason)
local selected_player = get_action_player_name(player) local selected_player = get_action_player(player)
game.ban_player(selected_player, reason) game.ban_player(selected_player, reason)
end end
return { return {
set_datastores = set_datastores, set_accessors = set_accessors,
buttons = { buttons = {
["command/teleport"] = { ["command/teleport"] = {
auth = function(player, selected_player) auth = function(player, selected_player)
+4 -4
View File
@@ -349,7 +349,7 @@ function vlayer.create_input_interface(surface, position, circuit, last_user)
end end
interface.destructible = false interface.destructible = false
interface.minable = false interface.minable_flag = false
interface.operable = true interface.operable = true
return interface return interface
@@ -427,7 +427,7 @@ function vlayer.create_output_interface(surface, position, circuit, last_user)
end end
interface.destructible = false interface.destructible = false
interface.minable = false interface.minable_flag = false
interface.operable = true interface.operable = true
return interface return interface
@@ -568,7 +568,7 @@ function vlayer.create_circuit_interface(surface, position, circuit, last_user)
end end
interface.destructible = false interface.destructible = false
interface.minable = false interface.minable_flag = false
interface.operable = true interface.operable = true
return interface return interface
@@ -647,7 +647,7 @@ function vlayer.create_energy_interface(surface, position, last_user)
end end
interface.destructible = false interface.destructible = false
interface.minable = false interface.minable_flag = false
interface.operable = false interface.operable = false
interface.electric_buffer_size = 0 interface.electric_buffer_size = 0
interface.power_production = 0 interface.power_production = 0
@@ -1,448 +0,0 @@
--[[-- Gui Module - Player List
- Adds a player list to show names and play time; also includes action buttons which can preform actions to players
@gui Player-List
@alias player_list
]]
-- luacheck:ignore 211/Colors
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.player_list_actions") --- @dep config.gui.player_list_actions
--- Stores all data for the warp gui
local PlayerListData = Datastore.connect("PlayerListData")
PlayerListData:set_serializer(Datastore.name_serializer)
local SelectedPlayer = PlayerListData:combine("SelectedPlayer")
local SelectedAction = PlayerListData:combine("SelectedAction")
-- Set the config to use these stores
config.set_datastores(SelectedPlayer, SelectedAction)
--- Button used to open the action bar
-- @element open_action_bar
local open_action_bar = Gui.define("open_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/expand_dots",
tooltip = { "player-list.open-action-bar" },
style = "frame_button",
name = Gui.from_name,
}
:style{
padding = -2,
width = 8,
height = 14,
}
:on_click(function(def, player, element)
local selected_player_name = element.parent.name
local old_selected_player_name = SelectedPlayer:get(player)
if selected_player_name == old_selected_player_name then
SelectedPlayer:remove(player)
else
SelectedPlayer:set(player, selected_player_name)
end
end)
--- Button used to close the action bar
-- @element close_action_bar
local close_action_bar = Gui.define("close_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "player-list.close-action-bar" },
style = "slot_sized_button_red",
}
:style(Gui.styles.sprite{
size = 20,
padding = -1,
top_margin = -1,
right_margin = -1,
})
:on_click(function(def, player, element)
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end)
--- Button used to confirm a reason
-- @element reason_confirm
local reason_confirm = Gui.define("reason_confirm")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "player-list.reason-confirm" },
style = "slot_sized_button_green",
}
:style(Gui.styles.sprite{
size = 30,
padding = -1,
left_margin = -2,
right_margin = -1,
})
:on_click(function(def, player, 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
reason_callback(player, reason)
SelectedPlayer:remove(player)
SelectedAction:remove(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.define("add_player_base")
:draw(function(_, 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)
-- Add the player name
local player_name = parent.add{
type = "label",
name = "player-name-" .. player_data.index,
caption = player_data.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.font_color = player_data.chat_color
-- Add the time played label
local alignment = Gui.elements.aligned_flow(parent, { name = "player-time-" .. player_data.index })
local time_label = alignment.add{
name = "label",
type = "label",
caption = player_data.caption,
tooltip = player_data.tooltip,
}
time_label.style.padding = 0
return player_name
end)
:on_click(function(def, player, element, event)
local selected_player_name = element.caption
local selected_player = game.players[selected_player_name]
if event.button == defines.mouse_button_type.left then
-- LMB will open the map to the selected player
player.set_controller{
type = defines.controllers.remote,
position = selected_player.physical_position,
surface = selected_player.physical_surface
}
else
-- RMB will toggle the settings
local old_selected_player_name = SelectedPlayer:get(player)
if selected_player_name == old_selected_player_name then
SelectedPlayer:remove(player)
SelectedAction:remove(player)
else
SelectedPlayer:set(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)
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 time_element = parent[player_time.element_name]
if time_element and time_element.valid then
time_element.label.caption = player_time.caption
time_element.label.tooltip = player_time.tooltip
end
end
--- Adds all the buttons and flows that make up the action bar
-- @element add_action_bar
local add_action_bar_buttons = Gui.define("add_action_bar_buttons")
:draw(function(_, parent)
close_action_bar(parent)
-- Loop over all the buttons in the config
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
button(permission_flow)
end
end
return parent
end)
--- Updates the visible state of the action bar buttons
local function update_action_bar(element)
local player = Gui.get_player(element)
local selected_player_name = SelectedPlayer:get(player)
if not selected_player_name then
-- Hide the action bar when no player is selected
element.visible = false
else
local selected_player = game.players[selected_player_name]
if not selected_player.connected then
-- If the player is offline then reest stores
element.visible = false
SelectedPlayer:remove(player)
SelectedAction:remove(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
element[action_name].visible = false
elseif Roles.player_allowed(player, action_name) then
element[action_name].visible = true
end
end
end
end
end
--- Main player list container for the left flow
-- @element player_list_container
local player_list_container = Gui.define("player_list_container")
:draw(function(definition, parent)
-- Draw the internal container
local container = Gui.elements.container(parent)
-- Draw the scroll table for the players
local scroll_table = Gui.elements.scroll_table(container, 184, 3, "scroll")
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
scroll_table_style.padding = { 1, 0, 1, 2 }
-- Add the action bar
local action_bar = Gui.elements.footer(container, { name = "action_bar", no_flow = true })
-- 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.visible = false
-- Add the buttons to the action bar
add_action_bar_buttons(action_bar)
-- Add the reason bar
local reason_bar = Gui.elements.footer(container, { name = "reason_bar", no_flow = true })
-- 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.visible = false
-- Add the text entry for the reason bar
local reason_field =
reason_bar.add{
name = "entry",
type = "textfield",
style = "stretchable_textfield",
tooltip = { "player-list.reason-entry" },
}
-- Change the style of the text entry
local reason_entry_style = reason_field.style
reason_entry_style.padding = 0
reason_entry_style.height = 28
reason_entry_style.minimal_width = 160
-- Add the confirm reason button
reason_confirm(reason_bar)
-- Return the exteral container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(player_list_container, true)
Gui.toolbar.create_button{
name = "player_list_toggle",
left_element = player_list_container,
sprite = "entity/character",
tooltip = { "player-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/player-list")
end
}
local online_time_format = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
local afk_time_format = ExpUtil.format_time_factory_locale{ format = "long", minutes = true }
-- Get caption and tooltip format for a player
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 caption = online_time_format(online_time)
local tooltip = { "player-list.afk-time", percent, afk_time_format(afk_time) }
return caption, tooltip
end
-- Get the player time to be used to update time label
local function get_player_times()
local ctn = 0
local player_times = {}
for _, player in pairs(game.connected_players) do
ctn = ctn + 1
-- Add the player time details to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
player_times[ctn] = {
element_name = "player-time-" .. player.index,
caption = caption,
tooltip = tooltip,
}
end
return player_times
end
-- Get a sorted list of all online players
local function get_player_list_order()
-- Sort all the online players into roles
local players = {}
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)
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
if players[role_name] then
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)
player_list_order[ctn] = {
name = player.name,
index = player.index,
tag = player.tag,
role_name = role_name,
chat_color = player.chat_color,
caption = caption,
tooltip = tooltip,
}
end
end
end
--[[Adds fake players to the player list
local tick = game.tick+1
for i = 1, 10 do
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,
index=0-i,
tag='',
role_name = 'Fake Player',
chat_color = table.get_random(Colors),
caption = caption,
tooltip = tooltip
}
end--]]
return player_list_order
end
--- Update the play times every 30 sections
Event.on_nth_tick(1800, function()
local player_times = get_player_times()
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
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)
local remove_player = game.players[event.player_index]
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
remove_player_base(scroll_table, remove_player)
local selected_player_name = SelectedPlayer:get(player)
if selected_player_name == remove_player.name then
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end
end
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 container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
scroll_table.clear()
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)
--- When the action player is changed the action bar will update
SelectedPlayer:on_update(function(player_name, selected_player)
local player = game.players[player_name]
local container = Gui.get_left_element(player_list_container, player)
local scroll_table = container.frame.scroll.table
update_action_bar(container.frame.action_bar)
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 == selected_player then
style = "tool_button"
end
element.style = style
local element_style = element.style --[[@as LuaStyle]]
element_style.padding = -2
element_style.width = 8
element_style.height = 14
end
end)
--- When the action name is changed the reason input will update
SelectedAction:on_update(function(player_name, selected_action)
local player = game.players[player_name]
local container = Gui.get_left_element(player_list_container, player)
local element = container.frame.reason_bar
if selected_action then
-- if there is a new value then check the player is still online
local selected_player_name = SelectedPlayer:get(player_name)
local selected_player = game.players[selected_player_name]
if selected_player.connected then
element.visible = true
else
-- Clear if the player is offline
SelectedPlayer:remove(player)
SelectedAction:remove(player)
end
else
element.visible = false
end
end)
@@ -14,7 +14,7 @@ Commands.new("clear-inventory", { "exp-commands_clear-inventory.description" })
:register(function(player, other_player) :register(function(player, other_player)
local inventory = other_player.get_main_inventory() local inventory = other_player.get_main_inventory()
if not inventory then if not inventory then
return Commands.status.error{ "expcore-commands.reject-player-alive" } return Commands.status.error{ "exp-commands-parse.player-alive" }
end end
transfer_inventory{ transfer_inventory{
+69 -62
View File
@@ -2,12 +2,17 @@
Adds a command that clear item on ground so blueprint can deploy safely Adds a command that clear item on ground so blueprint can deploy safely
]] ]]
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local ExpUtil = require("modules/exp_util") local ExpUtil = require("modules/exp_util")
local move_items = ExpUtil.move_items_to_surface local move_items = ExpUtil.move_items_to_surface
local Selection = require("modules/exp_util/selection")
local Commands = require("modules/exp_commands") local SelectArea = Selection.connect("ExpCommand_ClearBlueprint")
local format_player_name = Commands.format_player_name_locale local format_player_name = Commands.format_player_name_locale
--- @class ExpCommand_ClearBlueprint.commands
local commands = {}
--- @param surface LuaSurface --- @param surface LuaSurface
--- @return LuaItemStack[] --- @return LuaItemStack[]
local function get_ground_items(surface) local function get_ground_items(surface)
@@ -19,71 +24,73 @@ local function get_ground_items(surface)
return items return items
end end
--- Clear all items on the ground, optional to select a single surface --- Clear all items on the ground on a surface
Commands.new("clear-ground-items", { "exp-commands_surface.description-items" }) commands.clear_ground_items = Commands.new("clear-ground-items", { "exp-commands_surface.description-items" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface) :optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:defaults{
surface = function(player) return player.surface end
}
:register(function(player, surface) :register(function(player, surface)
--- @cast surface LuaSurface? --- @cast surface LuaSurface
local player_name = format_player_name(player) move_items{
if surface then surface = surface,
move_items{ items = get_ground_items(surface),
surface = surface, allow_creation = true,
items = get_ground_items(surface), name = "iron-chest",
allow_creation = true,
name = "iron-chest",
}
game.print{ "exp-commands_surface.items-surface", player_name, surface.localised_name }
else
for _, surface in pairs(game.surfaces) do
move_items{
surface = surface,
items = get_ground_items(surface),
allow_creation = true,
name = "iron-chest",
}
end
game.print{ "exp-commands_surface.items-all", player_name }
end
end)
--- Clear all blueprints, optional to select a single surface
Commands.new("clear-blueprints", { "exp-commands_surface.description-blueprints" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:register(function(player, surface)
--- @cast surface LuaSurface?
local player_name = format_player_name(player)
if surface then
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do
entity.destroy()
end
game.print{ "exp-commands_surface.blueprint-surface", player_name, surface.localised_name }
else
for _, surface in pairs(game.surfaces) do
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do
entity.destroy()
end
end
game.print{ "exp-commands_surface.blueprint-all", player_name }
end
end)
--- Clear all blueprints in a radius around you
Commands.new("clear-blueprints-radius", { "exp-commands_surface.description-radius" })
:argument("radius", { "exp-commands_surface.arg-radius" }, Commands.types.number_range(1, 100))
:register(function(player, radius)
--- @cast radius number
local player_name = format_player_name(player)
local entities = player.surface.find_entities_filtered{
type = "entity-ghost",
position = player.position,
radius = radius,
} }
local player_name = format_player_name(player)
game.print{ "exp-commands_surface.items", player_name, surface.localised_name }
end)
--- Clear all blueprints on a surface
commands.clear_blueprints_surface = Commands.new("clear-blueprints-surface", { "exp-commands_surface.description-blueprints-surface" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:defaults{
surface = function(player) return player.surface end
}
:register(function(player, surface)
--- @cast surface LuaSurface
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do for _, entity in ipairs(entities) do
entity.destroy() entity.destroy()
end end
local player_name = format_player_name(player)
game.print{ "exp-commands_surface.blueprint-radius", player_name, radius, player.surface.localised_name } game.print{ "exp-commands_surface.blueprints", player_name, surface.localised_name }
end) end)
--- Clear all blueprint in the area, selected by toggle player selection mode
--- @class ExpCommands_ClearBlueprint.commands.clear_blueprint: ExpCommand
--- @overload fun(player: LuaPlayer)
commands.clear_blueprints = Commands.new("clear-blueprints", { "exp-commands_surface.description-blueprints" })
:register(function(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp-commands_surface.exit" }
end
SelectArea:start(player)
return Commands.status.success{ "exp-commands_surface.enter" }
end) --[[ @as any ]]
--- When an area is selected
SelectArea:on_selection(function(event)
local player = assert(game.get_player(event.player_index))
local area = AABB.expand(event.area)
local surface = event.surface
local area_size = (area.right_bottom.x - area.left_top.x) * (area.right_bottom.y - area.left_top.y)
if area_size > 1000 then
player.print({ "exp-commands_surface.area-too-large", 1000, area_size }, Commands.print_settings.error)
return
end
local entities = surface.find_entities_filtered{ type = "entity-ghost", area = area }
for _, entity in ipairs(entities) do
entity.destroy()
end
game.print({ "exp-commands_surface.complete", #entities }, Commands.print_settings.default)
end)
return {
commands = commands,
}
+1
View File
@@ -72,6 +72,7 @@ add(require("modules/exp_scenario/gui/autofill"))
add(require("modules/exp_scenario/gui/elements")) add(require("modules/exp_scenario/gui/elements"))
add(require("modules/exp_scenario/gui/module_inserter")) add(require("modules/exp_scenario/gui/module_inserter"))
add(require("modules/exp_scenario/gui/player_bonus")) add(require("modules/exp_scenario/gui/player_bonus"))
add(require("modules/exp_scenario/gui/player_list"))
add(require("modules/exp_scenario/gui/player_stats")) add(require("modules/exp_scenario/gui/player_stats"))
add(require("modules/exp_scenario/gui/production_stats")) add(require("modules/exp_scenario/gui/production_stats"))
add(require("modules/exp_scenario/gui/quick_actions")) add(require("modules/exp_scenario/gui/quick_actions"))
+543
View File
@@ -0,0 +1,543 @@
--[[-- Gui - Player List
Adds a player list to show names and play time; also includes action buttons which can perform actions on players.
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules/exp_legacy/expcore/roles")
local config = require("modules/exp_legacy/config/gui/player_list_actions")
--- @class ExpGui_PlayerList.elements
local Elements = {}
local online_time_format = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
local afk_time_format = ExpUtil.format_time_factory_locale{ format = "long", minutes = true }
--- Get the caption and tooltip for a player time
--- @param online_time number
--- @param afk_time number
--- @return LocalisedString, LocalisedString
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 caption = online_time_format(online_time)
local tooltip = { "exp-gui_player-list.afk-time", percent, afk_time_format(afk_time) }
return caption, tooltip
end
--- Button used to open the action bar for a player
--- @class ExpGui_PlayerList.elements.open_action_bar: ExpElement
--- @field data table<LuaGuiElement, LuaPlayer>
--- @overload fun(parent: LuaGuiElement, selected_player: LuaPlayer): LuaGuiElement
Elements.open_action_bar = Gui.define("player_list/open_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/expand_dots",
tooltip = { "exp-gui_player-list.open-action-bar" },
style = "frame_button",
}
:style{
padding = -2,
width = 8,
height = 14,
}
:element_data(
Gui.from_argument(1)
)
:on_click(function(def, player, element)
--- @cast def ExpGui_PlayerList.elements.open_action_bar
Elements.container.toggle_selected_player(player, def.data[element])
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Set whether an open action bar button shows as highlighted
--- @param open_button LuaGuiElement
--- @param highlighted boolean
function Elements.open_action_bar.set_highlight(open_button, highlighted)
open_button.style = highlighted and "tool_button" or "frame_button"
local style = open_button.style
style.padding = -2
style.width = 8
style.height = 14
end
--- Button used to close the action bar
--- @class ExpGui_PlayerList.elements.close_action_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.close_action_bar = Gui.define("player_list/close_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "exp-gui_player-list.close-action-bar" },
style = "slot_sized_button_red",
}
:style{
size = 30,
padding = -1,
top_margin = -1,
right_margin = -1,
}
:on_click(function(_, player)
Elements.container.set_selected_player(player, nil)
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Button used to confirm a reason
--- @class ExpGui_PlayerList.elements.reason_confirm: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.reason_confirm = Gui.define("player_list/reason_confirm")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "exp-gui_player-list.reason-confirm" },
style = "slot_sized_button_green",
}
:style{
size = 30,
padding = -1,
left_margin = -2,
right_margin = -1,
}
:on_click(function(_, player, element)
local action_name = Elements.container.get_selected_action(player)
local button_data = action_name and config.buttons[action_name]
if button_data and button_data.reason_callback then
local reason = element.parent.entry.text
if reason == nil or not reason:find("%S") then reason = "no reason given" end
button_data.reason_callback(player, reason)
end
element.parent.entry.text = ""
Elements.container.set_selected_player(player, nil)
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Clickable player name label, left click opens the map and right click toggles the action bar
--- @class ExpGui_PlayerList.elements.player_name_label: ExpElement
--- @field data table<LuaGuiElement, LuaPlayer>
--- @overload fun(parent: LuaGuiElement, opts: { name: string, player: LuaPlayer, tooltip: LocalisedString }): LuaGuiElement
Elements.player_name_label = Gui.define("player_list/player_name_label")
:draw{
type = "label",
caption = Gui.from_argument("name"),
tooltip = Gui.from_argument("tooltip"),
}
:style{
padding = { 0, 2, 0, 0 },
}
:element_data(
Gui.from_argument("player")
)
:on_click(function(def, player, element, event)
--- @cast def ExpGui_PlayerList.elements.player_name_label
local selected_player = def.data[element]
if event.button == defines.mouse_button_type.left then
-- Left click opens remote view at the player
player.set_controller{
type = defines.controllers.remote,
position = selected_player.physical_position,
surface = selected_player.physical_surface,
}
else
-- Right click toggles the action bar
Elements.container.toggle_selected_player(player, selected_player)
Elements.player_table.refresh_player(player)
end
end) --[[ @as any ]]
--- @class ExpGui_PlayerList.elements.player_table.row
--- @field open_button LuaGuiElement
--- @field name_label LuaGuiElement
--- @field time_label LuaGuiElement
--- @class ExpGui_PlayerList.elements.player_table.element_data
--- @field rows table<string, ExpGui_PlayerList.elements.player_table.row>
--- @field action_bar LuaGuiElement
--- @field reason_bar LuaGuiElement
--- Scroll table containing a row for each online player
--- @class ExpGui_PlayerList.elements.player_table: ExpElement
--- @field data table<LuaGuiElement, ExpGui_PlayerList.elements.player_table.element_data>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.player_table = Gui.define("player_list/player_table")
:track_all_elements()
:draw(function(_, parent)
return Gui.elements.scroll_table(parent, 184, 3, "scroll")
end)
:style{
padding = { 1, 0, 1, 2 },
} --[[ @as any ]]
--- Store the action and reason bars associated with a player table
--- @param player_table LuaGuiElement
--- @param action_bar LuaGuiElement
--- @param reason_bar LuaGuiElement
function Elements.player_table.set_bars(player_table, action_bar, reason_bar)
Elements.player_table.data[player_table] = {
rows = {},
action_bar = action_bar,
reason_bar = reason_bar,
}
end
--- @class ExpGui_PlayerList.elements.player_table.row_data
--- @field player LuaPlayer
--- @field tag string
--- @field role_name string
--- @field chat_color Color
--- @field caption LocalisedString
--- @field tooltip LocalisedString
--- Calculate the ordered list of online players sorted by their highest role
--- @return ExpGui_PlayerList.elements.player_table.row_data[]
function Elements.player_table.calculate_row_data()
-- Sort all the online players into roles
local players = {}
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)
end
-- Flatten the roles into a single ordered list
local count = 0
local row_data = {}
for _, role_name in pairs(Roles.config.order) do
if players[role_name] then
for _, player in pairs(players[role_name]) do
count = count + 1
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
row_data[count] = {
player = player,
tag = player.tag,
role_name = role_name,
chat_color = player.chat_color,
caption = caption,
tooltip = tooltip,
}
end
end
end
return row_data
end
--- Calculate the latest play time captions for each online player keyed by name
--- @return table<string, { caption: LocalisedString, tooltip: LocalisedString }>
function Elements.player_table.calculate_time_data()
local time_data = {}
for _, player in pairs(game.connected_players) do
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
time_data[player.name] = { caption = caption, tooltip = tooltip }
end
return time_data
end
--- Add a player row to the table and store its elements
--- @param player_table LuaGuiElement
--- @param row_data ExpGui_PlayerList.elements.player_table.row_data
function Elements.player_table.add_row(player_table, row_data)
local rows = Elements.player_table.data[player_table].rows
local player = row_data.player
-- Add the button used to open the action bar
local open_flow = player_table.add{ type = "flow" }
local open_button = Elements.open_action_bar(open_flow, player)
-- Add the clickable player name
local name_label = Elements.player_name_label(player_table, {
name = player.name,
player = player,
tooltip = { "exp-gui_player-list.open-map", player.name, row_data.tag, row_data.role_name },
})
name_label.style.font_color = row_data.chat_color
-- Add the time played label
local alignment = Gui.elements.aligned_flow(player_table)
local time_label = alignment.add{
type = "label",
caption = row_data.caption,
tooltip = row_data.tooltip,
}
time_label.style.padding = 0
rows[player.name] = { open_button = open_button, name_label = name_label, time_label = time_label }
end
--- Rebuild all rows of a player table, used when the sort order changes
--- @param player_table LuaGuiElement
--- @param row_data ExpGui_PlayerList.elements.player_table.row_data[]
function Elements.player_table.rebuild(player_table, row_data)
player_table.clear()
Elements.player_table.data[player_table].rows = {}
for _, row in ipairs(row_data) do
Elements.player_table.add_row(player_table, row)
end
end
--- Remove a single player row from the table
--- @param player_table LuaGuiElement
--- @param player_name string
function Elements.player_table.remove_row(player_table, player_name)
local rows = Elements.player_table.data[player_table].rows
local row = rows[player_name]
if not row then return end
rows[player_name] = nil
Gui.destroy_if_valid(row.open_button.parent)
Gui.destroy_if_valid(row.name_label)
Gui.destroy_if_valid(row.time_label.parent)
end
--- Refresh the time labels of a player table from precomputed time data
--- @param player_table LuaGuiElement
--- @param time_data table<string, { caption: LocalisedString, tooltip: LocalisedString }>
function Elements.player_table.refresh_times(player_table, time_data)
for player_name, row in pairs(Elements.player_table.data[player_table].rows) do
local data = time_data[player_name]
if data then
row.time_label.caption = data.caption
row.time_label.tooltip = data.tooltip
end
end
end
--- Refresh the action bar, reason bar and row highlights for a player to match their selection
--- @param player LuaPlayer
function Elements.player_table.refresh_player(player)
local selected_player = Elements.container.get_selected_player(player)
local selected_action = Elements.container.get_selected_action(player)
for _, player_table in Elements.player_table:online_elements(player) do
local element_data = Elements.player_table.data[player_table]
Elements.action_bar.refresh(element_data.action_bar, player, selected_player)
Elements.reason_bar.refresh(element_data.reason_bar, selected_player, selected_action)
-- Highlight the open button of the selected player
for player_name, row in pairs(element_data.rows) do
Elements.open_action_bar.set_highlight(row.open_button, selected_player ~= nil and player_name == selected_player.name)
end
end
end
--- Action bar footer holding the close button and the per action button flows
--- @class ExpGui_PlayerList.elements.action_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.action_bar = Gui.define("player_list/action_bar")
:draw(function(_, parent)
local action_bar = Gui.elements.subframe_base(parent, "subfooter_frame", "action_bar")
action_bar.visible = false
Elements.close_action_bar(action_bar)
for action_name, button_data in pairs(config.buttons) do
local permission_flow = action_bar.add{ type = "flow", name = action_name }
permission_flow.visible = false
for _, button in ipairs(button_data) do
button(permission_flow)
end
end
return action_bar
end)
:style{
height = 35,
padding = { 1, 3 },
} --[[ @as any ]]
--- Update the action bar buttons to match the selection for a player, hidden when nothing is selected
--- @param action_bar LuaGuiElement
--- @param player LuaPlayer
--- @param selected_player LuaPlayer?
function Elements.action_bar.refresh(action_bar, player, selected_player)
if not selected_player then
action_bar.visible = false
return
end
action_bar.visible = true
for action_name, buttons in pairs(config.buttons) do
local flow = action_bar[action_name]
if buttons.auth and not buttons.auth(player, selected_player) then
flow.visible = false
else
flow.visible = Roles.player_allowed(player, action_name)
end
end
end
--- Reason bar footer holding the reason entry and confirm button
--- @class ExpGui_PlayerList.elements.reason_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.reason_bar = Gui.define("player_list/reason_bar")
:draw(function(_, parent)
local reason_bar = Gui.elements.subframe_base(parent, "subfooter_frame", "reason_bar")
reason_bar.visible = false
local reason_field = reason_bar.add{
name = "entry",
type = "textfield",
style = "stretchable_textfield",
tooltip = { "exp-gui_player-list.reason-entry" },
}
local entry_style = reason_field.style
entry_style.padding = 0
entry_style.height = 28
entry_style.minimal_width = 158
Elements.reason_confirm(reason_bar)
return reason_bar
end)
:style{
height = 35,
padding = { -1, 3 },
} --[[ @as any ]]
--- Update the reason bar visibility to match the selection, shown only while an action awaits a reason
--- @param reason_bar LuaGuiElement
--- @param selected_player LuaPlayer?
--- @param selected_action string?
function Elements.reason_bar.refresh(reason_bar, selected_player, selected_action)
reason_bar.visible = selected_player ~= nil and selected_action ~= nil
end
--- @class ExpGui_PlayerList.elements.container.selection
--- @field selected_player LuaPlayer?
--- @field selected_action string?
--- Container added to the left gui flow
--- @class ExpGui_PlayerList.elements.container: ExpElement
--- @field data table<LuaPlayer, ExpGui_PlayerList.elements.container.selection>
Elements.container = Gui.define("player_list/container")
:draw(function(_, parent)
local container = Gui.elements.container(parent)
local player_table = Elements.player_table(container)
local action_bar = Elements.action_bar(container)
local reason_bar = Elements.reason_bar(container)
Elements.player_table.set_bars(player_table, action_bar, reason_bar)
local row_data = Elements.player_table.calculate_row_data()
Elements.player_table.rebuild(player_table, row_data)
return Gui.elements.container.get_root_element(container)
end) --[[ @as any ]]
--- Get or create the selection state for a player
--- @param player LuaPlayer
--- @return ExpGui_PlayerList.elements.container.selection
function Elements.container._get_selection(player)
local selection = Elements.container.data[player]
if not selection then
selection = {}
Elements.container.data[player] = selection
end
return selection
end
--- Get the player that actions will be performed on
--- @param player LuaPlayer
--- @return LuaPlayer?
function Elements.container.get_selected_player(player)
return Elements.container._get_selection(player).selected_player
end
--- Get the action awaiting a reason
--- @param player LuaPlayer
--- @return string?
function Elements.container.get_selected_action(player)
return Elements.container._get_selection(player).selected_action
end
--- Set the player that actions will be performed on, nil to clear the selection
--- @param player LuaPlayer
--- @param selected_player LuaPlayer?
function Elements.container.set_selected_player(player, selected_player)
local selection = Elements.container._get_selection(player)
selection.selected_player = selected_player
if not selected_player then
selection.selected_action = nil
end
end
--- Toggle the player that actions will be performed on
--- @param player LuaPlayer
--- @param selected_player LuaPlayer
function Elements.container.toggle_selected_player(player, selected_player)
if Elements.container.get_selected_player(player) == selected_player then
Elements.container.set_selected_player(player, nil)
else
Elements.container.set_selected_player(player, selected_player)
end
end
--- Set the action awaiting a reason, nil to clear it
--- @param player LuaPlayer
--- @param selected_action string?
function Elements.container.set_selected_action(player, selected_action)
Elements.container._get_selection(player).selected_action = selected_action
end
-- Inject the accessors the actions config needs; setting an action also refreshes the gui to show the reason bar
local function select_action(player, selected_action)
Elements.container.set_selected_action(player, selected_action)
Elements.player_table.refresh_player(player)
end
config.set_accessors(Elements.container.get_selected_player, select_action)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(Elements.container, true)
Gui.toolbar.create_button{
name = "toggle_player_list",
left_element = Elements.container,
sprite = "entity/character",
tooltip = { "exp-gui_player-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/player-list")
end
}
--- Rebuild the player list for all online players, used when the sort order changes
local function redraw_player_list()
local row_data = Elements.player_table.calculate_row_data()
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.rebuild(player_table, row_data)
Elements.player_table.refresh_player(Gui.get_player(player_table))
end
end
--- Refresh the play times for all online players
local function refresh_player_times()
local time_data = Elements.player_table.calculate_time_data()
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.refresh_times(player_table, time_data)
end
end
--- Remove a player from the list when they leave and clear any selection pointing at them
--- @param event EventData.on_player_left_game
local function on_player_left_game(event)
local left_player = game.players[event.player_index]
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.remove_row(player_table, left_player.name)
local viewing_player = Gui.get_player(player_table)
if Elements.container.get_selected_player(viewing_player) == left_player then
Elements.container.set_selected_player(viewing_player, nil)
Elements.player_table.refresh_player(viewing_player)
end
end
end
local e = defines.events
return {
elements = Elements,
events = {
[e.on_player_joined_game] = redraw_player_list,
[e.on_player_left_game] = on_player_left_game,
[Roles.events.on_role_assigned] = redraw_player_list,
[Roles.events.on_role_unassigned] = redraw_player_list,
},
on_nth_tick = {
[1800] = refresh_player_times,
}
}
+32 -18
View File
@@ -10,6 +10,7 @@ local addon_artillery = require("modules/exp_scenario/commands/artillery")
local addon_trains = require("modules/exp_scenario/commands/trains") local addon_trains = require("modules/exp_scenario/commands/trains")
local addon_teleport = require("modules/exp_scenario/commands/teleport") local addon_teleport = require("modules/exp_scenario/commands/teleport")
local addon_waterfill = require("modules/exp_scenario/commands/waterfill") local addon_waterfill = require("modules/exp_scenario/commands/waterfill")
local addon_surface = require("modules/exp_scenario/commands/surface")
local addon_lawnmower = require("modules/exp_scenario/commands/lawnmower") local addon_lawnmower = require("modules/exp_scenario/commands/lawnmower")
local addon_home = require("modules/exp_scenario/commands/home") local addon_home = require("modules/exp_scenario/commands/home")
local addon_vlayer = require("modules/exp_scenario/commands/vlayer") local addon_vlayer = require("modules/exp_scenario/commands/vlayer")
@@ -21,15 +22,23 @@ local Elements = {}
--- @type table<string, { command: ExpCommand, element: ExpElement }> --- @type table<string, { command: ExpCommand, element: ExpElement }>
local Actions = {} local Actions = {}
--- @param name string
--- @param command ExpCommand | function (this is needed because of the overload on commands) --- @param command ExpCommand | function (this is needed because of the overload on commands)
--- @param on_click? ExpElement.EventHandler<EventData.on_gui_click> --- @param on_click? ExpElement.EventHandler<EventData.on_gui_click>
local function new_quick_action(name, command, on_click) local function new_quick_action(command, on_click)
local element = Gui.define("quick_actions/" .. name) local command_name = command.name
local element = Gui.define("quick_actions/" .. command_name)
:draw{ :draw{
type = "button", type = "button",
caption = { "exp-gui_quick-actions.caption-" .. name }, caption = { "?",
tooltip = { "exp-gui_quick-actions.tooltip-" .. name }, { "exp-gui_quick-actions.caption-" .. command_name },
command_name,
},
tooltip = { "?",
{ "exp-gui_quick-actions.tooltip-" .. command_name },
command.description,
""
},
} }
:style{ :style{
width = 160, width = 160,
@@ -38,26 +47,31 @@ local function new_quick_action(name, command, on_click)
command(player) command(player)
end) end)
Elements[name] = element Elements[command_name] = element
Actions[name] = { Actions[command_name] = {
command = command --[[ @as ExpCommand ]], command = command --[[ @as ExpCommand ]],
element = element, element = element,
} }
end end
new_quick_action("artillery", addon_artillery.commands.artillery) new_quick_action(addon_artillery.commands.artillery)
new_quick_action("trains", addon_trains.commands.set_trains_to_automatic) new_quick_action(addon_trains.commands.set_trains_to_automatic)
new_quick_action("spawn", addon_teleport.commands.spawn, function(_def, player, _element, _event)
new_quick_action(addon_teleport.commands.spawn, function(def, player, element, event)
addon_teleport.commands.spawn(player, player) addon_teleport.commands.spawn(player, player)
end) end)
new_quick_action("waterfill", addon_waterfill.commands.waterfill)
new_quick_action("lawnmower", addon_lawnmower.commands.lawnmower) new_quick_action(addon_waterfill.commands.waterfill)
new_quick_action("home", addon_home.commands.home) new_quick_action(addon_lawnmower.commands.lawnmower)
new_quick_action("return", addon_home.commands._return) new_quick_action(addon_surface.commands.clear_ground_items)
new_quick_action("set-home", addon_home.commands.set_home) new_quick_action(addon_surface.commands.clear_blueprints_surface)
new_quick_action("get-home", addon_home.commands.get_home) new_quick_action(addon_surface.commands.clear_blueprints)
new_quick_action("vlayer", addon_vlayer.commands.vlayer) new_quick_action(addon_home.commands.home)
new_quick_action("repair", addon_repair.commands.repair) new_quick_action(addon_home.commands._return)
new_quick_action(addon_home.commands.set_home)
new_quick_action(addon_home.commands.get_home)
new_quick_action(addon_vlayer.commands.vlayer)
new_quick_action(addon_repair.commands.repair)
--- Container added to the left gui flow --- Container added to the left gui flow
--- @class ExpGui_QuickActions.elements.container: ExpElement --- @class ExpGui_QuickActions.elements.container: ExpElement
+23 -12
View File
@@ -220,14 +220,14 @@ follow-self=You can not follow yourself.
[exp-commands_surface] [exp-commands_surface]
description-items=Clear all items on the ground. description-items=Clear all items on the ground.
description-blueprints=Clear all blueprints. description-blueprints=Clear all blueprints.
description-radius=Clear all blueprints in an radius around you. description-blueprints-surface=Clear all blueprints on the current surface.
arg-surface=Surface to clear on, default all. arg-surface=Surface to clear on, default all.
arg-radius=Radius to clear. items=__1__ cleared all items on the ground of __2__.
items-surface=__1__ cleared all items on the ground of __2__. blueprints=__1__ cleared all blueprints on __2__.
items-all=__1__ cleared all items on the ground for all surfaces. enter=Entered selection mode, select the area.
blueprints-surface=__1__ cleared all blueprints on __2__. exit=Exited selection mode.
blueprints-all=__1__ cleared all blueprints for all surfaces. area-too-large=Selected area is too large, must be less than __1__, selected __2__.
blueprints-radius=__1__ cleared all blueprints in a __2__ radius around them on __3__. complete=__1__ blueprint ghost were removed.
[exp-commands_trains] [exp-commands_trains]
description=Set All Trains to Automatic, does not effect trains with passengers. description=Set All Trains to Automatic, does not effect trains with passengers.
@@ -319,6 +319,22 @@ tooltip-character_reach_distance_bonus=Character reach distance bonus
caption-personal_battery_recharge=Battery caption-personal_battery_recharge=Battery
tooltip-personal_battery_recharge=Armor battery recharge tooltip-personal_battery_recharge=Armor battery recharge
[exp-gui_player-list]
main-tooltip=Player List
open-action-bar=Options
close-action-bar=Close Options
reason-confirm=Confirm Reason
reason-entry=Enter Reason
goto-player=Goto player
bring-player=Bring player
report-player=Report player
warn-player=Warn player
jail-player=Jail player
kick-player=Kick player
ban-player=Ban player
afk-time=__1__% of total map time\nLast moved __2__ ago
open-map=__1__ __2__\n__3__\nClick to open map
[exp-gui_player-stats] [exp-gui_player-stats]
tooltip-main=Player Stats tooltip-main=Player Stats
caption-main=Player Stats caption-main=Player Stats
@@ -331,15 +347,10 @@ caption-net=Net
[exp-gui_quick-actions] [exp-gui_quick-actions]
tooltip-main=Quick Actions tooltip-main=Quick Actions
caption-artillery=Artillery caption-artillery=Artillery
tooltip-artillery=Select artillery targets
caption-research=Auto Research caption-research=Auto Research
tooltip-research=Toggle auto research queue
caption-spawn=Teleport Spawn caption-spawn=Teleport Spawn
tooltip-spawn-tooltip=Teleport to spawn
caption-trains=Set Auto Train caption-trains=Set Auto Train
tooltip-trains=Set all trains to automatic
caption-waterfill=Waterfill caption-waterfill=Waterfill
tooltip-waterfill=Change tiles to water
[exp-gui_readme] [exp-gui_readme]
main-tooltip=Information main-tooltip=Information
+7 -7
View File
@@ -215,14 +215,14 @@ follow-self=你不能追蹤自己
[exp-commands_surface] [exp-commands_surface]
description-items=清除地面上的物品 description-items=清除地面上的物品
description-blueprints=清除藍圖 description-blueprints=清除藍圖
description-radius=清除周邊的藍圖 description-blueprints-surface=清除藍圖
arg-surface=位面 arg-surface=位面
arg-radius=周邊半徑 items=__1__ 清除了所有在 __2__ 中掉地上的東西。
items-surface=__1__ 清除了所有在 __2__ 中地上的東西 blueprints=__1__ 清除了所有在 __2__ 中地上的藍圖
items-all=__1__ 清除了所有掉地上的東西。 enter=現在進入區域選擇
blueprints-surface=__1__ 清除了所有在 __2__ 中在地上的藍圖。 exit=已進入區域選擇
blueprints-all=__1__ 清除了所有在地上的藍圖 area-too-large=區域太大了,需少過 __1__ 格,你選了 __2__ 格
blueprints-radius=__1__ 清除了在 __3__ 上,周邊 __2__ 格的地上的藍圖。 complete=__1__ 地上的藍圖已被清除
[exp-commands_trains] [exp-commands_trains]
description=把火車設置為自動模式 description=把火車設置為自動模式
+7 -7
View File
@@ -215,14 +215,14 @@ follow-self=你不能追蹤自己
[exp-commands_surface] [exp-commands_surface]
description-items=清除地面上的物品 description-items=清除地面上的物品
description-blueprints=清除藍圖 description-blueprints=清除藍圖
description-radius=清除周邊的藍圖 description-blueprints-surface=清除藍圖
arg-surface=位面 arg-surface=位面
arg-radius=周邊半徑 items=__1__ 清除了所有在 __2__ 中掉地上的東西。
items-surface=__1__ 清除了所有在 __2__ 中地上的東西 blueprints=__1__ 清除了所有在 __2__ 中地上的藍圖
items-all=__1__ 清除了所有掉地上的東西。 enter=現在進入區域選擇
blueprints-surface=__1__ 清除了所有在 __2__ 中在地上的藍圖。 exit=已進入區域選擇
blueprints-all=__1__ 清除了所有在地上的藍圖 area-too-large=區域太大了,需少過 __1__ 格,你選了 __2__ 格
blueprints-radius=__1__ 清除了在 __3__ 上,周邊 __2__ 格的地上的藍圖。 complete=__1__ 地上的藍圖已被清除
[exp-commands_trains] [exp-commands_trains]
description=把火車設置為自動模式 description=把火車設置為自動模式