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364
exp_legacy/module/modules/gui/autofill.lua
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364
exp_legacy/module/modules/gui/autofill.lua
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--[[-- Gui Module - Autofill
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- Adds a button to enable Autofill
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@gui Autofill
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@alias autofill
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]]
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local Game = require 'utils.game' -- @dep utils.game
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local Gui = require 'expcore.gui' -- @dep expcore.gui
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local Roles = require 'expcore.roles' -- @dep expcore.gui
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local Global = require 'utils.global' -- @dep utils.global
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local config = require 'config.gui.autofill' -- @dep config.gui.autofill
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local Event = require 'utils.event' -- @dep utils.event
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local table = require 'overrides.table' -- @dep overrides.table
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local print_text = Game.print_floating_text -- (surface, position, text, color)
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--- Table that stores if autofill is enabled or not
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local autofill_player_settings = {}
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Global.register(autofill_player_settings, function(tbl)
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autofill_player_settings = tbl
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end)
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local autofill_container
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local function rich_img(type, value)
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return '[img='..type..'/'..value..']'
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end
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--- Toggle entity section visibility
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-- @element toggle_item_button
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local toggle_section =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/expand_dark',
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hovered_sprite = 'utility/expand',
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tooltip = {'autofill.toggle-section-tooltip'},
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name = Gui.unique_static_name
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}
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:style(Gui.sprite_style(20))
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:on_click(function(_, element, _)
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local header_flow = element.parent
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local flow_name = header_flow.caption
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local flow = header_flow.parent.parent[flow_name]
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if Gui.toggle_visible_state(flow) then
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element.sprite = 'utility/collapse_dark'
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element.hovered_sprite = 'utility/collapse'
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element.tooltip = {'autofill.toggle-section-collapse-tooltip'}
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else
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element.sprite = 'utility/expand_dark'
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element.hovered_sprite = 'utility/expand'
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element.tooltip = {'autofill.toggle-section-tooltip'}
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end
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end)
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--- Toggle enitity button, used for toggling autofill for the specific entity
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-- All entity autofill settings will be ignored if its disabled
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-- @element entity_toggle
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local entity_toggle =
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Gui.element(function(_, parent, entity_name)
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return parent.add{
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type = 'sprite-button',
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sprite = 'utility/confirm_slot',
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tooltip = {'autofill.toggle-entity-tooltip', rich_img('item', entity_name)},
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style = 'shortcut_bar_button_green'
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}
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end)
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:style(Gui.sprite_style(22))
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:on_click(function(player, element, _)
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local entity_name = string.match(element.parent.parent.name,'(.*)%-header')
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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if setting.enabled then
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setting.enabled = false
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element.sprite = 'utility/close_black'
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element.style = 'shortcut_bar_button_red'
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else
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setting.enabled = true
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element.sprite = 'utility/confirm_slot'
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element.style = 'shortcut_bar_button_green'
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end
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-- Correct the button size
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local style = element.style
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style.padding = -2
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style.height = 22
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style.width = 22
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end)
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--- Draw a section header and main scroll
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-- @element autofill_section_container
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local section =
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Gui.element(function(definition, parent, section_name, table_size)
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-- Draw the header for the section
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local header = Gui.header(
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parent,
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{'autofill.toggle-section-caption', rich_img('item', section_name), {'entity-name.'..section_name}},
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{'autofill.toggle-section-tooltip'},
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true,
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section_name..'-header'
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)
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definition:triggers_events(header.parent.header_label)
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-- Right aligned button to toggle the section
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header.caption = section_name
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entity_toggle(header, section_name)
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toggle_section(header)
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local section_table = parent.add{
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type = 'table',
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name = section_name,
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column_count = table_size
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}
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section_table.visible = false
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return definition:no_events(section_table)
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end)
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:on_click(function(_, element, event)
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event.element = element.parent.alignment[toggle_section.name]
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toggle_section:raise_event(event)
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end)
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--- Toggle item button, used for toggling autofill for the specific item
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-- @element toggle_item_button
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local toggle_item_button =
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Gui.element(function(_, parent, item)
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return parent.add{
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type = 'sprite-button',
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sprite = 'item/'..item.name,
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tooltip = {'autofill.toggle-tooltip', rich_img('item', item.name), item.category},
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style = 'shortcut_bar_button_red'
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}
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end)
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:style(Gui.sprite_style(32, nil, { right_margin = -3 }))
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:on_click(function(player, element)
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local item_name = element.parent.tooltip
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local entity_name = element.parent.parent.parent.name
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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local item = setting.items[item_name]
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if not item then return end
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if item.enabled then
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item.enabled = false
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element.style = 'shortcut_bar_button_red'
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else
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item.enabled = true
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element.style = 'shortcut_bar_button_green'
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end
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-- Correct the button size
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local style = element.style
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style.right_margin = -3
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style.padding = -2
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style.height = 32
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style.width = 32
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end)
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--- Amount text field for a autofill item
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-- @element amount_textfield
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local amount_textfield =
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Gui.element(function(_, parent, item)
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return parent.add{
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type = 'textfield',
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text = item.amount,
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tooltip = {'autofill.amount-tooltip', item.category },
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clear_and_focus_on_right_click = true,
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numeric = true,
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allow_decimal = false,
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allow_negative = false
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}
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end)
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:style{
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maximal_width = 40,
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height = 31,
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padding = -2
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}
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:on_text_changed(function(player, element, _)
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local value = tonumber(element.text)
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if not value then value = 0 end
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local clamped = math.clamp(value, 0, 1000)
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local item_name = element.parent.tooltip
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local entity_name = element.parent.parent.parent.name
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if not autofill_player_settings[player.name] then return end
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local setting = autofill_player_settings[player.name][entity_name]
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if not setting then return end
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local item = setting.items[item_name]
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if not item then return end
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item.amount = clamped
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if clamped ~= value then
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element.text = clamped
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player.print{'autofill.invalid', item.amount, rich_img('item', item.name), rich_img('entity', entity_name) }
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return
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end
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end)
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--- Autofill setting, contains a button and a textbox
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-- @element add_autofill_setting
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local add_autofill_setting =
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Gui.element(function(_, parent, item)
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local toggle_flow = parent.add{ type = 'flow', name = 'toggle-setting-'..item.name, tooltip = item.name }
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local amount_flow = parent.add{ type = 'flow', name = 'amount-setting-'..item.name, tooltip = item.name }
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toggle_flow.style.padding = 0
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amount_flow.style.padding = 0
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toggle_item_button(toggle_flow, item)
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amount_textfield(amount_flow, item)
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end)
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--- Autofill setting empty, contains filler button and textfield gui elements
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-- @element add_empty_autofill_setting
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local add_empty_autofill_setting =
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Gui.element(function(_, parent)
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local toggle_element = parent.add{
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type = 'sprite-button'
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}
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toggle_element.style.right_margin = -3
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toggle_element.style.width = 32
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toggle_element.style.height = 32
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toggle_element.enabled = false
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local amount_element = parent.add{
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type = 'textfield'
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}
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amount_element.style.maximal_width = 40
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amount_element.style.height = 31
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amount_element.style.padding = -2
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amount_element.enabled = false
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end)
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--- Main gui container for the left flow
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-- @element autofill_container
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autofill_container =
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Gui.element(function(definition, parent)
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-- Draw the internal container
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local container = Gui.container(parent, definition.name)
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-- Draw the scroll container
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local scroll_table = Gui.scroll_table(container, 400, 1, 'autofill-scroll-table')
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-- Set the scroll panel to always show the scrollbar (not doing this will result in a changing gui size)
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scroll_table.parent.vertical_scroll_policy = 'always'
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-- Scroll panel has by default padding
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scroll_table.parent.style.padding = 0
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-- Remove the default gap that is added in a table between elements
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scroll_table.style.vertical_spacing = 0
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-- Center the first collumn in the table
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scroll_table.style.column_alignments[1] = 'center'
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-- Loop over each default entity config
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for _, setting in pairs(config.default_entities) do
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local table_sizes = {}
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local tables = {}
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-- Draw a section for the element
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local entity_table = section(scroll_table, setting.entity, 3)
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-- Add some padding around the table
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entity_table.style.padding = 3
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-- Make sure each collumn is alignment top center
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entity_table.style.column_alignments[1] = 'top-center'
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entity_table.style.column_alignments[2] = 'top-center'
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entity_table.style.column_alignments[3] = 'top-center'
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-- Loop over each item category
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for _, category in pairs(config.categories) do
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if not table_sizes[category] then table_sizes[category] = 0 end
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-- Draw table
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local category_table = entity_table.add{
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type = 'table',
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name = category..'-category',
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column_count = 2
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}
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-- Add padding between each item
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category_table.style.vertical_spacing = 1
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tables[category] = category_table
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-- Add item autofill setting gui elements to the table
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for _, item in pairs(setting.items) do
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if item.category == category then
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add_autofill_setting(category_table, item)
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table_sizes[category] = table_sizes[category] + 1
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end
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end
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end
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-- Add empty gui elements for the categories with less items than the other categories
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local t = table.get_values(table_sizes)
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table.sort(t)
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local biggest = t[#t]
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for category, size in pairs(table_sizes) do
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for i=biggest-size,1,-1 do
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add_empty_autofill_setting(tables[category])
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end
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end
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end
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-- Return the external container
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return container.parent
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end)
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:static_name(Gui.unique_static_name)
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:add_to_left_flow()
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--- Button on the top flow used to toggle autofill container
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-- @element autofill_toggle
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Gui.left_toolbar_button(config.icon, {'autofill.main-tooltip'}, autofill_container, function(player)
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return Roles.player_allowed(player, 'gui/autofill')
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end)
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--- When a player is created make sure they have the default autofill settings
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Event.add(defines.events.on_player_created, function(event)
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local player = game.players[event.player_index]
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if not autofill_player_settings[player.name] then
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autofill_player_settings[player.name] = table.deep_copy(config.default_entities)
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end
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end)
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local function entity_build(event)
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-- Check if player exists
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local player = game.players[event.player_index]
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if not player then
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return
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end
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-- Check if the entity is in the config and enabled
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local entity = event.created_entity
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-- Check if player has settings
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if not autofill_player_settings[player.name] then return end
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local entity_settings = autofill_player_settings[player.name][entity.name]
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-- Check if autofill for the entity is enabled
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if not entity_settings then return end
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if not entity_settings.enabled then return end
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-- Get the inventory of the player
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local player_inventory = player.get_main_inventory()
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local text_position = { x = entity.position.x, y = entity.position.y }
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-- Loop over all possible items to insert into the entity
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for _, item in pairs(entity_settings.items) do
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-- Check if the item is enabled or goto next item
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if not item.enabled then goto end_item end
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-- Get the inventory of the entity or goto next item
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local entity_inventory = entity.get_inventory(item.inv)
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if not entity_inventory then goto end_item end
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local preferd_amount = item.amount
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local item_amount = player_inventory.get_item_count(item.name)
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if item_amount ~= 0 then
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local inserted
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text_position.y = text_position.y - 0.5
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local color = { r = 0, g = 255, b = 0, a = 1}
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if item_amount >= preferd_amount then
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-- Can item be inserted? no, goto next item!
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if not entity_inventory.can_insert{name=item.name, count=preferd_amount} then
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goto end_item
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end
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inserted = entity_inventory.insert{name=item.name, count=preferd_amount}
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else
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inserted = entity_inventory.insert{name=item.name, count=item_amount}
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color = { r = 255, g = 165, b = 0, a = 1}
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end
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player_inventory.remove{name=item.name, count=inserted}
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print_text(entity.surface, text_position, {'autofill.inserted', inserted, rich_img('item', item.name), rich_img('entity', entity.name) }, color)
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end
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::end_item::
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end
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end
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Event.add(defines.events.on_built_entity, entity_build)
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