Move files to exp_legacy

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Cooldude2606
2024-09-23 15:55:28 +01:00
parent 446e87b610
commit 65145b5d34
266 changed files with 73 additions and 0 deletions

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--[[-- Gui Module - Virtual Layer
- Adds a virtual layer to store power to save space.
@gui Virtual Layer
@alias vlayer_container
]]
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Roles = require 'expcore.roles' --- @dep expcore.roles
local Event = require 'utils.event' --- @dep utils.event
local format_number = require('util').format_number --- @dep util
local config = require 'config.vlayer' --- @dep config.vlayer
local vlayer = require 'modules.control.vlayer'
local Selection = require 'modules.control.selection' --- @dep modules.control.selection
local SelectionConvertArea = 'VlayerConvertChest'
--- Align an aabb to the grid by expanding it
local function aabb_align_expand(aabb)
return {
left_top = {x = math.floor(aabb.left_top.x), y = math.floor(aabb.left_top.y)},
right_bottom = {x = math.ceil(aabb.right_bottom.x), y = math.ceil(aabb.right_bottom.y)}
}
end
local vlayer_container
local vlayer_gui_control_type
local vlayer_gui_control_list
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
end
local suffix = ''
local suffix_list = {
['T'] = 1000000000000,
['G'] = 1000000000,
['M'] = 1000000,
['k'] = 1000
}
for letter, limit in pairs (suffix_list) do
if math.abs(amount) >= limit then
amount = string.format('%.1f', amount / limit)
suffix = letter
break
end
end
local k
local formatted = amount
while true do
formatted, k = string.gsub(formatted, '^(-?%d+)(%d%d%d)', '%1,%2')
if (k == 0) then
break
end
end
return formatted .. ' ' .. suffix .. unit
end
--- When an area is selected to add protection to the area
Selection.on_selection(SelectionConvertArea, function(event)
local area = aabb_align_expand(event.area)
local player = game.get_player(event.player_index)
if not player then
return nil
end
local entities = player.surface.find_entities_filtered{area=area, name='steel-chest', force=player.force}
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container['vlayer_st_2'].disp.table
local target = vlayer_control_type_list[disp[vlayer_gui_control_type.name].selected_index]
if #entities == 0 then
player.print{'vlayer.steel-chest-detect'}
return nil
elseif #entities > 1 then
player.print{'vlayer.result-unable', {'vlayer.control-type-' .. target:gsub('_', '-')}, {'vlayer.result-multiple'}}
return nil
end
if not entities[1] then
return nil
end
local e = entities[1]
local e_pos = {x=string.format('%.1f', e.position.x), y=string.format('%.1f', e.position.y)}
local e_circ = e.circuit_connected_entities
if not e.get_inventory(defines.inventory.chest).is_empty() then
player.print{'vlayer.steel-chest-empty'}
return nil
end
if (vlayer.get_interface_counts()[target] >= config.interface_limit[target]) then
player.print{'vlayer.result-unable', {'vlayer.control-type-' .. target:gsub('_', '-')}, {'vlayer.result-limit'}}
return nil
end
e.destroy()
if target == 'energy' then
if not vlayer.create_energy_interface(player.surface, e_pos, player) then
player.print{'vlayer.result-unable', {'vlayer.control-type-energy'}, {'vlayer.result-space'}}
return nil
end
elseif target == 'circuit' then
vlayer.create_circuit_interface(player.surface, e_pos, e_circ, player)
elseif target == 'storage_input' then
vlayer.create_input_interface(player.surface, e_pos, e_circ, player)
elseif target == 'storage_output' then
vlayer.create_output_interface(player.surface, e_pos, e_circ, player)
end
game.print{'vlayer.interface-result', player.name, pos_to_gps_string(e_pos), {'vlayer.result-build'}, {'vlayer.control-type-' .. target:gsub('_', '-')}}
end)
--- Display label for the number of solar panels
-- @element vlayer_gui_display_item_solar_name
local vlayer_gui_display_item_solar_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_solar_name',
caption = {'vlayer.display-item-solar'},
style = 'heading_2_label'
}:style{
width = 200
}
local vlayer_gui_display_item_solar_count =
Gui.element{
type = 'progressbar',
name = 'vlayer_display_item_solar_count',
caption = '',
value = 0,
style = 'electric_satisfaction_statistics_progressbar'
}:style{
width = 200,
font = 'heading-2'
}
--- Display label for the number of accumulators
-- @element vlayer_gui_display_item_accumulator_name
local vlayer_gui_display_item_accumulator_name =
Gui.element{
type = 'label',
name = 'vlayer_display_item_accumulator_name',
caption = {'vlayer.display-item-accumulator'},
style = 'heading_2_label'
}:style{
width = 200
}
local vlayer_gui_display_item_accumulator_count =
Gui.element{
type = 'progressbar',
name = 'vlayer_display_item_accumulator_count',
caption = '',
value = 0,
style = 'electric_satisfaction_statistics_progressbar'
}:style{
width = 200,
font = 'heading-2'
}
--- 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_2_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_2_label'
}:style{
width = 200,
height = 28,
horizontal_align = 'right'
}
--- Display label for the sustained energy production
-- @element vlayer_gui_display_signal_sustained_name
local vlayer_gui_display_signal_sustained_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_sustained_name',
caption = {'vlayer.display-sustained-production'},
tooltip = {'vlayer.display-sustained-production-tooltip'},
style = 'heading_2_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_sustained_count =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_sustained_count',
caption = '0',
style = 'heading_2_label'
}:style{
width = 200,
height = 28,
horizontal_align = 'right'
}
--- Display label for the current energy production
-- @element vlayer_gui_display_signal_production_name
local vlayer_gui_display_signal_production_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_production_name',
caption = {'vlayer.display-current-production'},
tooltip = {'vlayer.display-current-production-tooltip'},
style = 'heading_2_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_production_count =
Gui.element{
type = 'progressbar',
name = 'vlayer_display_signal_production_count',
caption = '',
value = 0,
style = 'electric_satisfaction_statistics_progressbar'
}:style{
width = 200,
font = 'heading-2'
}
--- Display label for the sustained energy capacity
-- @element vlayer_gui_display_signal_capacity_name
local vlayer_gui_display_signal_capacity_name =
Gui.element{
type = 'label',
name = 'vlayer_display_signal_capacity_name',
caption = {'vlayer.display-current-capacity'},
tooltip = {'vlayer.display-current-capacity-tooltip'},
style = 'heading_2_label'
}:style{
width = 200
}
local vlayer_gui_display_signal_capacity_count =
Gui.element{
type = 'progressbar',
name = 'vlayer_display_signal_capacity_count',
caption = '',
value = 0,
style = 'electric_satisfaction_statistics_progressbar'
}:style{
width = 200,
font = 'heading-2'
}
--- A vertical flow containing all the displays labels and their counts
-- @element vlayer_display_set
local vlayer_display_set =
Gui.element(function(_, parent, name)
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(vlayer_set, 400, 2, 'disp')
vlayer_gui_display_item_solar_name(disp)
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_sustained_name(disp)
vlayer_gui_display_signal_sustained_count(disp)
vlayer_gui_display_signal_production_name(disp)
vlayer_gui_display_signal_production_count(disp)
vlayer_gui_display_signal_capacity_name(disp)
vlayer_gui_display_signal_capacity_count(disp)
return vlayer_set
end)
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 drop down list filter by this type
-- @element vlayer_gui_control_type
vlayer_gui_control_type =
Gui.element{
type = 'drop-down',
name = Gui.unique_static_name,
items = {{'vlayer.control-type-energy'}, {'vlayer.control-type-circuit'}, {'vlayer.control-type-storage-input'}, {'vlayer.control-type-storage-output'}},
selected_index = 1
}:style{
width = 200
}:on_selection_changed(function(player, _, _)
vlayer_gui_list_refresh(player)
end)
--- 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
}:style{
width = 200
}
--- 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 = {'vlayer.control-refresh'}
}:style{
width = 200
}:on_click(function(player, _, _)
vlayer_gui_list_refresh(player)
end)
--- 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 = {'vlayer.control-see'}
}:style{
width = 200
}:on_click(function(player, element, _)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
if target and vlayer_control_type_list[target] and n > 0 then
local i = vlayer.get_interfaces()
if i and i[vlayer_control_type_list[target]] and i[vlayer_control_type_list[target]][n] then
local pos = i[vlayer_control_type_list[target]][n].position
if pos then
player.zoom_to_world(pos, 2)
player.print{'vlayer.result-interface-location', {'vlayer.control-type-' .. vlayer_control_type_list[target]:gsub('_', '-')}, pos_to_gps_string(pos)}
end
end
end
end)
--- 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 = {'vlayer.control-build'}
}:style{
width = 200
}:on_click(function(player, _, _)
if Selection.is_selecting(player, SelectionConvertArea) then
Selection.stop(player)
else
Selection.start(player, SelectionConvertArea)
player.print{'expcom-waterfill.entered-area-selection'}
end
vlayer_gui_list_refresh(player)
end)
--- 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 = {'vlayer.control-remove'}
}:style{
width = 200
}:on_click(function(player, element, _)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
if target and vlayer_control_type_list[target] and n > 0 then
local i = vlayer.get_interfaces()
if i and i[vlayer_control_type_list[target]] then
local interface_type, interface_position = vlayer.remove_interface(i[vlayer_control_type_list[target]][n].surface, i[vlayer_control_type_list[target]][n].position)
if interface_type then
game.print{'vlayer.interface-result', player.name, pos_to_gps_string(interface_position), {'vlayer.result-remove'}, {'vlayer.control-type-' .. interface_type}}
end
end
end
vlayer_gui_list_refresh(player)
end)
--- A vertical flow containing all the control buttons
-- @element vlayer_control_set
local vlayer_control_set =
Gui.element(function(_, parent, name)
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
local disp = Gui.scroll_table(vlayer_set, 400, 2, 'disp')
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
end)
--- The main container for the vlayer gui
-- @element vlayer_container
vlayer_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, 400)
vlayer_display_set(container, 'vlayer_st_1')
local control_set = vlayer_control_set(container, 'vlayer_st_2')
control_set.visible = Roles.player_allowed(player, 'gui/vlayer-edit')
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
--- Button on the top flow used to toggle the task list container
-- @element toggle_left_element
Gui.left_toolbar_button('entity/solar-panel', {'vlayer.main-tooltip'}, vlayer_container, function(player)
return Roles.player_allowed(player, 'gui/vlayer')
end)
--- Update the visibly of the buttons based on a players roles
local function role_update_event(event)
local player = game.players[event.player_index]
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
local frame = Gui.get_left_element(player, vlayer_container)
frame.container['vlayer_st_2'].visible = visible
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
Event.on_nth_tick(config.update_tick_gui, function(_)
local stats = vlayer.get_statistics()
local items = vlayer.get_items()
local items_alloc = vlayer.get_allocated_items()
local vlayer_display = {
[vlayer_gui_display_item_solar_count.name] = {
val = (items_alloc['solar-panel'] / math.max(items['solar-panel'], 1)),
cap = format_number(items_alloc['solar-panel']) .. ' / ' .. format_number(items['solar-panel'])
},
[vlayer_gui_display_item_accumulator_count.name] = {
val = (items_alloc['accumulator'] / math.max(items['accumulator'], 1)),
cap = format_number(items_alloc['accumulator']) .. ' / ' .. format_number(items['accumulator'])
},
[vlayer_gui_display_signal_remaining_surface_area_count.name] = {
cap = format_number(stats.remaining_surface_area)
},
[vlayer_gui_display_signal_sustained_count.name] = {
cap = format_energy(stats.energy_sustained, 'W')
},
[vlayer_gui_display_signal_production_count.name] = {
val = (stats.energy_production / math.max(stats.energy_max, 1)),
cap = format_energy(stats.energy_production, 'W') .. ' / ' .. format_energy(stats.energy_max, 'W')
},
[vlayer_gui_display_signal_capacity_count.name] = {
val = (stats.energy_storage / math.max(stats.energy_capacity, 1)),
cap = format_energy(stats.energy_storage, 'J') .. ' / ' .. format_energy(stats.energy_capacity, 'J')
}
}
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container['vlayer_st_1'].disp.table
for k, v in pairs(vlayer_display) do
disp[k].caption = v.cap
if v.val then
disp[k].value = v.val
end
end
end
end)