Refactor some of the Guis from the legacy plugin (#399)

* Fix bugs in core and add default args to Gui defs

* Refactor production Gui

* Refactor landfill blueprint button

* Fix more bugs in core

* Consistent naming of new guis

* Refactor module inserter gui

* Refactor surveillance gui

* Add shorthand for data from arguments

* Make element names consistent

* Add types

* Change how table rows work

* Refactor player stats gui

* Refactor quick actions gui

* Refactor research milestones gui

* Refactor player bonus gui

* Refactor science production gui

* Refactor autofill gui

* Cleanup use of aligned flow

* Rename "Gui.element" to "Gui.define"

* Rename Gui types

* Rename property_from_arg

* Add guide for making guis

* Add full reference document

* Add condensed reference

* Apply style guide to refactored guis

* Bug fixes
This commit is contained in:
Cooldude2606
2025-08-29 14:30:30 +01:00
committed by GitHub
parent e2a7ab7b8b
commit 7ab721b4b6
72 changed files with 6736 additions and 4105 deletions

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@@ -1,373 +0,0 @@
--[[-- Gui Module - Autofill
- Adds a button to enable Autofill
@gui Autofill
@alias autofill
]]
local Storage = require("modules/exp_util/storage")
local FlyingText = require("modules/exp_util/flying_text")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles")
local config = require("modules.exp_legacy.config.gui.autofill") -- @dep config.gui.autofill
local Event = require("modules/exp_legacy/utils/event") -- @dep utils.event
--- Table that stores if autofill is enabled or not
local autofill_player_settings = {}
Storage.register(autofill_player_settings, function(tbl)
autofill_player_settings = tbl
end)
local autofill_container
local function rich_img(type, value)
return "[img=" .. type .. "/" .. value .. "]"
end
--- Toggle entity section visibility
-- @element toggle_item_button
local toggle_section = Gui.element("autofill_toggle_section")
:draw{
type = "sprite-button",
sprite = "utility/expand",
tooltip = { "autofill.toggle-section-tooltip" },
style = "frame_action_button",
name = Gui.property_from_name,
}
:style(Gui.styles.sprite{
size = 20
})
:on_click(function(def, player, element)
local header_flow = assert(element.parent)
local flow_name = header_flow.caption
local flow = header_flow.parent.parent[flow_name]
if Gui.toggle_visible_state(flow) then
element.sprite = "utility/collapse"
element.tooltip = { "autofill.toggle-section-collapse-tooltip" }
else
element.sprite = "utility/expand"
element.tooltip = { "autofill.toggle-section-tooltip" }
end
end)
--- Toggle enitity button, used for toggling autofill for the specific entity
-- All entity autofill settings will be ignored if its disabled
-- @element entity_toggle
local entity_toggle = Gui.element("entity_toggle")
:draw(function(_, parent, entity_name)
return parent.add{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "autofill.toggle-entity-tooltip", rich_img("item", entity_name) },
style = "shortcut_bar_button_green",
}
end)
:style(Gui.styles.sprite{
size = 22
})
:on_click(function(def, player, element)
local entity_name = string.match(element.parent.parent.name, "(.*)%-header")
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
if setting.enabled then
setting.enabled = false
element.sprite = "utility/close_black"
element.style = "shortcut_bar_button_red"
else
setting.enabled = true
element.sprite = "utility/confirm_slot"
element.style = "shortcut_bar_button_green"
end
-- Correct the button size
local style = element.style
style.padding = -2
style.height = 22
style.width = 22
end)
--- Draw a section header and main scroll
-- @element autofill_section_container
local section = Gui.element("autofill_section")
:draw(function(def, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.elements.header(parent, {
name = section_name .. "-header",
caption = { "autofill.toggle-section-caption", rich_img("item", section_name), { "entity-name." .. section_name } },
tooltip = { "autofill.toggle-section-tooltip" },
label_name = "label",
})
def:link_element(header.parent.label)
-- Right aligned button to toggle the section
header.caption = section_name
entity_toggle(header, section_name)
toggle_section(header)
local section_table = parent.add{
type = "table",
name = section_name,
column_count = table_size,
}
section_table.visible = false
return def:unlink_element(section_table)
end)
:on_click(function(def, player, element, event)
event.element = element.parent.flow[toggle_section.name]
toggle_section:raise_event(event)
end)
--- Toggle item button, used for toggling autofill for the specific item
-- @element toggle_item_button
local toggle_item_button = Gui.element("toggle_item_button")
:draw(function(_, parent, item)
return parent.add{
type = "sprite-button",
sprite = "item/" .. item.name,
tooltip = { "autofill.toggle-tooltip", rich_img("item", item.name), item.category },
style = "shortcut_bar_button_red",
}
end)
:style(Gui.styles.sprite{
size = 32,
right_margin = -3,
})
:on_click(function(def, player, element)
local item_name = element.parent.tooltip
local entity_name = element.parent.parent.parent.name
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
local item = setting.items[item_name]
if not item then return end
if item.enabled then
item.enabled = false
element.style = "shortcut_bar_button_red"
else
item.enabled = true
element.style = "shortcut_bar_button_green"
end
-- Correct the button size
local style = element.style
style.right_margin = -3
style.padding = -2
style.height = 32
style.width = 32
end)
--- Amount text field for a autofill item
-- @element amount_textfield
local amount_textfield = Gui.element("amount_textfield")
:draw(function(_, parent, item)
return parent.add{
type = "textfield",
text = item.amount,
tooltip = { "autofill.amount-tooltip", item.category },
clear_and_focus_on_right_click = true,
numeric = true,
allow_decimal = false,
allow_negative = false,
}
end)
:style{
maximal_width = 40,
height = 31,
padding = -2,
}
:on_text_changed(function(def, player, element)
local value = tonumber(element.text)
if not value then value = 0 end
local clamped = math.clamp(value, 0, 1000)
local item_name = element.parent.tooltip
local entity_name = element.parent.parent.parent.name
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
local item = setting.items[item_name]
if not item then return end
item.amount = clamped
if clamped ~= value then
element.text = tostring(clamped)
player.print{ "autofill.invalid", item.amount, rich_img("item", item.name), rich_img("entity", entity_name) }
return
end
end)
--- Autofill setting, contains a button and a textbox
-- @element add_autofill_setting
local add_autofill_setting = Gui.element("add_autofill_setting")
:draw(function(_, parent, item)
local toggle_flow = parent.add{ type = "flow", name = "toggle-setting-" .. item.name, tooltip = item.name }
local amount_flow = parent.add{ type = "flow", name = "amount-setting-" .. item.name, tooltip = item.name }
toggle_flow.style.padding = 0
amount_flow.style.padding = 0
toggle_item_button(toggle_flow, item)
amount_textfield(amount_flow, item)
end)
--- Autofill setting empty, contains filler button and textfield gui elements
-- @element add_empty_autofill_setting
local add_empty_autofill_setting = Gui.element("add_empty_autofill_setting")
:draw(function(_, parent)
local toggle_element = parent.add{
type = "sprite-button",
}
toggle_element.style.right_margin = -3
toggle_element.style.width = 32
toggle_element.style.height = 32
toggle_element.enabled = false
local amount_element = parent.add{
type = "textfield",
}
amount_element.style.maximal_width = 40
amount_element.style.height = 31
amount_element.style.padding = -2
amount_element.enabled = false
end)
--- Main gui container for the left flow
-- @element autofill_container
autofill_container = Gui.element("autofill_container")
:draw(function(def, parent)
-- Draw the internal container
local container = Gui.elements.container(parent)
-- Draw the scroll container
local scroll_table = Gui.elements.scroll_table(container, 400, 1, "autofill-scroll-table")
-- Set the scroll panel to always show the scrollbar (not doing this will result in a changing gui size)
scroll_table.parent.vertical_scroll_policy = "always"
-- Scroll panel has by default padding
scroll_table.parent.style.padding = 0
-- Remove the default gap that is added in a table between elements
scroll_table.style.vertical_spacing = 0
-- Center the first column in the table
scroll_table.style.column_alignments[1] = "center"
-- Loop over each default entity config
for _, setting in pairs(config.default_entities) do
local table_sizes = {}
local tables = {}
-- Draw a section for the element
local entity_table = section(scroll_table, setting.entity, 3)
-- Add some padding around the table
entity_table.style.padding = 3
-- Make sure each column is alignment top center
entity_table.style.column_alignments[1] = "top-center"
entity_table.style.column_alignments[2] = "top-center"
entity_table.style.column_alignments[3] = "top-center"
-- Loop over each item category
for _, category in pairs(config.categories) do
if not table_sizes[category] then table_sizes[category] = 0 end
-- Draw table
local category_table = entity_table.add{
type = "table",
name = category .. "-category",
column_count = 2,
}
-- Add padding between each item
category_table.style.vertical_spacing = 1
tables[category] = category_table
-- Add item autofill setting gui elements to the table
for _, item in pairs(setting.items) do
if item.category == category then
add_autofill_setting(category_table, item)
table_sizes[category] = table_sizes[category] + 1
end
end
end
-- Add empty gui elements for the categories with less items than the other categories
local t = table.get_values(table_sizes)
table.sort(t)
local biggest = t[#t]
for category, size in pairs(table_sizes) do
for i = biggest - size, 1, -1 do
add_empty_autofill_setting(tables[category])
end
end
end
-- Return the external container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(autofill_container, false)
Gui.toolbar.create_button{
name = "autofill_toggle",
left_element = autofill_container,
sprite = config.icon,
tooltip = { "autofill.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/autofill")
end
}
--- When a player is created make sure they have the default autofill settings
Event.add(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
if not autofill_player_settings[player.name] then
autofill_player_settings[player.name] = table.deep_copy(config.default_entities)
end
end)
local function entity_build(event)
-- Check if player exists
local player = game.players[event.player_index]
if not player then
return
end
-- Check if the entity is in the config and enabled
local entity = event.entity
-- Check if player has settings
if not autofill_player_settings[player.name] then return end
local entity_settings = autofill_player_settings[player.name][entity.name]
-- Check if autofill for the entity is enabled
if not entity_settings then return end
if not entity_settings.enabled then return end
-- Get the inventory of the player
local player_inventory = player.get_main_inventory() --- @cast player_inventory -nil
local offset = { x = 0, y = 0 }
-- Loop over all possible items to insert into the entity
for _, item in pairs(entity_settings.items) do
-- Check if the item is enabled or goto next item
if not item.enabled then goto end_item end
-- Get the inventory of the entity or goto next item
local entity_inventory = entity.get_inventory(item.inv)
if not entity_inventory then goto end_item end
local preferred_amount = item.amount
local item_amount = player_inventory.get_item_count(item.name)
if item_amount ~= 0 then
local inserted
local color = { r = 0, g = 255, b = 0, a = 255 }
if item_amount >= preferred_amount then
-- Can item be inserted? no, goto next item!
if not entity_inventory.can_insert{ name = item.name, count = preferred_amount } then
goto end_item
end
inserted = entity_inventory.insert{ name = item.name, count = preferred_amount }
else
inserted = entity_inventory.insert{ name = item.name, count = item_amount }
color = { r = 255, g = 165, b = 0, a = 255 }
end
player_inventory.remove{ name = item.name, count = inserted }
FlyingText.create_above_entity{
target_entity = entity,
text = { "autofill.inserted", inserted, rich_img("item", item.name), rich_img("entity", entity.name) },
offset = offset,
player = player,
color = color,
}
offset.y = offset.y - 0.33
end
::end_item::
end
end
Event.add(defines.events.on_built_entity, entity_build)

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@@ -1,347 +0,0 @@
--[[-- Gui Module - Bonus
@gui Bonus
@alias bonus_container
]]
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonus
local vlayer = require("modules.exp_legacy.modules.control.vlayer")
local format_number = require("util").format_number --- @dep util
local bonus_container
--- @param player LuaPlayer
--- @param container LuaGuiElement?
--- @return number
local function bonus_gui_pts_needed(player, container)
container = container or Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_2"].disp.table
local total = 0
for k, v in pairs(config.conversion) do
total = total + (disp["bonus_display_" .. k .. "_slider"].slider_value / config.player_bonus[v].cost_scale * config.player_bonus[v].cost)
end
total = total + (
disp["bonus_display_personal_battery_recharge_slider"].slider_value
/ config.player_special_bonus["personal_battery_recharge"].cost_scale
* config.player_special_bonus["personal_battery_recharge"].cost
)
return total
end
--- @param player LuaPlayer
--- @param reset boolean?
local function apply_bonus(player, reset)
if reset or not Roles.player_allowed(player, "gui/bonus") then
for k, v in pairs(config.player_bonus) do
player[k] = 0
if v.combined_bonus then
for i = 1, #v.combined_bonus do
player[v.combined_bonus[i]] = 0
end
end
end
return
end
if not player.character then
return
end
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_2"].disp.table
for k, v in pairs(config.conversion) do
player[v] = disp["bonus_display_" .. k .. "_slider"].slider_value
if config.player_bonus[v].combined_bonus then
for i = 1, #config.player_bonus[v].combined_bonus do
player[config.player_bonus[v].combined_bonus[i]] = disp["bonus_display_" .. k .. "_slider"].slider_value
end
end
end
end
local function apply_periodic_bonus(player)
if not Roles.player_allowed(player, "gui/bonus") then
return
end
if not player.character then
return
end
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_2"].disp.table
if vlayer.get_statistics()["energy_sustained"] > 0 then
local armor = player.get_inventory(defines.inventory.character_armor)
if armor and armor[1] and armor[1].valid_for_read and armor[1].grid then
local armor_grid = armor[1].grid
if armor_grid and armor_grid.available_in_batteries and armor_grid.battery_capacity and armor_grid.available_in_batteries < armor_grid.battery_capacity then
local slider = disp["bonus_display_personal_battery_recharge_slider"].slider_value * 100000 * config.player_special_bonus_rate / 6
for i = 1, #armor_grid.equipment do
if armor_grid.equipment[i].energy < armor_grid.equipment[i].max_energy then
local energy_required = math.min(math.floor(armor_grid.equipment[i].max_energy - armor_grid.equipment[i].energy), vlayer.get_statistics()["energy_storage"], slider)
armor_grid.equipment[i].energy = armor_grid.equipment[i].energy + energy_required
vlayer.energy_changed(-energy_required)
slider = slider - energy_required
end
end
end
end
end
end
local bonus_data_score_limit = {}
local function get_bonus_score_limit(player)
if not bonus_data_score_limit[player] then
bonus_data_score_limit[player] = math.floor(config.pts.base * (1 + config.pts.increase_percentage_per_role_level * (Roles.get_role_by_name(config.pts.role_name).index - Roles.get_player_highest_role(player).index)))
end
return bonus_data_score_limit[player]
end
--- Control label for the bonus points available
-- @element bonus_gui_control_pts
local bonus_gui_control_pts = Gui.element("bonus_gui_control_pts")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "bonus.control-pts-a" },
style = "heading_2_label",
}:style{
width = config.gui_display_width["half"],
}
local bonus_gui_control_pts_count = Gui.element("bonus_gui_control_pts_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
caption = "0 / 0",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
}:style{
width = config.gui_display_width["half"],
font = "heading-2",
color = { 1, 0, 0 },
}
--- A button used for pts calculations
-- @element bonus_gui_control_refresh
local bonus_gui_control_reset = Gui.element("bonus_gui_control_reset")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "bonus.control-reset" },
}:style{
width = config.gui_display_width["half"],
}:on_click(function(def, player, element)
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_2"].disp.table
for k, v in pairs(config.conversion) do
local s = "bonus_display_" .. k .. "_slider"
disp[s].slider_value = config.player_bonus[v].value
disp[disp[s].tags.counter].caption = (config.player_bonus[v].is_percentage and (format_number(disp[s].slider_value * 100, false) .. " %")) or format_number(disp[s].slider_value, false)
end
local slider = disp["bonus_display_personal_battery_recharge_slider"]
slider.slider_value = config.player_special_bonus["personal_battery_recharge"].value
disp[slider.tags.counter].caption = format_number(slider.slider_value, false)
local n = bonus_gui_pts_needed(player)
local limit = get_bonus_score_limit(player)
element.parent[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
element.parent[bonus_gui_control_pts_count.name].value = n / limit
end)
--- A button used for pts apply
-- @element bonus_gui_control_apply
local bonus_gui_control_apply = Gui.element("bonus_gui_control_apply")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "bonus.control-apply" },
}:style{
width = config.gui_display_width["half"],
}:on_click(function(def, player, element)
local n = bonus_gui_pts_needed(player)
local limit = get_bonus_score_limit(player)
element.parent[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
element.parent[bonus_gui_control_pts_count.name].value = n / limit
if n <= limit then
apply_bonus(player)
end
end)
--- A vertical flow containing all the bonus control
-- @element bonus_control_set
local bonus_control_set = Gui.element("bonus_control_set")
:draw(function(_, parent, name)
local bonus_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 2, "disp")
bonus_gui_control_pts(disp)
bonus_gui_control_pts_count(disp)
bonus_gui_control_reset(disp)
bonus_gui_control_apply(disp)
return bonus_set
end)
--- Display group
-- @element bonus_gui_slider
local bonus_gui_slider = Gui.element("bonus_gui_slider")
:draw(function(def, parent, name, caption, tooltip, bonus)
local label = parent.add{
type = "label",
caption = caption,
tooltip = tooltip,
style = "heading_2_label",
}
label.style.width = config.gui_display_width["label"]
local slider = parent.add{
type = "slider",
name = name .. "_slider",
value = bonus.value,
maximum_value = bonus.max,
value_step = bonus.scale,
discrete_values = true,
style = "notched_slider",
tags = {
counter = name .. "_count",
is_percentage = bonus.is_percentage,
},
}
slider.style.width = config.gui_display_width["slider"]
slider.style.horizontally_stretchable = true
local count = parent.add{
type = "label",
name = name .. "_count",
caption = (bonus.is_percentage and format_number(bonus.value * 100, false) .. " %") or format_number(bonus.value, false),
style = "heading_2_label",
}
count.style.width = config.gui_display_width["count"]
return slider
end)
:on_value_changed(function(def, player, element)
element.parent[element.tags.counter].caption = (element.tags.is_percentage and format_number(element.slider_value * 100, false) .. " %") or format_number(element.slider_value, false)
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_1"].disp.table
local n = bonus_gui_pts_needed(player)
local limit = get_bonus_score_limit(player)
disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
disp[bonus_gui_control_pts_count.name].value = n / limit
end)
--- A vertical flow containing all the bonus data
-- @element bonus_data_set
local bonus_data_set = Gui.element("bonus_data_set")
:draw(function(_, parent, name)
local bonus_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 3, "disp")
for k, v in pairs(config.conversion) do
bonus_gui_slider(disp, "bonus_display_" .. k, { "bonus.display-" .. k }, { "bonus.display-" .. k .. "-tooltip" }, config.player_bonus[v])
end
bonus_gui_slider(disp, "bonus_display_personal_battery_recharge", { "bonus.display-personal-battery-recharge" }, { "bonus.display-personal-battery-recharge-tooltip" }, config.player_special_bonus["personal_battery_recharge"])
return bonus_set
end)
--- The main container for the bonus gui
-- @element bonus_container
bonus_container = Gui.element("bonus_container")
:draw(function(def, parent)
local player = Gui.get_player(parent)
local container = Gui.elements.container(parent, config.gui_display_width["half"] * 2)
bonus_control_set(container, "bonus_st_1")
bonus_data_set(container, "bonus_st_2")
local disp = container["bonus_st_1"].disp.table
local n = bonus_gui_pts_needed(player, container.parent)
local limit = get_bonus_score_limit(player)
disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
disp[bonus_gui_control_pts_count.name].value = n / limit
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(bonus_container, false)
Gui.toolbar.create_button{
name = "bonus_toggle",
left_element = bonus_container,
sprite = "item/exoskeleton-equipment",
tooltip = { "bonus.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/bonus")
end
}
Event.add(defines.events.on_player_created, function(event)
if event.player_index ~= 1 then
return
end
for k, v in pairs(config.force_bonus) do
game.players[event.player_index].force[k] = v.value
end
for k, v in pairs(config.surface_bonus) do
game.players[event.player_index].surface[k] = v.value
end
end)
local function recalculate_bonus(event)
local player = game.players[event.player_index]
if event.name == Roles.events.on_role_assigned or event.name == Roles.events.on_role_unassigned then
-- If the player's roles changed then we need to recalculate their limit
bonus_data_score_limit[player] = nil
end
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_1"].disp.table
local n = bonus_gui_pts_needed(player)
local limit = get_bonus_score_limit(player)
disp[bonus_gui_control_pts_count.name].caption = n .. " / " .. limit
disp[bonus_gui_control_pts_count.name].value = n / limit
apply_bonus(player, n > limit)
end
Event.add(Roles.events.on_role_assigned, recalculate_bonus)
Event.add(Roles.events.on_role_unassigned, recalculate_bonus)
Event.add(defines.events.on_player_respawned, recalculate_bonus)
--- When a player dies allow them to have instant respawn
Event.add(defines.events.on_player_died, function(event)
local player = game.players[event.player_index]
if Roles.player_has_flag(player, "instant-respawn") then
player.ticks_to_respawn = 120
end
end)
Event.on_nth_tick(config.player_special_bonus_rate, function(_)
for _, player in pairs(game.connected_players) do
if player.character then
apply_periodic_bonus(player)
end
end
end)

View File

@@ -61,12 +61,8 @@ function Public.dump_text(text, player)
return false
end
rawset(game, "player", player)
local suc, var = pcall(func)
rawset(game, "player", nil)
if not suc then
return false
end

View File

@@ -1,191 +0,0 @@
--[[-- Gui Module - Landfill
- Landfill blueprint
@gui Landfill
@alias landfill_container
]]
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local rolling_stocks = {}
local function landfill_init()
for name, _ in pairs(prototypes.get_entity_filtered{ { filter = "rolling-stock" } }) do
rolling_stocks[name] = true
end
end
local function rotate_bounding_box(box)
return {
left_top = {
x = -box.right_bottom.y,
y = box.left_top.x,
},
right_bottom = {
x = -box.left_top.y,
y = box.right_bottom.x,
},
}
end
local function curve_flip_lr(oc)
local nc = table.deepcopy(oc)
for r = 1, 8 do
for c = 1, 8 do
nc[r][c] = oc[r][9 - c]
end
end
return nc
end
local function curve_flip_d(oc)
local nc = table.deepcopy(oc)
for r = 1, 8 do
for c = 1, 8 do
nc[r][c] = oc[c][r]
end
end
return nc
end
local curves = {}
curves[1] = {
{ 0, 0, 0, 0, 0, 1, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
}
curves[6] = curve_flip_d(curves[1])
curves[3] = curve_flip_lr(curves[6])
curves[4] = curve_flip_d(curves[3])
curves[5] = curve_flip_lr(curves[4])
curves[2] = curve_flip_d(curves[5])
curves[7] = curve_flip_lr(curves[2])
curves[8] = curve_flip_d(curves[7])
local curve_n = {}
for i, map in ipairs(curves) do
curve_n[i] = {}
local index = 1
for r = 1, 8 do
for c = 1, 8 do
if map[r][c] == 1 then
curve_n[i][index] = {
["x"] = c - 5,
["y"] = r - 5,
}
index = index + 1
end
end
end
end
--- @param blueprint LuaItemStack
--- @return table
local function landfill_gui_add_landfill(blueprint)
local entities = assert(blueprint.get_blueprint_entities())
local tile_index = 0
local new_tiles = {}
for _, ent in pairs(entities) do
-- vehicle
if not (rolling_stocks[ent.name] or ent.name == "offshore-pump") then
-- curved rail, special
if ent.name ~= "curved-rail" then
local proto = prototypes.entity[ent.name]
local box = proto.collision_box or proto.selection_box
if proto.collision_mask["ground-tile"] == nil then
if ent.direction then
if ent.direction ~= defines.direction.north then
box = rotate_bounding_box(box)
if ent.direction ~= defines.direction.east then
box = rotate_bounding_box(box)
if ent.direction ~= defines.direction.south then
box = rotate_bounding_box(box)
end
end
end
end
for y = math.floor(ent.position.y + box.left_top.y), math.floor(ent.position.y + box.right_bottom.y), 1 do
for x = math.floor(ent.position.x + box.left_top.x), math.floor(ent.position.x + box.right_bottom.x), 1 do
tile_index = tile_index + 1
new_tiles[tile_index] = {
name = "landfill",
position = { x, y },
}
end
end
end
-- curved rail
else
local curve_mask = curve_n[ent.direction or 8]
for m = 1, #curve_mask do
new_tiles[tile_index + 1] = {
name = "landfill",
position = { curve_mask[m].x + ent.position.x, curve_mask[m].y + ent.position.y },
}
tile_index = tile_index + 1
end
end
end
end
local old_tiles = blueprint.get_blueprint_tiles()
if old_tiles then
for _, old_tile in pairs(old_tiles) do
new_tiles[tile_index + 1] = {
name = "landfill",
position = { old_tile.position.x, old_tile.position.y },
}
tile_index = tile_index + 1
end
end
return { tiles = new_tiles }
end
--- Add the toolbar button
Gui.toolbar.create_button{
name = "landfill",
sprite = "item/landfill",
tooltip = { "landfill.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/landfill")
end
}:on_click(function(def, player, element)
if player.cursor_stack and player.cursor_stack.valid_for_read then
if player.cursor_stack.type == "blueprint" and player.cursor_stack.is_blueprint_setup() then
local modified = landfill_gui_add_landfill(player.cursor_stack)
if modified and next(modified.tiles) then
player.cursor_stack.set_blueprint_tiles(modified.tiles)
end
end
else
player.print{ "landfill.cursor-none" }
end
end)
Event.add(defines.events.on_player_joined_game, landfill_init)

View File

@@ -1,394 +0,0 @@
---- module inserter
-- @gui Module
local Gui = require("modules/exp_gui")
local AABB = require("modules/exp_util/aabb")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local config = require("modules.exp_legacy.config.module") --- @dep config.module
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local SelectionModuleArea = "ModuleArea"
local module_container -- Container for this GUI
local machine_names = {}
for mod_name, machine_set in pairs(config.machine_set) do
if script.active_mods[mod_name] then
for machine_name, v in pairs(machine_set) do
config.machine[machine_name] = v
table.insert(machine_names, machine_name)
end
end
end
local prod_module_names = {}
for name, item in pairs(prototypes.item) do
if item.module_effects and item.module_effects.productivity and item.module_effects.productivity > 0 then
prod_module_names[#prod_module_names + 1] = name
end
end
local elem_filter = {
machine_name = { {
filter = "name",
name = machine_names,
} },
no_prod = { {
filter = "type",
type = "module",
}, {
filter = "name",
name = prod_module_names,
mode = "and",
invert = true,
} },
with_prod = { {
filter = "type",
type = "module",
} },
}
--- Apply module changes to a crafting machine
--- @param player LuaPlayer
--- @param area BoundingBox
--- @param machine_name string
--- @param planner_with_prod LuaItemStack
--- @param planner_no_prod LuaItemStack
local function apply_module_to_crafter(player, area, machine_name, planner_with_prod, planner_no_prod)
local force = player.force
local surface = player.surface
local upgrade_area = surface.upgrade_area
--- @type BoundingBox
local param_area = { left_top = {}, right_bottom = {} }
--- @type LuaSurface.upgrade_area_param
local params = {
area = param_area,
item = planner_with_prod,
player = player,
force = force,
}
for _, entity in pairs(surface.find_entities_filtered{ area = area, name = machine_name, force = force }) do
local pos = entity.position
param_area.left_top = pos
param_area.right_bottom = pos
local m_current_recipe = entity.get_recipe()
local r_proto = m_current_recipe and m_current_recipe.prototype
if r_proto and (r_proto.maximum_productivity or (r_proto.allowed_effects and r_proto.allowed_effects["productivity"])) then
params.item = planner_with_prod
upgrade_area(params)
else
params.item = planner_no_prod
upgrade_area(params)
end
end
end
--- when an area is selected to add protection to the area
--- @param event EventData.on_player_selected_area
Selection.on_selection(SelectionModuleArea, function(event)
local area = AABB.expand(event.area)
local player = game.players[event.player_index]
local container = Gui.get_left_element(module_container, player)
local scroll_table = container.frame.scroll.table
-- Create an inventory with three upgrade planners
local inventory = game.create_inventory(3)
inventory.insert{ name = "upgrade-planner", count = 3 }
local planner_all = inventory[1]
local planner_with_prod = inventory[2]
local planner_no_prod = inventory[3]
local mapper_index = 1
for row = 1, config.default_module_row_count do
local machine_name = scroll_table["module_mm_" .. row .. "_0"].elem_value --[[@as string]]
local entity_proto = prototypes.entity[machine_name]
if machine_name then
local is_prod_crafter = false
local module_index = 1
local modules = {}
local no_prod = {}
-- Add all the modules selected
for column = 1, entity_proto.module_inventory_size do
local module_name = scroll_table["module_mm_" .. row .. "_" .. column].elem_value --[[ @as {name:string, quality:string} ]]
if module_name then
local not_prod = module_name.name:gsub("productivity", "efficiency")
modules[module_index] = module_name
no_prod[module_index] = { name = not_prod, quality = module_name.quality }
module_index = module_index + 1
if not is_prod_crafter and module_name ~= not_prod and entity_proto.get_crafting_speed() then
is_prod_crafter = true
end
else
modules[module_index] = {}
no_prod[module_index] = {}
module_index = module_index + 1
end
end
if is_prod_crafter then
-- Crafting machines with prod need to be handled on a case by case biases
local i = 0
for quality_name in pairs(prototypes.quality) do
i = i + 1
planner_with_prod.set_mapper(i, "from", {
type = "entity",
name = machine_name,
quality = quality_name,
comparator = "=",
})
planner_no_prod.set_mapper(i, "from", {
type = "entity",
name = machine_name,
quality = quality_name,
comparator = "=",
})
planner_with_prod.set_mapper(i, "to", {
type = "entity",
name = machine_name,
module_slots = modules,
quality = quality_name,
comparator = "=",
})
planner_no_prod.set_mapper(i, "to", {
type = "entity",
name = machine_name,
module_slots = no_prod,
quality = quality_name,
comparator = "=",
})
end
apply_module_to_crafter(player, area, machine_name, planner_with_prod, planner_no_prod)
else
-- All other machines can be applied in a single upgrade planner
for quality_name in pairs(prototypes.quality) do
planner_all.set_mapper(mapper_index, "from", {
type = "entity",
name = machine_name,
quality = quality_name,
comparator = "=",
})
planner_all.set_mapper(mapper_index, "to", {
type = "entity",
name = machine_name,
module_slots = modules,
quality = quality_name,
comparator = "=",
})
mapper_index = mapper_index + 1
end
end
end
end
-- Apply module changes for non crafting (or without prod selected)
if mapper_index > 1 then
player.surface.upgrade_area{
area = area,
item = planner_all,
force = player.force,
player = player,
}
end
inventory.destroy()
end)
--- Set the state of all elem selectors on a row
--- @param player LuaPlayer
--- @param element_name string
local function row_set(player, element_name)
local container = Gui.get_left_element(module_container, player)
local scroll_table = container.frame.scroll.table
local machine_name = scroll_table[element_name .. "0"].elem_value --[[ @as string ]]
if machine_name then
local active_to = prototypes.entity[machine_name].module_inventory_size
local row_count = math.ceil(active_to / config.module_slots_per_row)
local visible_to = row_count * config.module_slots_per_row
for i = 1, config.module_slot_max do
local element = scroll_table[element_name .. i]
if i <= active_to then
if config.machine[machine_name].prod then
element.elem_filters = elem_filter.with_prod
else
element.elem_filters = elem_filter.no_prod
end
element.visible = true
element.enabled = true
element.elem_value = { name = config.machine[machine_name].module }
else
element.visible = i <= visible_to
element.enabled = false
element.elem_value = nil
end
if i % (config.module_slots_per_row + 1) == 0 then
scroll_table[element_name .. "pad" .. i].visible = element.visible
end
end
else
for i = 1, config.module_slot_max do
local element = scroll_table[element_name .. i]
element.visible = i <= config.module_slots_per_row
element.enabled = false
element.elem_value = nil
if i % (config.module_slots_per_row + 1) == 0 then
scroll_table[element_name .. "pad" .. i].visible = false
end
end
end
end
local button_apply = Gui.element("button_apply")
:draw{
type = "button",
caption = { "module.apply" },
style = "button",
}:on_click(function(def, player, element)
if Selection.is_selecting(player, SelectionModuleArea) then
Selection.stop(player)
else
Selection.start(player, SelectionModuleArea)
end
end)
module_container = Gui.element("module_container")
:draw(function(definition, parent)
local container = Gui.elements.container(parent, (config.module_slots_per_row + 2) * 36)
Gui.elements.header(container, {
caption = "Module Inserter",
})
local slots_per_row = config.module_slots_per_row + 1
local scroll_table = Gui.elements.scroll_table(container, (config.module_slots_per_row + 2) * 36, slots_per_row, "scroll")
for i = 1, config.default_module_row_count do
scroll_table.add{
name = "module_mm_" .. i .. "_0",
type = "choose-elem-button",
elem_type = "entity",
elem_filters = elem_filter.machine_name,
style = "slot_button",
}
for j = 1, config.module_slot_max do
if j % slots_per_row == 0 then
scroll_table.add{
type = "flow",
name = "module_mm_" .. i .. "_pad" .. j,
visible = false,
}
end
scroll_table.add{
name = "module_mm_" .. i .. "_" .. j,
type = "choose-elem-button",
elem_type = "item-with-quality",
elem_filters = elem_filter.no_prod,
style = "slot_button",
enabled = false,
visible = j <= config.module_slots_per_row,
}
end
end
button_apply(container)
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(module_container, false)
Gui.toolbar.create_button{
name = "module_toggle",
left_element = module_container,
sprite = "item/productivity-module-3",
tooltip = { "module.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/module")
end
}
--- @param event EventData.on_gui_elem_changed
Event.add(defines.events.on_gui_elem_changed, function(event)
if event.element.name:sub(1, 10) == "module_mm_" then
if event.element.name:sub(-1) == "0" then
row_set(game.players[event.player_index], "module_mm_" .. event.element.name:sub(-3):sub(1, 1) .. "_")
end
end
end)
--- @param event EventData.on_entity_settings_pasted
Event.add(defines.events.on_entity_settings_pasted, function(event)
local source = event.source
local destination = event.destination
local player = game.players[event.player_index]
if not player then
return
end
if not source or not source.valid then
return
end
if not destination or not destination.valid then
return
end
-- rotate machine also
if config.copy_paste_rotation then
if (source.name == destination.name or source.prototype.fast_replaceable_group == destination.prototype.fast_replaceable_group) then
if source.supports_direction and destination.supports_direction and source.type ~= "transport-belt" then
local destination_box = destination.bounding_box
local ltx = destination_box.left_top.x
local lty = destination_box.left_top.y
local rbx = destination_box.right_bottom.x
local rby = destination_box.right_bottom.y
local old_direction = destination.direction
destination.direction = source.direction
if ltx ~= destination_box.left_top.x or lty ~= destination_box.left_top.y or rbx ~= destination_box.right_bottom.x or rby ~= destination_box.right_bottom.y then
destination.direction = old_direction
end
end
end
end
--[[
TODO handle later as may need using global to reduce creation of upgrade plans
if config.copy_paste_module then
if source.name ~= destination.name then
return
end
local source_inventory = source.get_module_inventory()
if not source_inventory then
return
end
local source_inventory_content = source_inventory.get_contents()
if not source_inventory_content then
return
end
clear_module(player, destination.bounding_box, destination.name)
if next(source_inventory_content) ~= nil then
apply_module(player, destination.bounding_box, destination.name, { ["n"] = source_inventory_content, ["p"] = source_inventory_content })
end
end
]]
end)

View File

@@ -23,13 +23,13 @@ config.set_datastores(SelectedPlayer, SelectedAction)
--- Button used to open the action bar
-- @element open_action_bar
local open_action_bar = Gui.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.property_from_name,
name = Gui.from_name,
}
:style{
padding = -2,
@@ -48,7 +48,7 @@ local open_action_bar = Gui.element("open_action_bar")
--- Button used to close the action bar
-- @element close_action_bar
local close_action_bar = Gui.element("close_action_bar")
local close_action_bar = Gui.define("close_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
@@ -68,7 +68,7 @@ local close_action_bar = Gui.element("close_action_bar")
--- Button used to confirm a reason
-- @element reason_confirm
local reason_confirm = Gui.element("reason_confirm")
local reason_confirm = Gui.define("reason_confirm")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
@@ -94,7 +94,7 @@ local reason_confirm = Gui.element("reason_confirm")
--- Set of elements that are used to make up a row of the player table
-- @element add_player_base
local add_player_base = Gui.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 }
@@ -162,7 +162,7 @@ end
--- Adds all the buttons and flows that make up the action bar
-- @element add_action_bar
local add_action_bar_buttons = Gui.element("add_action_bar_buttons")
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
@@ -210,10 +210,10 @@ end
--- Main player list container for the left flow
-- @element player_list_container
local player_list_container = Gui.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, 200)
local container = Gui.elements.container(parent)
-- Draw the scroll table for the players
local scroll_table = Gui.elements.scroll_table(container, 184, 3, "scroll")

View File

@@ -1,224 +0,0 @@
---- module pd
-- @gui PlayerData
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
require("modules.exp_legacy.modules.data.statistics")
local format_number = require("util").format_number --- @dep util
local pd_container
local label_width = {
["name"] = 135,
["count"] = 105,
["total"] = 480,
}
local short_time_format = ExpUtil.format_time_factory_locale{ format = "short", coefficient = 3600, hours = true, minutes = true }
local function format_number_n(n)
return format_number(math.floor(n), false) .. string.format("%.2f", n % 1):sub(2)
end
local PlayerStats = PlayerData.Statistics
local computed_stats = {
DamageDeathRatio = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["DamageDealt"]:get(player_name, 0) / PlayerStats["Deaths"]:get(player_name, 1))
end,
},
KillDeathRatio = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["Kills"]:get(player_name, 0) / PlayerStats["Deaths"]:get(player_name, 1))
end,
},
SessionTime = {
default = short_time_format(0),
calculate = function(player_name)
return short_time_format((PlayerStats["Playtime"]:get(player_name, 0) - PlayerStats["AfkTime"]:get(player_name, 0)) / PlayerStats["JoinCount"]:get(player_name, 1))
end,
},
BuildRatio = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["MachinesBuilt"]:get(player_name, 0) / PlayerStats["MachinesRemoved"]:get(player_name, 1))
end,
},
RocketPerHour = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["RocketsLaunched"]:get(player_name, 0) * 60 / PlayerStats["Playtime"]:get(player_name, 1))
end,
},
TreeKillPerMinute = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["TreesDestroyed"]:get(player_name, 0) / PlayerStats["Playtime"]:get(player_name, 1))
end,
},
NetPlayTime = {
default = short_time_format(0),
calculate = function(player_name)
return short_time_format((PlayerStats["Playtime"]:get(player_name, 0) - PlayerStats["AfkTime"]:get(player_name, 0)))
end,
},
AFKTimeRatio = {
default = format_number_n(0),
calculate = function(player_name)
return format_number_n(PlayerStats["AfkTime"]:get(player_name, 0) * 100 / PlayerStats["Playtime"]:get(player_name, 1))
end,
},
Locale = {
default = "en",
calculate = function(player)
return player.locale
end,
},
}
local label = Gui.element("label")
:draw(function(_, parent, width, caption, tooltip, name)
local new_label = parent.add{
type = "label",
caption = caption,
tooltip = tooltip,
name = name,
style = "heading_2_label",
}
new_label.style.width = width
return new_label
end)
local pd_data_set = Gui.element("pd_data_set")
:draw(function(_, parent, name)
local pd_data_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(pd_data_set, label_width["total"], 4, "disp")
for _, stat_name in pairs(PlayerData.Statistics.metadata.display_order) do
local child = PlayerData.Statistics[stat_name]
local metadata = child.metadata
local value = metadata.stringify_short and metadata.stringify_short(0) or metadata.stringify and metadata.stringify(0) or format_number(0, false)
label(disp, label_width["name"], metadata.name or { "exp-statistics." .. stat_name }, metadata.tooltip or { "exp-statistics." .. stat_name .. "-tooltip" })
label(disp, label_width["count"], { "readme.data-format", value, metadata.unit or "" }, metadata.value_tooltip or { "exp-statistics." .. stat_name .. "-tooltip" }, stat_name)
end
for stat_name, data in pairs(computed_stats) do
label(disp, label_width["name"], { "exp-statistics." .. stat_name }, { "exp-statistics." .. stat_name .. "-tooltip" })
label(disp, label_width["count"], { "readme.data-format", data.default, "" }, { "exp-statistics." .. stat_name .. "-tooltip" }, stat_name)
end
return pd_data_set
end)
local function pd_update(table, player_name)
for _, stat_name in pairs(PlayerData.Statistics.metadata.display_order) do
local child = PlayerData.Statistics[stat_name]
local metadata = child.metadata
local value = child:get(player_name)
if metadata.stringify_short then
value = metadata.stringify_short(value or 0)
elseif metadata.stringify then
value = metadata.stringify(value or 0)
else
value = format_number(value or 0, false)
end
table[stat_name].caption = { "readme.data-format", value, metadata.unit or "" }
end
for stat_name, data in pairs(computed_stats) do
table[stat_name].caption = { "readme.data-format", data.calculate(player_name), "" }
end
end
local pd_username_player = Gui.element("pd_username_player")
:draw(function(def, parent, player_list)
return parent.add{
name = def.name,
type = "drop-down",
items = player_list,
selected_index = #player_list > 0 and 1 or nil,
}
end)
:style{
horizontally_stretchable = true,
}:on_selection_state_changed(function(def, player, element)
local player_name = game.connected_players[element.selected_index]
local table = element.parent.parent.parent.parent["pd_st_2"].disp.table
pd_update(table, player_name)
end)
local pd_username_update = Gui.element("pd_username_update")
:draw{
type = "button",
name = Gui.property_from_name,
caption = "update",
}:style{
width = 128,
}:on_click(function(def, player, element)
local player_index = element.parent[pd_username_player.name].selected_index
if player_index > 0 then
local player_name = game.connected_players[player_index]
local table = element.parent.parent.parent.parent["pd_st_2"].disp.table
pd_update(table, player_name)
end
end)
local pd_username_set = Gui.element("pd_username_set")
:draw(function(_, parent, name, player_list)
local pd_username_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(pd_username_set, label_width["total"], 2, "disp")
pd_username_player(disp, player_list)
pd_username_update(disp)
return pd_username_set
end)
pd_container = Gui.element("pd_container")
:draw(function(def, parent)
local container = Gui.elements.container(parent, label_width["total"])
local player_list = {}
for _, player in pairs(game.connected_players) do
table.insert(player_list, player.name)
end
pd_username_set(container, "pd_st_1", player_list)
pd_data_set(container, "pd_st_2")
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(pd_container, false)
Gui.toolbar.create_button{
name = "player_data_toggle",
left_element = pd_container,
sprite = "item/power-armor-mk2",
tooltip = "Player Data GUI",
visible = function(player, element)
return Roles.player_allowed(player, "gui/playerdata")
end
}
local function gui_player_list_update()
local player_list = {}
for _, player in pairs(game.connected_players) do
table.insert(player_list, player.name)
end
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(pd_container, player)
container.frame["pd_st_1"].disp.table[pd_username_player.name].items = player_list
end
end
Event.add(defines.events.on_player_joined_game, gui_player_list_update)
Event.add(defines.events.on_player_left_game, gui_player_list_update)

View File

@@ -1,152 +0,0 @@
---- Production Data
-- @gui Production
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local production_container
local precision = {
[1] = defines.flow_precision_index.five_seconds,
[2] = defines.flow_precision_index.one_minute,
[3] = defines.flow_precision_index.ten_minutes,
[4] = defines.flow_precision_index.one_hour,
[5] = defines.flow_precision_index.ten_hours,
}
local font_color = {
["positive"] = { r = 0.3, g = 1, b = 0.3 },
["negative"] = { r = 1, g = 0.3, b = 0.3 },
}
local function format_n(amount)
if math.abs(amount) < 0.009 then
return "0.00"
end
local suffix = ""
local suffix_list = {
[" G"] = 1e9,
[" M"] = 1e6,
[" k"] = 1e3
}
local scale = 1
for letter, limit in pairs(suffix_list) do
if math.abs(amount) >= limit then
scale = limit
suffix = letter
break
end
end
local formatted = string.format("%.2f%s", amount / scale, suffix)
-- Split into integer and fractional parts
local integer_part, fractional_part = formatted:match("^(%-?%d+)%.(%d+)(.*)$")
-- Add commas to integer part
return string.format("%s.%s%s", (integer_part or formatted):reverse():gsub("(%d%d%d)", "%1,"):reverse():gsub("^,", ""):gsub("-,", "-"), fractional_part or "00", suffix)
end
--- Display group
-- @element production_data_group
local production_data_group = Gui.element("production_data_group")
:draw(function(_def, parent, i)
local item
if i == 0 then
item = parent.add{
type = "drop-down",
name = "production_0_e",
items = { "5s", "1m", "10m", "1h", "10h" },
selected_index = 3,
}
item.style.width = 80
else
item = parent.add{
type = "choose-elem-button",
name = "production_" .. i .. "_e",
elem_type = "item",
style = "slot_button",
}
item.style.height = 32
item.style.width = 32
end
for j = 1, 3 do
local data = parent.add{
type = "label",
name = "production_" .. i .. "_" .. j,
caption = "0.00",
style = "heading_2_label",
}
data.style.font_color = font_color["positive"]
end
return item
end)
--- A vertical flow containing all the production data
-- @element production_data_set
local production_data_set = Gui.element("production_data_set")
:draw(function(_, parent, name)
local production_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(production_set, 320, 4, "disp")
for i = 2, 4 do
disp.style.column_alignments[i] = "right"
end
production_data_group(disp, 0)
disp["production_0_1"].caption = { "production.label-prod" }
disp["production_0_1"].tooltip = { "production.tooltip-per-second" }
disp["production_0_2"].caption = { "production.label-con" }
disp["production_0_2"].tooltip = { "production.tooltip-per-second" }
disp["production_0_3"].caption = { "production.label-bal" }
disp["production_0_3"].tooltip = { "production.tooltip-per-second" }
for i = 1, 8 do
production_data_group(disp, i)
end
return production_set
end)
production_container = Gui.element("production_container")
:draw(function(def, parent)
local container = Gui.elements.container(parent, 320)
production_data_set(container, "production_st")
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(production_container, false)
Gui.toolbar.create_button{
name = "production_toggle",
left_element = production_container,
sprite = "entity/assembling-machine-3",
tooltip = { "production.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/production")
end
}
Event.on_nth_tick(60, function()
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(production_container, player)
local stat = player.force.get_item_production_statistics(player.surface) -- Allow remote view
local precision_value = precision[container.frame["production_st"].disp.table["production_0_e"].selected_index]
local table = container.frame["production_st"].disp.table
for i = 1, 8 do
local production_prefix = "production_" .. i
local item = table[production_prefix .. "_e"].elem_value --[[ @as string ]]
if item then
local add = math.floor(stat.get_flow_count{ name = item, category = "input", precision_index = precision_value, count = false } / 6) / 10
local minus = math.floor(stat.get_flow_count{ name = item, category = "output", precision_index = precision_value, count = false } / 6) / 10
local sum = add - minus
table[production_prefix .. "_1"].caption = format_n(add)
table[production_prefix .. "_2"].caption = format_n(minus)
table[production_prefix .. "_3"].caption = format_n(sum)
table[production_prefix .. "_3"].style.font_color = (sum < 0 and font_color["negative"]) or font_color["positive"]
else
table[production_prefix .. "_1"].caption = "0.00"
table[production_prefix .. "_2"].caption = "0.00"
table[production_prefix .. "_3"].caption = "0.00"
table[production_prefix .. "_3"].style.font_color = font_color["positive"]
end
end
end
end)

View File

@@ -23,7 +23,7 @@ local title_width = 270 -- controls the centering of the titles
local scroll_height = 275 -- controls the height of the scrolls
--- Sub content area used within the content areas
local sub_content = Gui.element("readme_sub_content")
local sub_content = Gui.define("readme_sub_content")
:draw{
type = "frame",
direction = "vertical",
@@ -37,7 +37,7 @@ local sub_content = Gui.element("readme_sub_content")
}
--- Table which has a title above it above it
local title_table = Gui.element("readme_title_table")
local title_table = Gui.define("readme_title_table")
:draw(function(_, parent, bar_size, caption, column_count)
Gui.elements.title_label(parent, bar_size, caption)
@@ -55,7 +55,7 @@ local title_table = Gui.element("readme_title_table")
}
--- Scroll to be used with Gui.elements.title_label tables
local title_table_scroll = Gui.element("readme_title_table_scroll")
local title_table_scroll = Gui.define("readme_title_table_scroll")
:draw{
type = "scroll-pane",
direction = "vertical",
@@ -70,7 +70,7 @@ local title_table_scroll = Gui.element("readme_title_table_scroll")
}
--- Used to connect to servers in server list
local join_server = Gui.element("readme_join_server")
local join_server = Gui.define("readme_join_server")
:draw(function(_, parent, server_id, wrong_version)
local status = External.get_server_status(server_id) or "Offline"
if wrong_version then status = "Version" end
@@ -111,7 +111,7 @@ local join_server = Gui.element("readme_join_server")
local welcome_time_format = ExpUtil.format_time_factory_locale{ format = "long", days = true, hours = true, minutes = true }
--- Content area for the welcome tab
define_tab({ "readme.welcome-tab" }, { "readme.welcome-tooltip" }, Gui.element("readme_welcome")
define_tab({ "readme.welcome-tab" }, { "readme.welcome-tooltip" }, Gui.define("readme_welcome")
:draw(function(_, parent)
local server_details = { name = "ExpGaming S0 - Local", welcome = "Failed to load description: disconnected from external api.", reset_time = "Non Set", branch = "Unknown" }
if External.valid() then server_details = External.get_current_server() end
@@ -148,7 +148,7 @@ define_tab({ "readme.welcome-tab" }, { "readme.welcome-tooltip" }, Gui.element("
end))
--- Content area for the rules tab
define_tab({ "readme.rules-tab" }, { "readme.rules-tooltip" }, Gui.element("readme_rules")
define_tab({ "readme.rules-tab" }, { "readme.rules-tooltip" }, Gui.define("readme_rules")
:draw(function(_, parent)
local container = parent.add{ type = "flow", direction = "vertical" }
@@ -172,7 +172,7 @@ define_tab({ "readme.rules-tab" }, { "readme.rules-tooltip" }, Gui.element("read
end))
--- Content area for the commands tab
define_tab({ "readme.commands-tab" }, { "readme.commands-tooltip" }, Gui.element("readme_commands")
define_tab({ "readme.commands-tab" }, { "readme.commands-tooltip" }, Gui.define("readme_commands")
:draw(function(_, parent)
local container = parent.add{ type = "flow", direction = "vertical" }
local player = Gui.get_player(parent)
@@ -198,7 +198,7 @@ define_tab({ "readme.commands-tab" }, { "readme.commands-tooltip" }, Gui.element
end))
--- Content area for the servers tab
define_tab({ "readme.servers-tab" }, { "readme.servers-tooltip" }, Gui.element("readme_servers")
define_tab({ "readme.servers-tab" }, { "readme.servers-tooltip" }, Gui.define("readme_servers")
:draw(function(_, parent)
local container = parent.add{ type = "flow", direction = "vertical" }
@@ -241,7 +241,7 @@ define_tab({ "readme.servers-tab" }, { "readme.servers-tooltip" }, Gui.element("
end))
--- Content area for the servers tab
define_tab({ "readme.backers-tab" }, { "readme.backers-tooltip" }, Gui.element("readme_backers")
define_tab({ "readme.backers-tab" }, { "readme.backers-tooltip" }, Gui.define("readme_backers")
:draw(function(_, parent)
local container = parent.add{ type = "flow", direction = "vertical" }
@@ -304,7 +304,7 @@ define_tab({ "readme.backers-tab" }, { "readme.backers-tooltip" }, Gui.element("
end))
--- Content area for the player data tab
define_tab({ "readme.data-tab" }, { "readme.data-tooltip" }, Gui.element("readme_data")
define_tab({ "readme.data-tab" }, { "readme.data-tooltip" }, Gui.define("readme_data")
:draw(function(_, parent)
local container = parent.add{ type = "flow", direction = "vertical" }
local player = Gui.get_player(parent)
@@ -399,7 +399,7 @@ define_tab({ "readme.data-tab" }, { "readme.data-tooltip" }, Gui.element("readme
--- Main readme container for the center flow
local readme_toggle
local readme = Gui.element("readme")
local readme = Gui.define("readme")
:draw(function(def, parent)
local container = parent.add{
name = def.name,

View File

@@ -1,293 +0,0 @@
--- research gui
-- @gui Research
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Storage = require("modules/exp_util/storage")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local config = require("modules.exp_legacy.config.research") --- @dep config.research
local table_to_json = helpers.table_to_json
local write_file = helpers.write_file
local research = {
time = {},
res_queue_enable = false
}
Storage.register(research, function(tbl)
research = tbl
end)
for _, mod_name in ipairs(config.mod_set_lookup) do
if script.active_mods[mod_name] then
config.mod_set = mod_name
break
end
end
local research_time_format = ExpUtil.format_time_factory{ format = "clock", hours = true, minutes = true, seconds = true }
local empty_time = research_time_format(nil)
local font_color = {
["neutral"] = { r = 1, g = 1, b = 1 },
["positive"] = { r = 0.3, g = 1, b = 0.3 },
["negative"] = { r = 1, g = 0.3, b = 0.3 },
}
local res = {
["lookup_name"] = {},
["disp"] = {},
}
do
local res_total = 0
local i = 1
for k, v in pairs(config.milestone[config.mod_set]) do
research.time[i] = 0
res["lookup_name"][k] = i
res_total = res_total + v * 60
res["disp"][i] = {
raw_name = k,
target = res_total,
target_disp = research_time_format(res_total),
}
i = i + 1
end
end
local function research_add_log()
local result_data = {}
for i = 1, #research.time do
result_data[res["disp"][i]["raw_name"]] = research.time[i]
end
write_file(config.file_name, table_to_json(result_data) .. "\n", true, 0)
end
local function research_res_n()
local current = #res.disp + 1
for i = 1, #res.disp do
if research.time[i] == 0 then
current = i
break
end
end
return math.clamp(current - 3, 1, math.max(1, #res.disp - 7))
end
local function research_notification(event)
if config.inf_res[config.mod_set][event.research.name] then
if event.research.name == config.bonus_inventory.log[config.mod_set].name
and event.research.level == config.bonus_inventory.log[config.mod_set].level + 1 then
-- Add run result to log
research_add_log()
end
if not (event.by_script) then
game.print{ "research.inf", research_time_format(game.tick), event.research.name, event.research.level - 1 }
end
elseif not (event.by_script) then
game.print{ "research.msg", research_time_format(game.tick), event.research.name }
end
if config.bonus_inventory.enabled and config.bonus_inventory.res[event.research.name] then
event.research.force[config.bonus_inventory.name] = math.min((event.research.level - 1) * config.bonus_inventory.rate, config.bonus_inventory.limit)
end
if config.pollution_ageing_by_research and config.bonus_inventory.res[event.research.name] then
game.map_settings.pollution.ageing = math.min(10, event.research.level / 5)
end
end
local function research_gui_update()
local res_disp = {}
local res_n = research_res_n()
for i = 1, 8 do
local res_i = res_n + i - 1
local entry = res.disp[res_i] or {}
local data = {
name = "",
target = "",
attempt = "",
difference = "",
color = font_color["positive"]
}
if entry.raw_name then
assert(prototypes.technology[entry.raw_name], "Invalid Research: " .. tostring(entry.raw_name))
data.name = { "research.res-name", entry.raw_name, prototypes.technology[entry.raw_name].localised_name }
data.target = entry.target_disp
if research.time[res_i] == 0 then
data.attempt = empty_time
data.difference = empty_time
else
data.attempt = research_time_format(research.time[res_i])
local diff = research.time[res_i] - entry.target
data.difference = (diff < 0 and "-" or "") .. research_time_format(math.abs(diff))
data.color = (diff < 0 and font_color["positive"]) or font_color["negative"]
end
end
res_disp[i] = data
end
return res_disp
end
--- Display label for the clock display
-- @element research_gui_clock_display
local research_gui_clock = Gui.element("research_gui_clock")
:draw{
type = "label",
name = Gui.property_from_name,
caption = empty_time,
style = "heading_2_label",
}
--- A vertical flow containing the clock
-- @element research_clock_set
local research_clock_set = Gui.element("research_clock_set")
:draw(function(_, parent, name)
local research_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(research_set, 390, 1, "disp")
research_gui_clock(disp)
return research_set
end)
--- Display group
-- @element research_data_group
local research_data_group = Gui.element("research_data_group")
:draw(function(_def, parent, i)
local labels = { "name", "target", "attempt", "difference" }
for _, label in ipairs(labels) do
local elem = parent.add{
type = "label",
name = "research_" .. i .. "_" .. label,
caption = "",
style = "heading_2_label"
}
elem.style.minimal_width = (label == "name" and 180) or 70
elem.style.horizontal_align = (label == "name" and "left") or "right"
elem.style.font_color = (label == "difference" and font_color["positive"]) or font_color["neutral"]
end
end)
--- A vertical flow containing the data
-- @element research_data_set
local research_data_set = Gui.element("research_data_set")
:draw(function(_, parent, name)
local research_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(research_set, 390, 4, "disp")
local res_disp = research_gui_update()
research_data_group(disp, 0)
disp["research_0_name"].caption = { "research.name" }
disp["research_0_target"].caption = { "research.target" }
disp["research_0_attempt"].caption = { "research.attempt" }
disp["research_0_difference"].caption = { "research.difference" }
disp["research_0_difference"].style.font_color = font_color["neutral"]
for i = 1, 8 do
research_data_group(disp, i)
local research_name_i = "research_" .. i
disp[research_name_i .. "_name"].caption = res_disp[i]["name"]
disp[research_name_i .. "_target"].caption = res_disp[i]["target"]
disp[research_name_i .. "_attempt"].caption = res_disp[i]["attempt"]
disp[research_name_i .. "_difference"].caption = res_disp[i]["difference"]
disp[research_name_i .. "_difference"].style.font_color = res_disp[i]["color"]
end
return research_set
end)
local research_container = Gui.element("research_container")
:draw(function(def, parent)
local container = Gui.elements.container(parent, 390)
research_clock_set(container, "research_st_1")
research_data_set(container, "research_st_2")
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(research_container, false)
Gui.toolbar.create_button{
name = "research_toggle",
left_element = research_container,
sprite = "item/space-science-pack",
tooltip = { "research.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/research")
end
}
Event.add(defines.events.on_research_finished, function(event)
research_notification(event)
local research_name = event.research.name
if not res["lookup_name"][research_name] then
return
end
research.time[res.lookup_name[research_name]] = game.tick
local res_disp = research_gui_update()
for _, player in pairs(game.connected_players) do
if Roles.player_allowed(player, "gui/research") then
local container = Gui.get_left_element(research_container, player)
local disp = container.frame["research_st_2"].disp.table
for i = 1, 8 do
local research_name_i = "research_" .. i
disp[research_name_i .. "_name"].caption = res_disp[i]["name"]
disp[research_name_i .. "_target"].caption = res_disp[i]["target"]
disp[research_name_i .. "_attempt"].caption = res_disp[i]["attempt"]
disp[research_name_i .. "_difference"].caption = res_disp[i]["difference"]
disp[research_name_i .. "_difference"].style.font_color = res_disp[i]["color"]
end
end
end
end)
Event.add(defines.events.on_research_started, function(event)
if config.limit_res[event.research.name] and event.research.level > config.limit_res[event.research.name] then
event.research.enabled = false
event.research.visible_when_disabled = true
local rq = event.research.force.research_queue
for i = #rq, 1, -1 do
if rq[i] == event.research.name then
table.remove(rq, i)
end
end
event.research.force.cancel_current_research()
event.research.force.research_queue = rq
end
end)
Event.on_nth_tick(60, function()
local current_time = research_time_format(game.tick)
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(research_container, player)
local disp = container.frame["research_st_1"].disp.table
disp[research_gui_clock.name].caption = current_time
end
end)

View File

@@ -39,12 +39,12 @@ end
--- Button to toggle the auto launch on a rocket silo
-- @element toggle_launch
local toggle_launch = Gui.element("toggle_launch")
local toggle_launch = Gui.define("toggle_launch")
:draw{
type = "sprite-button",
sprite = "utility/play",
tooltip = { "rocket-info.toggle-rocket-tooltip" },
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 16,
@@ -65,7 +65,7 @@ local toggle_launch = Gui.element("toggle_launch")
--- XY cords that allow zoom to map when pressed
-- @element silo_cords
local silo_cords = Gui.element("silo_cords")
local silo_cords = Gui.define("silo_cords")
:draw(function(definition, parent, silo_data)
local silo_name = silo_data.silo_name
local pos = silo_data.position
@@ -105,6 +105,8 @@ local silo_cords = Gui.element("silo_cords")
definition:link_element(label_x)
definition:link_element(label_y)
end
return Gui.no_return()
end)
:on_click(function(def, player, element)
local rocket_silo_name = element.parent.caption
@@ -114,7 +116,7 @@ local silo_cords = Gui.element("silo_cords")
--- Base element for each rocket in the progress list
-- @element rocket_entry
local rocket_entry = Gui.element("rocket_entry")
local rocket_entry = Gui.define("rocket_entry")
:draw(function(_, parent, silo_data)
local silo_name = silo_data.silo_name
local player = Gui.get_player(parent)
@@ -149,7 +151,7 @@ local rocket_entry = Gui.element("rocket_entry")
--- Data label which contains a name and a value label pair
-- @element data_label
local data_label = Gui.element("data_label")
local data_label = Gui.define("data_label")
:draw(function(_, parent, label_data)
local data_name = label_data.name
local data_subname = label_data.subname
@@ -392,14 +394,14 @@ end
-- Button to toggle a section dropdown
-- @element toggle_section
local toggle_section = Gui.element("rocket_info_toggle_section")
local toggle_section = Gui.define("rocket_info_toggle_section")
:draw{
type = "sprite-button",
sprite = "utility/expand",
hovered_sprite = "utility/expand",
tooltip = { "rocket-info.toggle-section-tooltip" },
style = "frame_action_button",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Gui.styles.sprite{
size = 20,
@@ -419,17 +421,16 @@ local toggle_section = Gui.element("rocket_info_toggle_section")
-- Draw a section header and main scroll
-- @element rocket_list_container
local section = Gui.element("rocket_info_section")
local section = Gui.define("rocket_info_section")
:draw(function(definition, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.elements.header(parent, {
name = section_name .. "-header",
caption = { "rocket-info.section-caption-" .. section_name },
tooltip = { "rocket-info.section-tooltip-" .. section_name },
label_name = "label",
})
definition:link_element(header.parent.label)
definition:link_element(header.label)
-- Right aligned button to toggle the section
header.caption = section_name
@@ -449,7 +450,7 @@ local section = Gui.element("rocket_info_section")
--- Main gui container for the left flow
-- @element rocket_list_container
local rocket_list_container = Gui.element("rocket_list_container")
local rocket_list_container = Gui.define("rocket_list_container")
:draw(function(definition, parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 200)

View File

@@ -1,388 +0,0 @@
--[[-- Gui Module - Science Info
- Adds a science info gui that shows production usage and net for the different science packs as well as an eta
@gui Science-Info
@alias science_info
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.gui.science") --- @dep config.gui.science
local Production = require("modules.exp_legacy.modules.control.production") --- @dep modules.control.production
local clock_time_format = ExpUtil.format_time_factory_locale{ format = "clock", hours = true, minutes = true, seconds = true }
local long_time_format = ExpUtil.format_time_factory_locale{ format = "long", hours = true, minutes = true, seconds = true }
local null_time_clock = { "science-info.eta-time", clock_time_format(nil) }
local null_time_long = long_time_format(nil)
--- Remove invalid science packs, this can result from a certain mod not being loaded
for i = #config, 1, -1 do
if not prototypes.item[config[i]] then
table.remove(config, i)
end
end
--- Data label that contains the value and the suffix
-- @element production_label
local production_label = Gui.element("science_info_production_label")
:draw(function(_, parent, production_label_data)
local name = production_label_data.name
local tooltip = production_label_data.tooltip
local color = production_label_data.color
-- Add an alignment for the number
local alignment = Gui.elements.aligned_flow(parent, { name = name })
-- Add the main value label
local element =
alignment.add{
name = "label",
type = "label",
caption = production_label_data.caption,
tooltip = tooltip,
}
-- Change the style
element.style.font_color = color
-- Add the suffix label
local suffix_element =
parent.add{
name = "suffix-" .. name,
type = "label",
caption = { "science-info.unit", production_label_data.suffix },
tooltip = tooltip,
}
-- Change the style
local suffix_element_style = suffix_element.style
suffix_element_style.font_color = color
suffix_element_style.right_margin = 1
-- Return the value label
return element
end)
-- Get the data that is used with the production label
local function get_production_label_data(name, tooltip, value, cutout, secondary)
local data_colour = Production.get_color(config.color_cutoff * cutout, value, secondary)
local suffix, caption = Production.format_number(value)
return {
name = name,
caption = caption,
suffix = suffix,
tooltip = tooltip,
color = data_colour,
}
end
-- Updates a prodution label to match the current data
local function update_production_label(parent, production_label_data)
local name = production_label_data.name
local tooltip = production_label_data.tooltip
local color = production_label_data.color
-- Update the production label
local production_label_element = parent[name] and parent[name].label or production_label(parent, production_label_data)
production_label_element.caption = production_label_data.caption
production_label_element.tooltip = production_label_data.tooltip
production_label_element.style.font_color = color
-- Update the suffix label
local suffix_element = parent["suffix-" .. name]
suffix_element.caption = { "science-info.unit", production_label_data.suffix }
suffix_element.tooltip = tooltip
suffix_element.style.font_color = color
end
--- Adds 4 elements that show the data for a science pack
-- @element science_pack_base
local science_pack_base = Gui.element("science_info_science_pack_base")
:draw(function(_, parent, science_pack_data)
local science_pack = science_pack_data.science_pack
-- Draw the icon for the science pack
local icon_style = science_pack_data.icon_style
local pack_icon =
parent.add{
name = "icon-" .. science_pack,
type = "sprite-button",
sprite = "item/" .. science_pack,
tooltip = { "item-name." .. science_pack },
style = icon_style,
}
-- Change the style of the icon
local pack_icon_style = pack_icon.style
pack_icon.ignored_by_interaction = true
pack_icon_style.height = 55
if icon_style == "slot_button" then
pack_icon_style.padding = { 0, -2 }
pack_icon_style.width = 36
end
-- Draw the delta flow
local delta_flow =
parent.add{
name = "delta-" .. science_pack,
type = "frame",
style = "bordered_frame",
}
delta_flow.style.padding = { 0, 3 }
-- Draw the delta flow table
local delta_table =
delta_flow.add{
name = "table",
type = "table",
column_count = 2,
}
delta_table.style.padding = 0
-- Draw the production labels
update_production_label(delta_table, science_pack_data.positive)
update_production_label(delta_table, science_pack_data.negative)
update_production_label(parent, science_pack_data.net)
-- Return the pack icon
return pack_icon
end)
local function get_science_pack_data(player, science_pack)
local force = player.force
-- Check that some packs have been made
local total = Production.get_production_total(force, science_pack)
if total.made == 0 then return end
local minute = Production.get_production(force, science_pack, defines.flow_precision_index.one_minute)
local hour = Production.get_production(force, science_pack, defines.flow_precision_index.one_hour)
-- Get the icon style
local icon_style = "slot_button"
local flux = Production.get_fluctuations(force, science_pack, defines.flow_precision_index.one_minute)
if minute.net > 0 and flux.net > -config.color_flux / 2 then
icon_style = "slot_sized_button_green"
elseif flux.net < -config.color_flux then
icon_style = "slot_sized_button_red"
elseif minute.made > 0 then
icon_style = "yellow_slot_button"
end
-- Return the pack data
return {
science_pack = science_pack,
icon_style = icon_style,
positive = get_production_label_data(
"pos-" .. science_pack,
{ "science-info.pos-tooltip", total.made },
minute.made, hour.made
),
negative = get_production_label_data(
"neg-" .. science_pack,
{ "science-info.neg-tooltip", total.used },
-minute.used, hour.used
),
net = get_production_label_data(
"net-" .. science_pack,
{ "science-info.net-tooltip", total.net },
minute.net, minute.net > 0 and hour.net or 0,
minute.made + minute.used
),
}
end
local function update_science_pack(pack_table, science_pack_data)
if not science_pack_data then return end
local science_pack = science_pack_data.science_pack
pack_table.parent.non_made.visible = false
-- Update the icon
--- @type LuaGuiElement
local pack_icon = pack_table["icon-" .. science_pack] or science_pack_base(pack_table, science_pack_data)
local icon_style = science_pack_data.icon_style
pack_icon.style = icon_style
local pack_icon_style = pack_icon.style
pack_icon_style.height = 55
if icon_style == "slot_button" then
pack_icon_style.padding = { 0, -2 }
pack_icon_style.width = 36
end
-- Update the production labels
local delta_table = pack_table["delta-" .. science_pack].table
update_production_label(delta_table, science_pack_data.positive)
update_production_label(delta_table, science_pack_data.negative)
update_production_label(pack_table, science_pack_data.net)
end
--- Gets the data that is used with the eta label
local function get_eta_label_data(player)
local force = player.force
-- If there is no current research then return no research
local research = force.current_research
if not research then
return { research = false }
end
local limit
local progress = force.research_progress
local remaining = research.research_unit_count * (1 - progress)
-- Check for the limiting science pack
for _, ingredient in pairs(research.research_unit_ingredients) do
local pack_name = ingredient.name
local required = ingredient.amount * remaining
local time = Production.get_consumsion_eta(force, pack_name, defines.flow_precision_index.one_minute, required)
if not limit or limit < time then
limit = time
end
end
-- Return the caption and tooltip
return limit and limit > 0 and {
research = true,
caption = clock_time_format(limit),
tooltip = long_time_format(limit),
} or {
research = false
}
end
-- Updates the eta label
local function update_eta_label(element, eta_label_data)
-- If no research selected show null
if not eta_label_data.research then
element.caption = null_time_clock
element.tooltip = null_time_long
return
end
-- Update the element
element.caption = { "science-info.eta-time", eta_label_data.caption }
element.tooltip = eta_label_data.tooltip
end
--- Main task list container for the left flow
-- @element task_list_container
local science_info = Gui.element("science_info")
:draw(function(def, parent)
local player = Gui.get_player(parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 200)
-- Draw the header
Gui.elements.header(container, {
caption = { "science-info.main-caption" },
tooltip = { "science-info.main-tooltip" },
})
-- Draw the scroll table for the tasks
local scroll_table = Gui.elements.scroll_table(container, 178, 4, "scroll")
-- Draw the no packs label
local no_packs_label =
scroll_table.parent.add{
name = "non_made",
type = "label",
caption = { "science-info.no-packs" },
}
-- Change the style of the no packs label
local no_packs_style = no_packs_label.style
no_packs_style.padding = { 2, 4 }
no_packs_style.single_line = false
no_packs_style.width = 200
-- Add the footer and eta
if config.show_eta then
-- Draw the footer
local footer = Gui.elements.footer(container, {
name = "footer",
caption = { "science-info.eta-caption" },
tooltip = { "science-info.eta-tooltip" },
})
-- Draw the eta label
local eta_label =
footer.add{
name = "label",
type = "label",
caption = null_time_clock,
tooltip = null_time_long,
style = "frame_title",
}
-- Update the eta
update_eta_label(eta_label, get_eta_label_data(player))
end
-- Add packs which have been made
for _, science_pack in ipairs(config) do
update_science_pack(scroll_table, get_science_pack_data(player, science_pack))
end
-- Return the external container
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(science_info, false)
Gui.toolbar.create_button{
name = "science_info_toggle",
left_element = science_info,
sprite = "entity/lab",
tooltip = { "science-info.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/science-info")
end
}
--- Updates the gui every 1 second
Event.on_nth_tick(60, function()
local force_pack_data = {}
local force_eta_data = {}
for _, player in pairs(game.connected_players) do
local force_name = player.force.name
local container = Gui.get_left_element(science_info, player)
local frame = container.frame
-- Update the science packs
local scroll_table = frame.scroll.table
local pack_data = force_pack_data[force_name]
if not pack_data then
-- No data in cache so it needs to be generated
pack_data = {}
force_pack_data[force_name] = pack_data
for _, science_pack in ipairs(config) do
local next_data = get_science_pack_data(player, science_pack)
pack_data[science_pack] = next_data
update_science_pack(scroll_table, next_data)
end
else
-- Data found in cache is no need to generate it
for _, next_data in pairs(pack_data) do
update_science_pack(scroll_table, next_data)
end
end
-- Update the eta times
if not config.show_eta then return end
local eta_label = frame.footer.flow.label
local eta_data = force_eta_data[force_name]
if not eta_data then
-- No data in chache so it needs to be generated
eta_data = get_eta_label_data(player)
force_eta_data[force_name] = eta_data
update_eta_label(eta_label, eta_data)
else
-- Data found in chache is no need to generate it
update_eta_label(eta_label, eta_data)
end
end
end)

View File

@@ -1,202 +0,0 @@
---- module surveillance
-- @gui surveillance
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local cctv_player = Gui.element("cctv_player")
:draw(function(def, parent, player_list)
return parent.add{
name = def.name,
type = "drop-down",
items = player_list,
selected_index = #player_list > 0 and 1 or nil,
}
end)
:style{
horizontally_stretchable = true,
}
local cctv_status = Gui.element("cctv_status")
:draw{
type = "drop-down",
items = { { "surveillance.status-enable" }, { "surveillance.status-disable" } },
selected_index = 2,
}:style{
width = 96,
}:on_selection_state_changed(function(def, player, element)
if element.selected_index == 1 then
element.parent.parent.parent.cctv_display.visible = true
else
element.parent.parent.parent.cctv_display.visible = false
end
end)
local cctv_type = Gui.element("cctv_type")
:draw{
type = "drop-down",
name = Gui.property_from_name,
items = { { "surveillance.type-player" }, { "surveillance.type-static" }, { "surveillance.type-player-loop" } },
selected_index = 1,
}:style{
width = 96,
}
local cctv_location = Gui.element("cctv_location")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "surveillance.func-set" },
}:style{
width = 48,
}:on_click(function(def, player, element)
element.parent.parent.parent.cctv_display.position = player.physical_position
end)
local zoom_in = Gui.element("zoom_in")
:draw{
type = "button",
name = Gui.property_from_name,
caption = "+",
}:style{
width = 32,
}:on_click(function(def, player, element)
local display = element.parent.parent.parent.cctv_display
if display.zoom < 2.0 then
display.zoom = display.zoom + 0.05
end
end)
local zoom_out = Gui.element("zoom_out")
:draw{
type = "button",
name = Gui.property_from_name,
caption = "-",
}:style{
width = 32,
}:on_click(function(def, player, element)
local display = element.parent.parent.parent.cctv_display
if display.zoom > 0.2 then
display.zoom = display.zoom - 0.05
end
end)
local camera_set = Gui.element("camera_set")
:draw(function(_, parent, name, player_list)
local camera_set = parent.add{ type = "flow", direction = "vertical", name = name }
local buttons = Gui.elements.scroll_table(camera_set, 480, 6, "buttons")
cctv_player(buttons, player_list)
cctv_status(buttons)
cctv_type(buttons)
cctv_location(buttons)
zoom_out(buttons)
zoom_in(buttons)
local camera = camera_set.add{
type = "camera",
name = "cctv_display",
position = { x = 0, y = 0 },
surface_index = game.surfaces["nauvis"].index,
zoom = 0.75,
}
camera.visible = false
camera.style.minimal_width = 480
camera.style.minimal_height = 290
return camera_set
end)
local cctv_container = Gui.element("cctv_container")
:draw(function(def, parent)
local container = Gui.elements.container(parent, 480)
local scroll = container.add{ name = "scroll", type = "scroll-pane", direction = "vertical" }
scroll.style.maximal_height = 704
local player_list = {}
for _, player in pairs(game.connected_players) do
table.insert(player_list, player.name)
end
camera_set(scroll, "cctv_st_1", player_list)
camera_set(scroll, "cctv_st_2", player_list)
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(cctv_container, false)
Gui.toolbar.create_button{
name = "cctv_toggle",
left_element = cctv_container,
sprite = "entity/radar",
tooltip = { "surveillance.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/surveillance")
end
}
local function gui_update()
local player_list = {}
for _, player in pairs(game.connected_players) do
table.insert(player_list, player.name)
end
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(cctv_container, player)
container.frame.scroll["cctv_st_1"].buttons.table[cctv_player.name].items = player_list
container.frame.scroll["cctv_st_2"].buttons.table[cctv_player.name].items = player_list
end
end
Event.add(defines.events.on_player_joined_game, gui_update)
Event.add(defines.events.on_player_left_game, gui_update)
Event.add(defines.events.on_tick, function(_)
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(cctv_container, player)
for i = 1, 2 do
local scroll_table_name = "cctv_st_" .. i
local current_camera_set = container.frame.scroll[scroll_table_name]
local switch_index = current_camera_set.buttons.table[cctv_type.name].selected_index
if (switch_index == 1) or (switch_index == 3) then
local selected_index = current_camera_set.buttons.table[cctv_player.name].selected_index
if selected_index ~= 0 then
selected_index = current_camera_set.buttons.table[cctv_player.name].items[selected_index] --[[ @as number ]]
current_camera_set["cctv_display"].position = game.players[selected_index].physical_position
current_camera_set["cctv_display"].surface_index = game.players[selected_index].surface_index
else
current_camera_set["cctv_display"].position = { x = 0, y = 0 }
current_camera_set["cctv_display"].surface_index = game.surfaces["nauvis"].index
end
end
end
end
end)
Event.on_nth_tick(600, function(_)
for _, player in pairs(game.connected_players) do
local container = Gui.get_left_element(cctv_container, player)
for i = 1, 2 do
local current_camera_set = container.frame.scroll["cctv_st_" .. i]
if current_camera_set.buttons.table[cctv_type.name].selected_index == 3 then
local item_n = #current_camera_set.buttons.table[cctv_player.name].items
if item_n ~= 0 then
if current_camera_set.buttons.table[cctv_player.name].selected_index < item_n then
current_camera_set.buttons.table[cctv_player.name].selected_index = current_camera_set.buttons.table[cctv_player.name].selected_index + 1
else
current_camera_set.buttons.table[cctv_player.name].selected_index = 1
end
end
end
end
end
end)

View File

@@ -83,13 +83,13 @@ end
--- Button displayed in the header bar, used to add a new task
-- @element add_new_task
local add_new_task = Gui.element("add_new_task")
local add_new_task = Gui.define("add_new_task")
:draw{
type = "sprite-button",
sprite = "utility/add",
tooltip = { "task-list.add-tooltip" },
style = "tool_button",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(
@@ -105,7 +105,7 @@ local add_new_task = Gui.element("add_new_task")
--- Header displayed when no tasks are in the task list
-- @element no_tasks_found
local no_tasks_found = Gui.element("no_tasks_found")
local no_tasks_found = Gui.define("no_tasks_found")
:draw(
function(_, parent)
local header =
@@ -137,10 +137,10 @@ local no_tasks_found = Gui.element("no_tasks_found")
--- Frame element with the right styling
-- @element subfooter_frame
local subfooter_frame = Gui.element("task_list_subfooter_frame")
local subfooter_frame = Gui.define("task_list_subfooter_frame")
:draw{
type = "frame",
name = Gui.property_from_arg(1),
name = Gui.from_argument(1),
direction = "vertical",
style = "subfooter_frame",
}
@@ -153,17 +153,17 @@ local subfooter_frame = Gui.element("task_list_subfooter_frame")
--- Label element preset
-- @element subfooter_label
local subfooter_label = Gui.element("task_list_subfooter_label")
local subfooter_label = Gui.define("task_list_subfooter_label")
:draw{
name = "footer_label",
type = "label",
style = "frame_title",
caption = Gui.property_from_arg(1),
caption = Gui.from_argument(1),
}
--- Action flow that contains action buttons
-- @element subfooter_actions
local subfooter_actions = Gui.element("task_list_subfooter_actions")
local subfooter_actions = Gui.define("task_list_subfooter_actions")
:draw{
type = "flow",
name = "actions",
@@ -171,7 +171,7 @@ local subfooter_actions = Gui.element("task_list_subfooter_actions")
--- Button element with a flow around it to fix duplicate name inside of the scroll flow
-- @element task_list_item
local task_list_item = Gui.element("task_list_item")
local task_list_item = Gui.define("task_list_item")
:draw(
function(def, parent, task)
local flow = parent.add{
@@ -205,7 +205,7 @@ local task_list_item = Gui.element("task_list_item")
--- Scrollable list of all tasks
-- @element task_list
local task_list = Gui.element("task_list")
local task_list = Gui.define("task_list")
:draw(
function(_, parent)
local scroll_pane =
@@ -236,10 +236,10 @@ local task_list = Gui.element("task_list")
--- Button element inside the task view footer to start editing a task
-- @element task_view_edit_button
local task_view_edit_button = Gui.element("task_view_edit_button")
local task_view_edit_button = Gui.define("task_view_edit_button")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "", "[img=utility/rename_icon] ", { "task-list.edit" } },
tooltip = { "task-list.edit-tooltip" },
style = "shortcut_bar_button",
@@ -254,7 +254,7 @@ local task_view_edit_button = Gui.element("task_view_edit_button")
--- Button to close the task view footer
-- @element task_view_close_button
local task_view_close_button = Gui.element("task_view_close_button")
local task_view_close_button = Gui.define("task_view_close_button")
:draw{
type = "sprite-button",
sprite = "utility/collapse",
@@ -270,10 +270,10 @@ local task_view_close_button = Gui.element("task_view_close_button")
--- Button to delete the task inside the task view footer
-- @element task_view_delete_button
local task_view_delete_button = Gui.element("task_view_delete_button")
local task_view_delete_button = Gui.define("task_view_delete_button")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "", "[img=utility/trash] ", { "task-list.delete" } },
tooltip = { "task-list.delete-tooltip" },
style = "shortcut_bar_button_red",
@@ -289,7 +289,7 @@ local task_view_delete_button = Gui.element("task_view_delete_button")
--- Subfooter inside the tasklist container that holds all the elements for viewing a task
-- @element task_view_footer
local task_view_footer = Gui.element("task_view_footer")
local task_view_footer = Gui.define("task_view_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "view")
@@ -345,9 +345,9 @@ local task_create_confirm_button
--- Textfield element used in both the task create and edit footers
-- @element task_message_textfield
local task_message_textfield = Gui.element("task_message_textfield")
local task_message_textfield = Gui.define("task_message_textfield")
:draw{
name = Gui.property_from_name,
name = Gui.from_name,
type = "text-box",
text = "",
}:style{
@@ -372,10 +372,10 @@ local task_message_textfield = Gui.element("task_message_textfield")
--- Button to confirm the changes inside the task edit footer
-- @element task_edit_confirm_button
task_edit_confirm_button = Gui.element("task_edit_confirm_button")
task_edit_confirm_button = Gui.define("task_edit_confirm_button")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "", "[img=utility/check_mark] ", { "task-list.confirm" } },
tooltip = { "task-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
@@ -394,7 +394,7 @@ task_edit_confirm_button = Gui.element("task_edit_confirm_button")
--- Button to discard the changes inside the task edit footer
-- @element edit_task_discard_button
local edit_task_discard_button = Gui.element("edit_task_discard_button")
local edit_task_discard_button = Gui.define("edit_task_discard_button")
:draw{
type = "button",
caption = { "", "[img=utility/close_black] ", { "task-list.discard" } },
@@ -412,7 +412,7 @@ local edit_task_discard_button = Gui.element("edit_task_discard_button")
--- Subfooter inside the tasklist container that holds all the elements for editing a task
-- @element task_edit_footer
local task_edit_footer = Gui.element("task_edit_footer")
local task_edit_footer = Gui.define("task_edit_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "edit")
@@ -431,10 +431,10 @@ local task_edit_footer = Gui.element("task_edit_footer")
--- Button to confirm the changes inside the task create footer
-- @element task_create_confirm_button
task_create_confirm_button = Gui.element("task_create_confirm_button")
task_create_confirm_button = Gui.define("task_create_confirm_button")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "", "[img=utility/check_mark] ", { "task-list.confirm" } },
tooltip = { "task-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
@@ -453,7 +453,7 @@ task_create_confirm_button = Gui.element("task_create_confirm_button")
--- Button to discard the changes inside the task create footer
-- @element task_create_discard_button
local task_create_discard_button = Gui.element("task_create_discard_button")
local task_create_discard_button = Gui.define("task_create_discard_button")
:draw{
type = "button",
caption = { "", "[img=utility/close_black] ", { "task-list.discard" } },
@@ -469,7 +469,7 @@ local task_create_discard_button = Gui.element("task_create_discard_button")
--- Subfooter inside the tasklist container that holds all the elements to create a new task
-- @element task_create_footer
local task_create_footer = Gui.element("task_create_footer")
local task_create_footer = Gui.define("task_create_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "create")
@@ -505,7 +505,7 @@ end
--- Main task list container for the left flow
-- @element task_list_container
local task_list_container = Gui.element("task_list_container")
local task_list_container = Gui.define("task_list_container")
:draw(
function(def, parent)
-- Draw the internal container
@@ -762,7 +762,7 @@ local function role_update_event(event)
-- Update the new task button and create footer in case the user can now add them
local has_permission = check_player_permissions(player)
local add_new_task_element = frame.header.flow[add_new_task.name]
local add_new_task_element = frame.header[add_new_task.name]
add_new_task_element.visible = has_permission
local is_creating = PlayerIsCreating:get(player)
if is_creating and not has_permission then

View File

@@ -1,272 +0,0 @@
--[[-- Gui Module - Tool
@gui Tool
@alias tool_container
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Selection = require("modules/exp_legacy/modules/control/selection") --- @dep modules.control.selection
local addon_train = require("modules/exp_scenario/commands/trains")
local addon_research = require("modules/exp_scenario/commands/research")
local tool_container
local SelectionArtyArea = "ExpCommand_Artillery"
local SelectionWaterfillArea = "ExpCommand_Waterfill"
local style = {
label = {
width = 160
},
button = {
width = 80
}
}
--- Arty label
-- @element tool_gui_arty_l
local tool_gui_arty_l = Gui.element("tool_gui_arty_l")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "tool.artillery" },
tooltip = { "tool.artillery-tooltip" },
style = "heading_2_label"
}:style(
style.label
)
--- Arty button
-- @element tool_gui_arty_b
local tool_gui_arty_b = Gui.element("tool_gui_arty_b")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "tool.apply" }
}:style(
style.button
):on_click(function(def, player, element)
if Selection.is_selecting(player, SelectionArtyArea) then
Selection.stop(player)
player.print{ "exp-commands_artillery.exit" }
else
Selection.start(player, SelectionArtyArea)
player.print{ "exp-commands_artillery.enter" }
end
end)
--- Waterfill label
-- @element tool_gui_waterfill_l
local tool_gui_waterfill_l = Gui.element("tool_gui_waterfill_l")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "tool.waterfill" },
tooltip = { "tool.waterfill-tooltip" },
style = "heading_2_label"
}:style(
style.label
)
--- Waterfill button
-- @element tool_gui_waterfill_b
local tool_gui_waterfill_b = Gui.element("tool_gui_waterfill_b")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "tool.apply" }
}:style(
style.button
):on_click(function(def, player, element)
if Selection.is_selecting(player, SelectionWaterfillArea) then
Selection.stop(player)
return player.print{ "exp-commands_waterfill.exit" }
else
local item_count_cliff = player.get_item_count("cliff-explosives")
local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
local item_count_total = item_count_cliff + item_count_craft
if item_count_total == 0 then
return player.print{ "exp-commands_waterfill.requires-explosives" }
else
Selection.start(player, SelectionWaterfillArea)
return player.print{ "exp-commands_waterfill.enter" }
end
end
end)
--- Train label
-- @element tool_gui_train_l
local tool_gui_train_l = Gui.element("tool_gui_train_l")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "tool.train" },
tooltip = { "tool.train-tooltip" },
style = "heading_2_label"
}:style(
style.label
)
--- Train button
-- @element tool_gui_train_b
local tool_gui_train_b = Gui.element("tool_gui_train_b")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "tool.apply" }
}:style(
style.button
):on_click(function(def, player, element)
addon_train.manual(player)
end)
--- Research label
-- @element tool_gui_research_l
local tool_gui_research_l = Gui.element("tool_gui_research_l")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "tool.research" },
tooltip = { "tool.research-tooltip" },
style = "heading_2_label"
}:style(
style.label
)
--- Research button
-- @element tool_gui_research_b
local tool_gui_research_b = Gui.element("tool_gui_research_b")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "tool.apply" }
}:style(
style.button
):on_click(function(def, player, element)
local enabled = addon_research.set_auto_research()
if enabled then
addon_research.res_queue(player.force --[[ @as LuaForce ]], true)
end
local player_name = ExpUtil.format_player_name_locale(player)
game.print{ "exp-commands_research.auto-research", player_name, enabled }
end)
--- Spawn label
-- @element tool_gui_spawn_l
local tool_gui_spawn_l = Gui.element("tool_gui_spawn_l")
:draw{
type = "label",
name = Gui.property_from_name,
caption = { "tool.spawn" },
tooltip = { "tool.spawn-tooltip" },
style = "heading_2_label"
}:style(
style.label
)
--- Spawn button
-- @element tool_gui_spawn_b
local tool_gui_spawn_b = Gui.element("tool_gui_spawn_b")
:draw{
type = "button",
name = Gui.property_from_name,
caption = { "tool.apply" }
}:style(
style.button
):on_click(function(def, player, element)
if not player.character
or player.character.health <= 0
or not ExpUtil.teleport_player(player, game.surfaces.nauvis, { 0, 0 }, "dismount") then
return player.print{ "exp-commands_teleport.unavailable" }
end
end)
local function tool_perm(player, container)
container = container or Gui.get_left_element(tool_container, player)
local disp = container.frame.tool_st.disp.table
local allowed
allowed = Roles.player_allowed(player, "command/artillery")
disp[tool_gui_arty_l.name].visible = allowed
disp[tool_gui_arty_b.name].visible = allowed
allowed = Roles.player_allowed(player, "command/waterfill")
disp[tool_gui_waterfill_l.name].visible = allowed
disp[tool_gui_waterfill_b.name].visible = allowed
allowed = Roles.player_allowed(player, "command/set-trains-to-automatic")
disp[tool_gui_train_l.name].visible = allowed
disp[tool_gui_train_b.name].visible = allowed
allowed = Roles.player_allowed(player, "command/set-auto-research")
disp[tool_gui_research_l.name].visible = allowed
disp[tool_gui_research_b.name].visible = allowed
allowed = Roles.player_allowed(player, "command/spawn")
disp[tool_gui_spawn_l.name].visible = allowed
disp[tool_gui_spawn_b.name].visible = allowed
end
--- A vertical flow containing all the tool
-- @element tool_set
local tool_set = Gui.element("tool_set")
:draw(function(_, parent, name)
local tool_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(tool_set, 240, 2, "disp")
tool_gui_arty_l(disp)
tool_gui_arty_b(disp)
tool_gui_waterfill_l(disp)
tool_gui_waterfill_b(disp)
tool_gui_train_l(disp)
tool_gui_train_b(disp)
tool_gui_research_l(disp)
tool_gui_research_b(disp)
tool_gui_spawn_l(disp)
tool_gui_spawn_b(disp)
return tool_set
end)
--- The main container for the tool gui
-- @element tool_container
tool_container = Gui.element("tool_container")
:draw(function(def, parent)
local player = Gui.get_player(parent)
local container = Gui.elements.container(parent, 240)
tool_set(container, "tool_st")
tool_perm(player, container.parent)
return container.parent
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(tool_container, false)
Gui.toolbar.create_button{
name = "tool_toggle",
left_element = tool_container,
sprite = "item/repair-pack",
tooltip = { "tool.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/tool")
end
}
Event.add(Roles.events.on_role_assigned, function(event)
tool_perm(game.players[event.player_index])
end)
Event.add(Roles.events.on_role_unassigned, function(event)
tool_perm(game.players[event.player_index])
end)

View File

@@ -143,20 +143,20 @@ 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("vlayer_gui_display_item_solar_name")
local vlayer_gui_display_item_solar_name = Gui.define("vlayer_gui_display_item_solar_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-item-solar" },
style = "heading_2_label",
}:style{
width = 200,
}
local vlayer_gui_display_item_solar_count = Gui.element("vlayer_gui_display_item_solar_count")
local vlayer_gui_display_item_solar_count = Gui.define("vlayer_gui_display_item_solar_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -167,20 +167,20 @@ local vlayer_gui_display_item_solar_count = Gui.element("vlayer_gui_display_item
--- Display label for the number of accumulators
-- @element vlayer_gui_display_item_accumulator_name
local vlayer_gui_display_item_accumulator_name = Gui.element("vlayer_gui_display_item_accumulator_name")
local vlayer_gui_display_item_accumulator_name = Gui.define("vlayer_gui_display_item_accumulator_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-item-accumulator" },
style = "heading_2_label",
}:style{
width = 200,
}
local vlayer_gui_display_item_accumulator_count = Gui.element("vlayer_gui_display_item_accumulator_count")
local vlayer_gui_display_item_accumulator_count = Gui.define("vlayer_gui_display_item_accumulator_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -191,10 +191,10 @@ local vlayer_gui_display_item_accumulator_count = Gui.element("vlayer_gui_displa
--- Display label for the surface area
-- @element vlayer_gui_display_signal_surface_area_name
local vlayer_gui_display_signal_surface_area_name = Gui.element("vlayer_gui_display_signal_surface_area_name")
local vlayer_gui_display_signal_surface_area_name = Gui.define("vlayer_gui_display_signal_surface_area_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-remaining-surface-area" },
tooltip = { "vlayer.display-remaining-surface-area-tooltip" },
style = "heading_2_label",
@@ -202,10 +202,10 @@ local vlayer_gui_display_signal_surface_area_name = Gui.element("vlayer_gui_disp
width = 200,
}
local vlayer_gui_display_signal_surface_area_count = Gui.element("vlayer_gui_display_signal_surface_area_count")
local vlayer_gui_display_signal_surface_area_count = Gui.define("vlayer_gui_display_signal_surface_area_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -216,10 +216,10 @@ local vlayer_gui_display_signal_surface_area_count = Gui.element("vlayer_gui_dis
--- Display label for the sustained energy production
-- @element vlayer_gui_display_signal_sustained_name
local vlayer_gui_display_signal_sustained_name = Gui.element("vlayer_gui_display_signal_sustained_name")
local vlayer_gui_display_signal_sustained_name = Gui.define("vlayer_gui_display_signal_sustained_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-sustained-production" },
tooltip = { "vlayer.display-sustained-production-tooltip" },
style = "heading_2_label",
@@ -227,10 +227,10 @@ local vlayer_gui_display_signal_sustained_name = Gui.element("vlayer_gui_display
width = 200,
}
local vlayer_gui_display_signal_sustained_count = Gui.element("vlayer_gui_display_signal_sustained_count")
local vlayer_gui_display_signal_sustained_count = Gui.define("vlayer_gui_display_signal_sustained_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -241,10 +241,10 @@ local vlayer_gui_display_signal_sustained_count = Gui.element("vlayer_gui_displa
--- Display label for the current energy production
-- @element vlayer_gui_display_signal_production_name
local vlayer_gui_display_signal_production_name = Gui.element("vlayer_gui_display_signal_production_name")
local vlayer_gui_display_signal_production_name = Gui.define("vlayer_gui_display_signal_production_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-current-production" },
tooltip = { "vlayer.display-current-production-tooltip" },
style = "heading_2_label",
@@ -252,10 +252,10 @@ local vlayer_gui_display_signal_production_name = Gui.element("vlayer_gui_displa
width = 200,
}
local vlayer_gui_display_signal_production_count = Gui.element("vlayer_gui_display_signal_production_count")
local vlayer_gui_display_signal_production_count = Gui.define("vlayer_gui_display_signal_production_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -266,10 +266,10 @@ local vlayer_gui_display_signal_production_count = Gui.element("vlayer_gui_displ
--- Display label for the sustained energy capacity
-- @element vlayer_gui_display_signal_capacity_name
local vlayer_gui_display_signal_capacity_name = Gui.element("vlayer_gui_display_signal_capacity_name")
local vlayer_gui_display_signal_capacity_name = Gui.define("vlayer_gui_display_signal_capacity_name")
:draw{
type = "label",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.display-current-capacity" },
tooltip = { "vlayer.display-current-capacity-tooltip" },
style = "heading_2_label",
@@ -277,10 +277,10 @@ local vlayer_gui_display_signal_capacity_name = Gui.element("vlayer_gui_display_
width = 200,
}
local vlayer_gui_display_signal_capacity_count = Gui.element("vlayer_gui_display_signal_capacity_count")
local vlayer_gui_display_signal_capacity_count = Gui.define("vlayer_gui_display_signal_capacity_count")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -291,7 +291,7 @@ local vlayer_gui_display_signal_capacity_count = Gui.element("vlayer_gui_display
--- A vertical flow containing all the displays labels and their counts
-- @element vlayer_display_set
local vlayer_display_set = Gui.element("vlayer_display_set")
local vlayer_display_set = Gui.define("vlayer_display_set")
:draw(function(_, parent, name)
local vlayer_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.elements.scroll_table(vlayer_set, 400, 2, "disp")
@@ -331,10 +331,10 @@ end
--- A drop down list filter by this type
-- @element vlayer_gui_control_type
vlayer_gui_control_type = Gui.element("vlayer_gui_control_type")
vlayer_gui_control_type = Gui.define("vlayer_gui_control_type")
:draw{
type = "drop-down",
name = Gui.property_from_name,
name = Gui.from_name,
items = { { "vlayer.control-type-energy" }, { "vlayer.control-type-circuit" }, { "vlayer.control-type-storage-input" }, { "vlayer.control-type-storage-output" } },
selected_index = 1,
}:style{
@@ -345,20 +345,20 @@ vlayer_gui_control_type = Gui.element("vlayer_gui_control_type")
--- A drop down list to see the exact item to remove
-- @element vlayer_gui_control_list
vlayer_gui_control_list = Gui.element("vlayer_gui_control_list")
vlayer_gui_control_list = Gui.define("vlayer_gui_control_list")
:draw{
type = "drop-down",
name = Gui.property_from_name,
name = Gui.from_name,
}:style{
width = 200,
}
--- A button to refresh the remove list
-- @element vlayer_gui_control_refresh
local vlayer_gui_control_refresh = Gui.element("vlayer_gui_control_refresh")
local vlayer_gui_control_refresh = Gui.define("vlayer_gui_control_refresh")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.control-refresh" },
}:style{
width = 200,
@@ -368,10 +368,10 @@ local vlayer_gui_control_refresh = Gui.element("vlayer_gui_control_refresh")
--- 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("vlayer_gui_control_see")
local vlayer_gui_control_see = Gui.define("vlayer_gui_control_see")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.control-see" },
}:style{
width = 200,
@@ -392,10 +392,10 @@ local vlayer_gui_control_see = Gui.element("vlayer_gui_control_see")
--- A button used to build the vlayer interface
-- @element vlayer_gui_control_build
local vlayer_gui_control_build = Gui.element("vlayer_gui_control_build")
local vlayer_gui_control_build = Gui.define("vlayer_gui_control_build")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.control-build" },
}:style{
width = 200,
@@ -413,10 +413,10 @@ local vlayer_gui_control_build = Gui.element("vlayer_gui_control_build")
--- A button used to remove the vlayer interface
-- @element vlayer_gui_control_remove
local vlayer_gui_control_remove = Gui.element("vlayer_gui_control_remove")
local vlayer_gui_control_remove = Gui.define("vlayer_gui_control_remove")
:draw{
type = "button",
name = Gui.property_from_name,
name = Gui.from_name,
caption = { "vlayer.control-remove" },
}:style{
width = 200,
@@ -441,7 +441,7 @@ local vlayer_gui_control_remove = Gui.element("vlayer_gui_control_remove")
--- A vertical flow containing all the control buttons
-- @element vlayer_control_set
local vlayer_control_set = Gui.element("vlayer_control_set")
local vlayer_control_set = Gui.define("vlayer_control_set")
:draw(function(_, parent, name)
local player = Gui.get_player(parent)
local vlayer_set = parent.add{ type = "flow", direction = "vertical", name = name }
@@ -462,7 +462,7 @@ local vlayer_control_set = Gui.element("vlayer_control_set")
--- The main container for the vlayer gui
-- @element vlayer_container
vlayer_container = Gui.element("vlayer_container")
vlayer_container = Gui.define("vlayer_container")
:draw(function(definition, parent)
local container = Gui.elements.container(parent, 400)

View File

@@ -78,13 +78,13 @@ end
--- Will add a new warp to the list, checks if the player is too close to an existing one
-- @element add_new_warp
local add_new_warp = Gui.element("add_new_warp")
local add_new_warp = Gui.define("add_new_warp")
:draw{
type = "sprite-button",
sprite = "utility/add",
tooltip = { "warp-list.add-tooltip" },
style = "shortcut_bar_button",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
@@ -158,7 +158,7 @@ local add_new_warp = Gui.element("add_new_warp")
--- Warp icon button, this will trigger a warp when the player is able to
-- @element warp_icon_button
local warp_icon_button = Gui.element("warp_icon_button")
local warp_icon_button = Gui.define("warp_icon_button")
:draw(function(def, parent, warp)
local warp_position = warp.position
@@ -193,7 +193,7 @@ local warp_icon_button = Gui.element("warp_icon_button")
--- The button that is visible when the warp is in edit state
-- @element warp_icon_editing
local warp_icon_editing = Gui.element("warp_icon_editing")
local warp_icon_editing = Gui.define("warp_icon_editing")
:draw(function(def, parent, warp)
return parent.add{
name = def.name,
@@ -207,7 +207,7 @@ local warp_icon_editing = Gui.element("warp_icon_editing")
--- Warp label, visible if the player is not in edit state
-- @element warp_label
local warp_label = Gui.element("warp_label")
local warp_label = Gui.define("warp_label")
:draw(function(def, parent, warp)
local last_edit_name = warp.last_edit_name
local last_edit_time = warp.last_edit_time
@@ -234,11 +234,11 @@ local warp_label = Gui.element("warp_label")
--- Warp status, visible if the player is not in edit state
--- This will show if the warp is connected or not
-- @element warp_status
local warp_status = Gui.element("warp_status")
local warp_status = Gui.define("warp_status")
:draw{
type = "label",
caption = "[img=utility/electricity_icon_unplugged]", -- Temporary icon
name = Gui.property_from_name,
name = Gui.from_name,
}
:style{
-- When editing mode because textbox is larger the icon would move up.
@@ -248,7 +248,7 @@ local warp_status = Gui.element("warp_status")
--- Warp textfield, visible if the player is in edit state
-- @element warp_textfield
local warp_textfield = Gui.element("warp_textfield")
local warp_textfield = Gui.define("warp_textfield")
:draw(function(def, parent, warp)
-- Draw the element
return parent.add{
@@ -281,13 +281,13 @@ local warp_textfield = Gui.element("warp_textfield")
--- Confirms the edit to name or icon of the warp
-- @element confirm_edit_button
local confirm_edit_button = Gui.element("confirm_edit_button")
local confirm_edit_button = Gui.define("confirm_edit_button")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "warp-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
@@ -301,13 +301,13 @@ local confirm_edit_button = Gui.element("confirm_edit_button")
--- Cancels the editing changes of the selected warp name or icon
-- @element cancel_edit_button
local cancel_edit_button = Gui.element("cancel_edit_button")
local cancel_edit_button = Gui.define("cancel_edit_button")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "warp-list.cancel-tooltip" },
style = "shortcut_bar_button_red",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
@@ -323,13 +323,13 @@ local cancel_edit_button = Gui.element("cancel_edit_button")
--- Removes a warp from the list, including the physical area and map tag
-- @element remove_warp_button
local remove_warp_button = Gui.element("remove_warp_button")
local remove_warp_button = Gui.define("remove_warp_button")
:draw{
type = "sprite-button",
sprite = "utility/trash",
tooltip = { "warp-list.remove-tooltip" },
style = "shortcut_bar_button_red",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
@@ -339,13 +339,13 @@ local remove_warp_button = Gui.element("remove_warp_button")
--- Opens edit mode for the warp
-- @element edit_warp_button
local edit_warp_button = Gui.element("edit_warp_button")
local edit_warp_button = Gui.define("edit_warp_button")
:draw{
type = "sprite-button",
sprite = "utility/rename_icon",
tooltip = { "warp-list.edit-tooltip-none" },
style = "shortcut_bar_button",
name = Gui.property_from_name,
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(function(def, player, element)
@@ -356,7 +356,7 @@ local edit_warp_button = Gui.element("edit_warp_button")
local update_all_warp_elements
--- Set of three elements which make up each row of the warp table
-- @element add_warp_elements
local add_warp_elements = Gui.element("add_warp_elements")
local add_warp_elements = Gui.define("add_warp_elements")
:draw(function(_, parent, warp)
-- Add icon flow, this will contain the warp button and warp icon edit button
local icon_flow = parent.add{
@@ -396,6 +396,8 @@ local add_warp_elements = Gui.element("add_warp_elements")
cancel_edit_button(button_flow)
edit_warp_button(button_flow)
remove_warp_button(button_flow)
return Gui.no_return()
end)
-- Removes the three elements that are added as part of the warp base
@@ -407,10 +409,10 @@ end
--- This timer controls when a player is able to warp, eg every 60 seconds
-- @element warp_timer
local warp_timer = Gui.element("warp_timer")
local warp_timer = Gui.define("warp_timer")
:draw{
type = "progressbar",
name = Gui.property_from_name,
name = Gui.from_name,
tooltip = { "warp-list.timer-tooltip-zero", config.cooldown_duration },
minimum_value = 0,
maximum_value = config.cooldown_duration * config.update_smoothing,
@@ -634,7 +636,7 @@ end
--- Main warp list container for the left flow
-- @element warp_list_container
warp_list_container = Gui.element("warp_list_container")
warp_list_container = Gui.define("warp_list_container")
:draw(function(def, parent)
local player = Gui.get_player(parent)
-- Check if user has permission to add warps
@@ -816,7 +818,7 @@ Event.on_nth_tick(math.floor(60 / config.update_smoothing), function()
-- Change the enabled state of the add warp button
local container = Gui.get_left_element(warp_list_container, player)
local add_warp_element = container.frame.header.flow[add_new_warp.name]
local add_warp_element = container.frame.header[add_new_warp.name]
local old_closest_warp_name = add_warp_element.tooltip[2] or closest_warp and closest_warp.name
local was_able_to_make_warp = add_warp_element.enabled
local can_make_warp = closest_distance == nil or closest_distance > mr2
@@ -875,7 +877,7 @@ local function role_update_event(event)
update_all_warps(player, scroll_table)
-- Update the new warp button in case the user can now add them
local add_new_warp_element = frame.header.flow[add_new_warp.name]
local add_new_warp_element = frame.header[add_new_warp.name]
add_new_warp_element.visible = allow_add_warp
end