mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
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
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@@ -10,6 +10,9 @@ local SelectionName = "ExpCommand_Artillery"
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local floor = math.floor
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local abs = math.abs
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--- @class ExpCommand_Artillery.commands
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local commands = {}
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--- @param player LuaPlayer
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--- @param area BoundingBox
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--- @return boolean
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@@ -30,7 +33,9 @@ local function location_break(player, area)
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end
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--- Toggle player selection mode for artillery
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Commands.new("artillery", { "exp-commands_artillery.description" })
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--- @class ExpCommand_Artillery.commands.artillery: ExpCommand
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--- @overload fun(player: LuaPlayer)
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commands.artillery = Commands.new("artillery", { "exp-commands_artillery.description" })
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:register(function(player)
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if Selection.is_selecting(player, SelectionName) then
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Selection.stop(player)
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@@ -39,7 +44,7 @@ Commands.new("artillery", { "exp-commands_artillery.description" })
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Selection.start(player, SelectionName)
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return Commands.status.success{ "exp-commands_artillery.enter" }
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end
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end)
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end) --[[ @as any ]]
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--- when an area is selected to add protection to the area
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Selection.on_selection(SelectionName, function(event)
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@@ -94,3 +99,7 @@ Selection.on_selection(SelectionName, function(event)
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end
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end
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end)
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return {
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commands = commands,
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}
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@@ -8,8 +8,8 @@ local format_player_name = Commands.format_player_name_locale
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local config = require("modules.exp_legacy.config.research") --- @dep config.research
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--- @class Command.Research
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local module = {}
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--- @class ExpCommands_Research.commands
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local commands = {}
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local research = {
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res_queue_enable = false
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@@ -21,7 +21,7 @@ end)
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--- @param force LuaForce
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--- @param silent boolean True when no message should be printed
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function module.res_queue(force, silent)
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local function queue_research(force, silent)
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local res_q = force.research_queue
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local res = force.technologies[config.bonus_inventory.log[config.mod_set].name]
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@@ -38,7 +38,7 @@ end
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--- @param state boolean? use nil to toggle current state
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--- @return boolean # New auto research state
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function module.set_auto_research(state)
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local function set_auto_research(state)
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local new_state
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if state == nil then
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new_state = not research.res_queue_enable
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@@ -51,37 +51,40 @@ function module.set_auto_research(state)
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end
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--- Sets the auto research state
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Commands.new("set-auto-research", { "exp-commands_research.description" })
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--- @class ExpCommand_Artillery.commands.artillery: ExpCommand
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--- @overload fun(player: LuaPlayer, state: boolean?)
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commands.set_auto_research = Commands.new("set-auto-research", { "exp-commands_research.description" })
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:optional("state", { "exp-commands_research.arg-state" }, Commands.types.boolean)
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:add_aliases{ "auto-research" }
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:register(function(player, state)
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--- @cast state boolean?
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local enabled = module.set_auto_research(state)
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local enabled = set_auto_research(state)
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if enabled then
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module.res_queue(player.force --[[@as LuaForce]], true)
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queue_research(player.force --[[@as LuaForce]], true)
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end
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local player_name = format_player_name(player)
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game.print{ "exp-commands_research.auto-research", player_name, enabled }
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end)
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end) --[[ @as any ]]
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--- @param event EventData.on_research_finished
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local function on_research_finished(event)
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if not research.res_queue_enable then return end
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local force = event.research.force
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local research = assert(config.bonus_inventory.log[config.mod_set], "Unknown mod set: " .. tostring(config.mod_set))
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local technology = assert(force.technologies[research.name], "Unknown technology: " .. tostring(research.name))
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if technology.level > research.level then
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module.res_queue(force, event.by_script)
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local log_research = assert(config.bonus_inventory.log[config.mod_set], "Unknown mod set: " .. tostring(config.mod_set))
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local technology = assert(force.technologies[log_research.name], "Unknown technology: " .. tostring(log_research.name))
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if technology.level > log_research.level then
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queue_research(force, event.by_script)
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end
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end
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local e = defines.events
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--- @package
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module.events = {
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[e.on_research_finished] = on_research_finished,
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}
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return module
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return {
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commands = commands,
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events = {
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[e.on_research_finished] = on_research_finished,
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},
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}
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@@ -10,8 +10,13 @@ local Commands = require("modules/exp_commands")
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local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local player_allowed = Roles.player_allowed
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--- @class ExpCommands_Teleport.commands
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local commands = {}
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--- Teleports a player to another player.
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Commands.new("teleport", { "exp-commands_teleport.description-teleport" })
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--- @class ExpCommands_Teleport.commands.teleport: ExpCommand
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--- @overload fun(player: LuaPlayer, other_player: LuaPlayer, target_player: LuaPlayer?)
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commands.teleport = Commands.new("teleport", { "exp-commands_teleport.description-teleport" })
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:argument("player", { "exp-commands_teleport.arg-player-teleport" }, Commands.types.player_alive)
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:optional("target", { "exp-commands_teleport.arg-player-to" }, Commands.types.player_alive)
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:add_aliases{ "tp" }
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@@ -29,10 +34,12 @@ Commands.new("teleport", { "exp-commands_teleport.description-teleport" })
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elseif not teleport_player(other_player, target_player.physical_surface, target_player.physical_position) then
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return Commands.status.error{ "exp-commands_teleport.unavailable" }
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end
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end)
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end) --[[ @as any ]]
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--- Teleports a player to you.
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Commands.new("bring", { "exp-commands_teleport.description-bring" })
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--- @class ExpCommands_Teleport.commands.bring: ExpCommand
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--- @overload fun(player: LuaPlayer, other_player: LuaPlayer)
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commands.bring = Commands.new("bring", { "exp-commands_teleport.description-bring" })
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:argument("player", { "exp-commands_teleport.arg-player-from" }, Commands.types.player_alive)
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:add_flags{ "admin_only" }
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:register(function(player, other_player)
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@@ -42,10 +49,12 @@ Commands.new("bring", { "exp-commands_teleport.description-bring" })
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elseif not teleport_player(other_player, player.physical_surface, player.physical_position) then
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return Commands.status.error{ "exp-commands_teleport.unavailable" }
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end
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end)
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end) --[[ @as any ]]
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--- Teleports you to a player.
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Commands.new("goto", { "exp-commands_teleport.description-goto" })
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--- @class ExpCommands_Teleport.commands.goto: ExpCommand
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--- @overload fun(player: LuaPlayer, other_player: LuaPlayer)
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commands["goto"] = Commands.new("goto", { "exp-commands_teleport.description-goto" })
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:argument("player", { "exp-commands_teleport.arg-player-to" }, Commands.types.player_alive)
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:add_flags{ "admin_only" }
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:register(function(player, other_player)
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@@ -55,10 +64,12 @@ Commands.new("goto", { "exp-commands_teleport.description-goto" })
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elseif not teleport_player(player, other_player.physical_surface, other_player.physical_position) then
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return Commands.status.error{ "exp-commands_teleport.unavailable" }
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end
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end)
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end) --[[ @as any ]]
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--- Teleport to spawn
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Commands.new("spawn", { "exp-commands_teleport.description-spawn" })
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--- @class ExpCommands_Teleport.commands.spawn: ExpCommand
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--- @overload fun(player: LuaPlayer, other_player: LuaPlayer)
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commands.spawn = Commands.new("spawn", { "exp-commands_teleport.description-spawn" })
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:optional("player", { "exp-commands_teleport.arg-player-from" }, Commands.types.player_alive)
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:defaults{
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player = function(player)
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@@ -81,4 +92,8 @@ Commands.new("spawn", { "exp-commands_teleport.description-spawn" })
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else
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return Commands.status.unauthorised()
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end
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end)
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end) --[[ @as any ]]
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return {
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commands = commands,
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}
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@@ -6,34 +6,34 @@ local Commands = require("modules/exp_commands")
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local format_player_name = Commands.format_player_name_locale
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local format_number = require("util").format_number
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--- @class Command.Trains
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local module = {}
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function module.manual(player, surface, force)
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local trains = game.train_manager.get_trains{
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stock = "locomotive",
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has_passenger = false,
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is_manual = true,
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is_moving = false,
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surface = surface,
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force = force,
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}
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for _, train in ipairs(trains) do
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train.manual_mode = false
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end
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game.print{ "exp-commands_trains.response", format_player_name(player), format_number(#trains, false) }
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end
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--- @class ExpCommand_Trains.commands
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local commands = {}
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--- Set all trains to automatic
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Commands.new("set-trains-to-automatic", { "exp-commands_trains.description" })
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--- @class ExpCommand_Artillery.commands.artillery: ExpCommand
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--- @overload fun(player: LuaPlayer, surface: LuaSurface?, force: LuaForce?)
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commands.set_trains_to_automatic = Commands.new("set-trains-to-automatic", { "exp-commands_trains.description" })
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:optional("surface", { "exp-commands_trains.arg-surface" }, Commands.types.surface)
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:optional("force", { "exp-commands_trains.arg-force" }, Commands.types.force)
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:register(function(player, surface, force)
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--- @cast surface LuaSurface?
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--- @cast force LuaForce?
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module.manual(player, surface, force)
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end)
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local trains = game.train_manager.get_trains{
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stock = "locomotive",
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has_passenger = false,
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is_manual = true,
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is_moving = false,
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surface = surface,
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force = force,
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}
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return module
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for _, train in ipairs(trains) do
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train.manual_mode = false
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end
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game.print{ "exp-commands_trains.response", format_player_name(player), format_number(#trains, false) }
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end) --[[ @as any ]]
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return {
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commands = commands,
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}
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@@ -15,8 +15,13 @@ local planet = {
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["aquilo"] = "ammoniacal-ocean"
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}
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--- @class ExpCommand_Waterfill.commands
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local commands = {}
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--- Toggle player selection mode for artillery
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Commands.new("waterfill", { "exp-commands_waterfill.description" })
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--- @class ExpCommands_Waterfill.commands.waterfill: ExpCommand
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--- @overload fun(player: LuaPlayer)
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commands.waterfill = Commands.new("waterfill", { "exp-commands_waterfill.description" })
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:register(function(player)
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if Selection.is_selecting(player, SelectionName) then
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Selection.stop(player)
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@@ -26,13 +31,13 @@ Commands.new("waterfill", { "exp-commands_waterfill.description" })
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local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
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local item_count_total = item_count_cliff + item_count_craft
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if item_count_total == 0 then
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return player.print{ "exp-commands_waterfill.requires-explosives" }
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return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
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else
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Selection.start(player, SelectionName)
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return player.print{ "exp-commands_waterfill.enter" }
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return Commands.status.success{ "exp-commands_waterfill.enter" }
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end
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end
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end)
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end) --[[ @as any ]]
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--- When an area is selected to be converted to water
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Selection.on_selection(SelectionName, function(event)
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@@ -116,3 +121,7 @@ Selection.on_selection(SelectionName, function(event)
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player.print({ "exp-commands_waterfill.complete", tile_count }, Commands.print_settings.default)
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end
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end)
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return {
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commands = commands,
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}
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