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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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41
exp_scenario/module/control/bonus.lua
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41
exp_scenario/module/control/bonus.lua
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--[[ Control - Bonus
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Various bonus related event handlers
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TODO Refactor this fully, this is temp to get it out of the player bonus gui file
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]]
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local Roles = require("modules/exp_legacy/expcore/roles")
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local config = require("modules/exp_legacy/config/bonus")
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--- @param event EventData.on_force_created
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local function apply_force_bonus(event)
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for k, v in pairs(config.force_bonus) do
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event.force[k] = v.initial_value
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end
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end
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--- @param event EventData.on_surface_created
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local function apply_surface_bonus(event)
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local surface = assert(game.get_surface(event.surface_index))
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for k, v in pairs(config.force_bonus) do
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surface[k] = v.initial_value
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end
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end
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--- @param event EventData.on_player_died
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local function fast_respawn(event)
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local player = assert(game.get_player(event.player_index))
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if Roles.player_has_flag(player, "instant-respawn") then
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player.ticks_to_respawn = 120
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end
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end
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local e = defines.events
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return {
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events = {
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[e.on_force_created] = apply_force_bonus,
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[e.on_surface_created] = apply_surface_bonus,
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[e.on_player_died] = fast_respawn,
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}
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}
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46
exp_scenario/module/control/research.lua
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46
exp_scenario/module/control/research.lua
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--[[ Control - Research
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Various research related event handlers
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TODO Refactor this fully, this is temp to get it out of the research times gui file
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]]
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local config = require("modules/exp_legacy/config/research")
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--- @param event EventData.on_research_finished
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local function on_research_finished(event)
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local research_name = event.research.name
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if config.bonus_inventory.enabled and config.bonus_inventory.res[research_name] then
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event.research.force[config.bonus_inventory.name] = math.min((event.research.level - 1) * config.bonus_inventory.rate, config.bonus_inventory.limit)
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end
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if config.pollution_ageing_by_research and config.bonus_inventory.res[research_name] then
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game.map_settings.pollution.ageing = math.min(10, event.research.level / 5)
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end
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end
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--- @param event EventData.on_research_started
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local function on_research_started(event)
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if config.limit_res[event.research.name] and event.research.level > config.limit_res[event.research.name] then
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event.research.enabled = false
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event.research.visible_when_disabled = true
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local rq = event.research.force.research_queue
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for i = #rq, 1, -1 do
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if rq[i] == event.research.name then
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table.remove(rq, i)
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end
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end
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event.research.force.cancel_current_research()
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event.research.force.research_queue = rq
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end
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end
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local e = defines.events
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return {
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events = {
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[e.on_research_finished] = on_research_finished,
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[e.on_research_started] = on_research_started,
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}
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}
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