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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175
exp_scenario/module/gui/landfill_blueprint.lua
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175
exp_scenario/module/gui/landfill_blueprint.lua
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--[[-- Gui - Landfill Blueprint
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Adds a button to the toolbar which adds landfill to the held blueprint
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]]
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local Gui = require("modules/exp_gui")
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local Roles = require("modules/exp_legacy/expcore/roles")
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--- @param box BoundingBox
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local function rotate_bounding_box(box)
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box.left_top.x, box.left_top.y, box.right_bottom.x, box.right_bottom.y
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= -box.right_bottom.y, box.left_top.x, -box.left_top.y, box.right_bottom.x
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end
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local function curve_flip_lr(oc)
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local nc = table.deep_copy(oc)
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for r = 1, 8 do
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for c = 1, 8 do
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nc[r][c] = oc[r][9 - c]
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end
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end
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return nc
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end
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local function curve_flip_d(oc)
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local nc = table.deep_copy(oc)
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for r = 1, 8 do
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for c = 1, 8 do
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nc[r][c] = oc[c][r]
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end
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end
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return nc
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end
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local curve_masks = {} do
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local curves = { {
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{ 0, 0, 0, 0, 0, 1, 0, 0 },
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{ 0, 0, 0, 0, 1, 1, 1, 0 },
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{ 0, 0, 0, 1, 1, 1, 1, 0 },
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{ 0, 0, 0, 1, 1, 1, 0, 0 },
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{ 0, 0, 1, 1, 1, 0, 0, 0 },
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{ 0, 0, 1, 1, 1, 0, 0, 0 },
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{ 0, 0, 1, 1, 0, 0, 0, 0 },
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{ 0, 0, 1, 1, 0, 0, 0, 0 },
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} }
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curves[6] = curve_flip_d(curves[1])
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curves[3] = curve_flip_lr(curves[6])
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curves[4] = curve_flip_d(curves[3])
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curves[5] = curve_flip_lr(curves[4])
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curves[2] = curve_flip_d(curves[5])
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curves[7] = curve_flip_lr(curves[2])
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curves[8] = curve_flip_d(curves[7])
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for i, map in ipairs(curves) do
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local index = 0
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local mask = {}
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curve_masks[i] = mask
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for row = 1, 8 do
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for col = 1, 8 do
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if map[row][col] == 1 then
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index = index + 1
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mask[index] = {
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x = col - 5,
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y = row - 5,
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}
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end
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end
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end
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end
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end
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local rolling_stocks = {}
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for name, _ in pairs(prototypes.get_entity_filtered{ { filter = "rolling-stock" } }) do
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rolling_stocks[name] = true
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end
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--- @param blueprint LuaItemStack
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--- @return table
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local function landfill_gui_add_landfill(blueprint)
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local entities = assert(blueprint.get_blueprint_entities())
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local tile_index = 0
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local new_tiles = {}
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for _, entity in pairs(entities) do
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if rolling_stocks[entity.name] or entity.name == "offshore-pump" then
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goto continue
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end
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if entity.name == "curved-rail" then
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-- Curved rail
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local curve_mask = curve_masks[entity.direction or 8]
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for _, offset in ipairs(curve_mask) do
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tile_index = tile_index + 1
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new_tiles[tile_index] = {
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name = "landfill",
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position = { entity.position.x + offset.x, entity.position.y + offset.y },
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}
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end
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else
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-- Any other entity
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local proto = prototypes.entity[entity.name]
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if proto.collision_mask["ground-tile"] ~= nil then
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goto continue
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end
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-- Rotate the collision box to be north facing
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local box = proto.collision_box or proto.selection_box
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if entity.direction then
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if entity.direction ~= defines.direction.north then
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rotate_bounding_box(box)
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if entity.direction ~= defines.direction.east then
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rotate_bounding_box(box)
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if entity.direction ~= defines.direction.south then
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rotate_bounding_box(box)
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end
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end
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end
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end
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-- Add the landfill
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for y = math.floor(entity.position.y + box.left_top.y), math.floor(entity.position.y + box.right_bottom.y), 1 do
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for x = math.floor(entity.position.x + box.left_top.x), math.floor(entity.position.x + box.right_bottom.x), 1 do
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tile_index = tile_index + 1
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new_tiles[tile_index] = {
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name = "landfill",
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position = { x, y },
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}
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end
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end
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end
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::continue::
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end
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local old_tiles = blueprint.get_blueprint_tiles()
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if old_tiles then
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for _, old_tile in pairs(old_tiles) do
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tile_index = tile_index + 1
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new_tiles[tile_index] = {
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name = "landfill",
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position = old_tile.position,
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}
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end
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end
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return { tiles = new_tiles }
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end
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--- Add the toolbar button
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Gui.toolbar.create_button{
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name = "trigger_landfill_blueprint",
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sprite = "item/landfill",
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tooltip = { "exp-gui_landfill-blueprint.tooltip-main" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/landfill")
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end
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}:on_click(function(def, player, element)
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local stack = player.cursor_stack
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if stack and stack.valid_for_read and stack.type == "blueprint" and stack.is_blueprint_setup() then
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local modified = landfill_gui_add_landfill(stack)
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if modified and next(modified.tiles) then
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stack.set_blueprint_tiles(modified.tiles)
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end
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else
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player.print{ "exp-gui_landfill-blueprint.error-no-blueprint" }
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end
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end)
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return {}
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