Convert bonus, research, sups, and cctv

This commit is contained in:
Cooldude2606
2025-01-26 02:30:52 +00:00
parent 242545b007
commit 81c1e17429
5 changed files with 162 additions and 140 deletions

View File

@@ -50,16 +50,16 @@ return {
"modules.gui.task-list",
--"modules.gui.warp-list",
--"modules.gui.player-list",
--"modules.gui.server-ups",
--"modules.gui.bonus",
"modules.gui.server-ups",
"modules.gui.bonus",
--"modules.gui.vlayer",
--"modules.gui.research",
"modules.gui.research",
--"modules.gui.module",
"modules.gui.landfill",
"modules.gui.tool",
"modules.gui.production",
--"modules.gui.playerdata",
--"modules.gui.surveillance",
"modules.gui.surveillance",
--"modules.gui.toolbar", -- must be loaded last to register toolbar handlers
"modules.graftorio.require", -- graftorio

View File

@@ -3,17 +3,20 @@
@alias bonus_container
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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
local function bonus_gui_pts_needed(player)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_2"].disp.table
--- @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
@@ -29,6 +32,7 @@ local function bonus_gui_pts_needed(player)
return total
end
--- @param player LuaPlayer
local function apply_bonus(player)
if not Roles.player_allowed(player, "gui/bonus") then
for k, v in pairs(config.player_bonus) do
@@ -48,8 +52,8 @@ local function apply_bonus(player)
return
end
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_2"].disp.table
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
@@ -71,8 +75,8 @@ local function apply_periodic_bonus(player)
return
end
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_2"].disp.table
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)
@@ -99,20 +103,20 @@ end
--- Control label for the bonus points available
-- @element bonus_gui_control_pts_a
local bonus_gui_control_pts_a =
Gui.element{
local bonus_gui_control_pts_a = Gui.element("bonus_gui_control_pts_a")
:draw{
type = "label",
name = "bonus_control_pts_a",
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_a_count =
Gui.element{
local bonus_gui_control_pts_a_count = Gui.element("bonus_gui_control_pts_a_count")
:draw{
type = "label",
name = "bonus_control_pts_a_count",
name = Gui.property_from_name,
caption = config.pts.base,
style = "heading_2_label",
}:style{
@@ -121,20 +125,20 @@ local bonus_gui_control_pts_a_count =
--- Control label for the bonus points needed
-- @element bonus_gui_control_pts_n
local bonus_gui_control_pts_n =
Gui.element{
local bonus_gui_control_pts_n = Gui.element("bonus_gui_control_pts_n")
:draw{
type = "label",
name = "bonus_control_pts_n",
name = Gui.property_from_name,
caption = { "bonus.control-pts-n" },
style = "heading_2_label",
}:style{
width = config.gui_display_width["half"],
}
local bonus_gui_control_pts_n_count =
Gui.element{
local bonus_gui_control_pts_n_count = Gui.element("bonus_gui_control_pts_n_count")
:draw{
type = "label",
name = "bonus_control_pts_n_count",
name = Gui.property_from_name,
caption = "0",
style = "heading_2_label",
}:style{
@@ -143,20 +147,20 @@ local bonus_gui_control_pts_n_count =
--- Control label for the bonus points remaining
-- @element bonus_gui_control_pts_r
local bonus_gui_control_pts_r =
Gui.element{
local bonus_gui_control_pts_r = Gui.element("bonus_gui_control_pts_r")
:draw{
type = "label",
name = "bonus_control_pts_r",
name = Gui.property_from_name,
caption = { "bonus.control-pts-r" },
style = "heading_2_label",
}:style{
width = config.gui_display_width["half"],
}
local bonus_gui_control_pts_r_count =
Gui.element{
local bonus_gui_control_pts_r_count = Gui.element("bonus_gui_control_pts_r_count")
:draw{
type = "label",
name = "bonus_control_pts_r_count",
name = Gui.property_from_name,
caption = "0",
style = "heading_2_label",
}:style{
@@ -165,16 +169,17 @@ local bonus_gui_control_pts_r_count =
--- A button used for pts calculations
-- @element bonus_gui_control_refresh
local bonus_gui_control_reset =
Gui.element{
local bonus_gui_control_reset = Gui.element("bonus_gui_control_reset")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "bonus.control-reset" },
}:style{
width = config.gui_display_width["half"],
}:on_click(function(player, element, _)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_2"].disp.table
}:on_click(function(def, event, element)
local player = Gui.get_player(event)
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"
@@ -198,14 +203,15 @@ local bonus_gui_control_reset =
--- A button used for pts apply
-- @element bonus_gui_control_apply
local bonus_gui_control_apply =
Gui.element{
local bonus_gui_control_apply = Gui.element("bonus_gui_control_apply")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "bonus.control-apply" },
}:style{
width = config.gui_display_width["half"],
}:on_click(function(player, element, _)
}:on_click(function(def, event, element)
local player = Gui.get_player(event)
local n = bonus_gui_pts_needed(player)
element.parent[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(element.parent[bonus_gui_control_pts_a_count.name].caption) - n
@@ -218,10 +224,10 @@ local bonus_gui_control_apply =
--- A vertical flow containing all the bonus control
-- @element bonus_control_set
local bonus_control_set =
Gui.element(function(_, parent, name)
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.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 2, "disp")
local disp = Gui.elements.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 2, "disp")
bonus_gui_control_pts_a(disp)
bonus_gui_control_pts_a_count(disp)
@@ -240,8 +246,8 @@ local bonus_control_set =
--- Display group
-- @element bonus_gui_slider
local bonus_gui_slider =
Gui.element(function(_definition, parent, name, caption, tooltip, bonus)
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,
@@ -284,7 +290,8 @@ local bonus_gui_slider =
return slider
end)
:on_value_changed(function(player, element, _event)
:on_value_changed(function(def, event, element)
local player = Gui.get_player(event)
if element.tags.is_percentage then
element.parent[element.tags.counter].caption = format_number(element.slider_value * 100, false) .. " %"
else
@@ -292,18 +299,18 @@ local bonus_gui_slider =
end
local r = bonus_gui_pts_needed(player)
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_1"].disp.table
local container = Gui.get_left_element(bonus_container, player)
local disp = container.frame["bonus_st_1"].disp.table
disp[bonus_gui_control_pts_n_count.name].caption = r
disp[bonus_gui_control_pts_r_count.name].caption = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - r
end)
--- A vertical flow containing all the bonus data
-- @element bonus_data_set
local bonus_data_set =
Gui.element(function(_, parent, name)
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.scroll_table(bonus_set, config.gui_display_width["half"] * 2, 3, "disp")
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])
@@ -317,32 +324,34 @@ local bonus_data_set =
--- The main container for the bonus gui
-- @element bonus_container
bonus_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, config.gui_display_width["half"] * 2)
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 frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_1"].disp.table
local n = bonus_gui_pts_needed(player)
local disp = container["bonus_st_1"].disp.table
local n = bonus_gui_pts_needed(player, container.parent)
disp[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n
disp[bonus_gui_control_pts_r_count.name].caption = r
apply_bonus(player)
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
--- Button on the top flow used to toggle the bonus container
-- @element toggle_left_element
Gui.left_toolbar_button("item/exoskeleton-equipment", { "bonus.main-tooltip" }, bonus_container, function(player)
return Roles.player_allowed(player, "gui/bonus")
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(bonus_container, false)
Gui.create_toolbar_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
@@ -369,8 +378,8 @@ end)
--- When a player respawns re-apply bonus
Event.add(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(player, bonus_container)
local disp = frame.container["bonus_st_1"].disp.table
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)
disp[bonus_gui_control_pts_n_count.name].caption = n
local r = tonumber(disp[bonus_gui_control_pts_a_count.name].caption) - n

View File

@@ -2,7 +2,7 @@
-- @gui Research
local ExpUtil = require("modules/exp_util")
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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
@@ -174,20 +174,20 @@ end
--- Display label for the clock display
-- @element research_gui_clock_display
local research_gui_clock =
Gui.element{
local research_gui_clock = Gui.element("research_gui_clock")
:draw{
type = "label",
name = Gui.unique_static_name,
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(function(_, parent, name)
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.scroll_table(research_set, 390, 1, "disp")
local disp = Gui.elements.scroll_table(research_set, 390, 1, "disp")
research_gui_clock(disp)
@@ -196,8 +196,8 @@ local research_clock_set =
--- Display group
-- @element research_data_group
local research_data_group =
Gui.element(function(_definition, parent, i)
local research_data_group = Gui.element("research_data_group")
:draw(function(_def, parent, i)
local name = parent.add{
type = "label",
name = "research_" .. i .. "_name",
@@ -238,10 +238,10 @@ local research_data_group =
--- A vertical flow containing the data
-- @element research_data_set
local research_data_set =
Gui.element(function(_, parent, name)
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.scroll_table(research_set, 390, 4, "disp")
local disp = Gui.elements.scroll_table(research_set, 390, 4, "disp")
local res_disp = research_gui_update()
research_data_group(disp, 0)
@@ -265,21 +265,27 @@ local research_data_set =
return research_set
end)
local research_container =
Gui.element(function(definition, parent)
local container = Gui.container(parent, definition.name, 390)
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)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
Gui.left_toolbar_button("item/space-science-pack", { "research.main-tooltip" }, research_container, function(player)
return Roles.player_allowed(player, "gui/research")
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(research_container, false)
Gui.create_toolbar_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)
@@ -294,8 +300,8 @@ Event.add(defines.events.on_research_finished, function(event)
local res_disp = research_gui_update()
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, research_container)
local disp = frame.container["research_st_2"].disp.table
local container = Gui.get_left_element(research_container, player)
local disp = container.frame["research_st_2"].disp.table
for i = 1, 8, 1 do
local research_name_i = "research_" .. i
@@ -313,8 +319,8 @@ Event.on_nth_tick(60, function()
local current_time = research_time_format(game.tick)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, research_container)
local disp = frame.container["research_st_1"].disp.table
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

@@ -4,7 +4,7 @@
@alias server_ups
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local External = require("modules.exp_legacy.expcore.external") --- @dep expcore.external
local Commands = require("modules/exp_commands")
@@ -20,11 +20,11 @@ UsesServerUps:set_metadata{
--- Label to show the server ups
-- @element server_ups
local server_ups =
Gui.element{
local server_ups = Gui.element("server_ups")
:draw{
type = "label",
caption = "SUPS = 60.0",
name = Gui.unique_static_name,
name = Gui.property_from_name,
}
:style{
font = "default-game",
@@ -70,6 +70,7 @@ end
-- Draw the label when the player joins
Event.add(defines.events.on_player_created, set_location)
Event.add(defines.events.on_player_joined_game, set_location)
-- Update the caption for all online players
-- percentage of game speed

View File

@@ -1,32 +1,31 @@
---- module surveillance
-- @gui surveillance
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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(function(definition, parent, player_list)
local cctv_player = Gui.element("cctv_player")
:draw(function(def, parent, player_list)
return parent.add{
name = definition.name,
name = def.name,
type = "drop-down",
items = player_list,
selected_index = #player_list > 0 and 1,
selected_index = #player_list > 0 and 1 or nil,
}
end)
:style{
horizontally_stretchable = true,
}
:static_name(Gui.unique_static_name)
local cctv_status =
Gui.element{
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_changed(function(_, element, _)
}:on_selection_state_changed(function(def, event, element)
if element.selected_index == 1 then
element.parent.parent.parent.cctv_display.visible = true
else
@@ -34,59 +33,60 @@ local cctv_status =
end
end)
local cctv_type =
Gui.element{
local cctv_type = Gui.element("cctv_type")
:draw{
type = "drop-down",
name = Gui.unique_static_name,
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{
local cctv_location = Gui.element("cctv_location")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "surveillance.func-set" },
}:style{
width = 48,
}:on_click(function(player, element, _)
}:on_click(function(def, event, element)
local player = Gui.get_player(event)
element.parent.parent.parent.cctv_display.position = player.physical_position
end)
local zoom_in =
Gui.element{
local zoom_in = Gui.element("zoom_in")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = "+",
}:style{
width = 32,
}:on_click(function(_, element, _)
}:on_click(function(def, event, 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{
local zoom_out = Gui.element("zoom_out")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = "-",
}:style{
width = 32,
}:on_click(function(_, element, _)
}:on_click(function(def, event, 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(function(_, parent, name, player_list)
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.scroll_table(camera_set, 480, 6, "buttons")
local buttons = Gui.elements.scroll_table(camera_set, 480, 6, "buttons")
cctv_player(buttons, player_list)
cctv_status(buttons)
@@ -109,9 +109,9 @@ local camera_set =
return camera_set
end)
local cctv_container =
Gui.element(function(definition, parent)
local container = Gui.container(parent, definition.name, 480)
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 = {}
@@ -125,12 +125,18 @@ local cctv_container =
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
Gui.left_toolbar_button("entity/radar", { "surveillance.main-tooltip" }, cctv_container, function(player)
return Roles.player_allowed(player, "gui/surveillance")
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(cctv_container, false)
Gui.create_toolbar_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 = {}
@@ -140,9 +146,9 @@ local function gui_update()
end
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, cctv_container)
frame.container.scroll["cctv_st_1"].buttons.table[cctv_player.name].items = player_list
frame.container.scroll["cctv_st_2"].buttons.table[cctv_player.name].items = player_list
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
@@ -151,18 +157,18 @@ 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 frame = Gui.get_left_element(player, cctv_container)
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 = frame.container.scroll[scroll_table_name]
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]
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
@@ -176,10 +182,10 @@ end)
Event.on_nth_tick(600, function(_)
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, cctv_container)
local container = Gui.get_left_element(cctv_container, player)
for i = 1, 2 do
local current_camera_set = frame.container.scroll["cctv_st_" .. i]
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