Add Blueprint Landfill (#308)

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update _file_loader.lua

* Update roles.lua

* Create landfill.lua

* Create landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update landfill.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Update landfill.lua

* Update landfill.lua

* Update gui.cfg

* Update gui.cfg

* Update gui.cfg

* Delete config/landfill.lua

* Update landfill.lua

* Update landfill.lua
This commit is contained in:
2024-09-21 07:09:32 +09:00
committed by GitHub
parent a1ffe3f4c8
commit a8b60a474a
6 changed files with 199 additions and 0 deletions

View File

@@ -96,6 +96,7 @@ return {
'modules.gui.vlayer',
'modules.gui.research',
'modules.gui.module',
'modules.gui.landfill',
'modules.gui.production',
'modules.gui.playerdata',
'modules.gui.surveillance',

View File

@@ -291,6 +291,7 @@ local default = Roles.new_role('Guest','')
'gui/research',
'gui/autofill',
'gui/module',
'gui/landfill',
'gui/production'
}

View File

@@ -293,6 +293,10 @@ control-type-storage-output=Storage Output
[module]
main-tooltip=Module GUI
[landfill]
main-tooltip=Blueprint Landfill GUI
cursor-none=You need to hold the blueprint in cursor
[production]
main-tooltip=Production GUI
label-prod=Production

View File

@@ -297,6 +297,10 @@ control-type-storage-output=提取箱
[module]
main-tooltip=模組介面
[landfill]
main-tooltip=藍圖填海介面
cursor-none=您需要將藍圖保持在遊標處
[production]
main-tooltip=製造介面
label-prod=製造

View File

@@ -297,6 +297,10 @@ control-type-storage-output=提取箱
[module]
main-tooltip=模組介面
[landfill]
main-tooltip=藍圖填海介面
cursor-none=您需要將藍圖保持在遊標處
[production]
main-tooltip=製造介面
label-prod=製造

185
modules/gui/landfill.lua Normal file
View File

@@ -0,0 +1,185 @@
--[[-- Gui Module - Landfill
- Landfill blueprint
@gui Landfill
@alias landfill_container
]]
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Event = require 'utils.event' --- @dep utils.event
local Roles = require 'expcore.roles' --- @dep expcore.roles
local rolling_stocks = {}
local function landfill_init()
for name, _ in pairs(game.get_filtered_entity_prototypes({{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
local function landfill_gui_add_landfill(blueprint)
local entities = 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 box = game.entity_prototypes[ent.name].collision_box or game.entity_prototypes[ent.name].selection_box
if game.entity_prototypes[ent.name].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
-- @element toolbar_button
Gui.toolbar_button('item/landfill', {'landfill.main-tooltip'}, function(player)
return Roles.player_allowed(player, 'gui/landfill')
end)
:on_click(function(player, _, _)
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)