mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
Added Player List
This commit is contained in:
@@ -33,6 +33,7 @@ return {
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'modules.addons.pollution-grading',
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'modules.addons.random-player-colours',
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-- GUI
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'modules.gui.player-list',
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'modules.commands.debug',
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-- Config Files
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'config.expcore-commands.auth_admin', -- commands tagged with admin_only are blocked for non admins
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42
config/action_buttons.lua
Normal file
42
config/action_buttons.lua
Normal file
@@ -0,0 +1,42 @@
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local Gui = require 'expcore.gui'
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local Roles = require 'expcore.roles'
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local Store = require 'expcore.store'
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local Game = require 'utils.game'
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local action_player_store = 'gui.left.player-list.action-player'
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local function tool_button_style(style)
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Gui.set_padding_style(style,-1,-1,-1,-1)
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style.height = 28
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style.width = 28
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end
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local function auth_lower_role(player,action_player)
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local player_highest = Roles.get_player_highest_role(player)
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local action_player_highest = Roles.get_player_highest_role(action_player)
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if player_highest.index < action_player_highest.index then
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return true
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end
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end
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local function get_action_player(player)
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local action_player_name = Store.get_child(action_player_store,player.name)
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local action_player = Game.get_player_from_any(action_player_name)
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return action_player
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end
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local report_player =
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Gui.new_button()
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:set_sprites('utility/warning')
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:set_tooltip('Report player')
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:set_style('tool_button',tool_button_style)
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:on_click(function(player,element)
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local action_player = get_action_player(player)
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end)
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return {
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['command/report'] = {
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auth=auth_lower_role,
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report_player
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}
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}
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@@ -181,6 +181,7 @@ local default = Roles.new_role('Guest','')
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'command/chelp',
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'command/list-roles',
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'command/report',
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'gui/player-list',
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}
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--- Jail role
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@@ -13,6 +13,8 @@ local Gui = require 'expcore.gui.core'
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Gui._prototype:debug_name(name) --- Sets a debug alias for the define
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Gui._prototype:set_caption(caption) --- Sets the caption for the element define
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Gui._prototype:set_tooltip(tooltip) --- Sets the tooltip for the element define
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Gui._prototype:set_style(style,callback) --- Sets the style for the element define
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Gui._prototype:set_embeded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
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Gui._prototype:on_element_update(callback) --- Add a hander to run on the general value update event, different classes will handle this event differently
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Gui._prototype:set_pre_authenticator(callback) --- Sets an authenticator that blocks the draw function if check fails
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@@ -34,6 +36,7 @@ local Gui = require 'expcore.gui.core'
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Gui.toggle_enable(element) --- Will toggle the enabled state of an element
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Gui.toggle_visible(element) --- Will toggle the visiblity of an element
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Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
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]]
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local Instances = require 'expcore.gui.instances'
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@@ -195,6 +198,7 @@ Gui.classes.left_frames = LeftFrames
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LeftFrames.new_frame(permision_name) --- Creates a new left frame define
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LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean
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LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
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LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow
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LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible
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LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame
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@@ -128,6 +128,8 @@
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Gui._prototype:debug_name(name) --- Sets a debug alias for the define
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Gui._prototype:set_caption(caption) --- Sets the caption for the element define
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Gui._prototype:set_tooltip(tooltip) --- Sets the tooltip for the element define
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Gui._prototype:set_style(style,callback) --- Sets the style for the element define
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Gui._prototype:set_embeded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
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Gui._prototype:on_element_update(callback) --- Add a hander to run on the general value update event, different classes will handle this event differently
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Gui._prototype:set_pre_authenticator(callback) --- Sets an authenticator that blocks the draw function if check fails
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@@ -149,6 +151,8 @@
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Gui.toggle_enable(element) --- Will toggle the enabled state of an element
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Gui.toggle_visible(element) --- Will toggle the visiblity of an element
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Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
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Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
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]]
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local Gui = require 'utils.gui'
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local Game = require 'utils.game'
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@@ -316,6 +320,28 @@ function Gui._prototype:set_tooltip(tooltip)
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return self
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end
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--- Sets the style for the element define
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-- @tparam style string the style that will be used for this element when drawn
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-- @tapram[opt] callback function function is called when element is drawn to alter its style
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_style(style,callback)
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self.draw_data.style = style
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self.events.on_style = callback
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return self
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end
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--- Sets the element to be drawn inside a nameless flow, can be given a name using a function
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-- @tparam state ?boolean|function when true a padless flow is created to contain the element
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_embeded_flow(state)
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if state == false or type(state) == 'function' then
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self.embeded_flow = state
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else
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self.embeded_flow = true
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end
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return self
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end
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--- Sets an authenticator that blocks the draw function if check fails
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-- @tparam callback function the function that will be ran to test if the element should be drawn or not
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-- callback param - player LuaPlayer - the player that the element is being drawn to
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@@ -358,8 +384,21 @@ function Gui._prototype:draw_to(element,...)
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if not self.pre_authenticator(player,self.name) then return end
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end
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if self.embeded_flow then
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local embeded_name
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if type(self.embeded_flow) == 'function' then
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embeded_name = self.embeded_flow(element,...)
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end
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element = element.add{type='flow',name=embeded_name}
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Gui.set_padding(element)
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end
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local new_element = element.add(self.draw_data)
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if self.events.on_style then
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self.events.on_style(new_element.style)
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end
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if self.post_authenticator then
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new_element.enabled = self.post_authenticator(player,self.name)
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end
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@@ -510,4 +549,17 @@ function Gui.set_padding(element,up,down,left,right)
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style.right_padding = right or 0
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end
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--- Sets the padding for a gui style
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-- @tparam element LuaStyle the element to set the padding for
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-- @tparam[opt=0] up number the amount of padding on the top
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-- @tparam[opt=0] down number the amount of padding on the bottom
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-- @tparam[opt=0] left number the amount of padding on the left
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-- @tparam[opt=0] right number the amount of padding on the right
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function Gui.set_padding_style(style,up,down,left,right)
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style.top_padding = up or 0
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style.bottom_padding = down or 0
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style.left_padding = left or 0
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style.right_padding = right or 0
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end
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return Gui
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@@ -33,6 +33,7 @@
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LeftFrames.new_frame(permision_name) --- Creates a new left frame define
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LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean
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LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
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LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow
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LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible
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LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame
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@@ -159,6 +160,13 @@ function LeftFrames._prototype:set_open_by_default(state)
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return self
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end
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--- Sets the direction of the frame, either vertical or horizontal
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-- @tparam direction string the direction to have the elements be added to thef frame
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function LeftFrames._prototype:set_direction(direction)
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self.direction = direction
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return self
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end
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--- Gets the frame for this define from the left frame flow
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-- @tparam player LuaPlayer the player to get the frame of
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-- @treturn LuaGuiElement the frame in the left frame flow for this define
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@@ -212,7 +220,7 @@ end
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-- @tparam player LuaPlayer the player to update the frame of
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function LeftFrames._prototype:redraw(player)
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local frame = self:get_frame(player)
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frame.claer()
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frame.clear()
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if self.events.on_draw then
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self.events.on_draw(player,frame)
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end
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@@ -263,7 +271,8 @@ Event.add(defines.events.on_player_created,function(event)
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for _,define in pairs(LeftFrames.frames) do
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local frame = flow.add{
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type='frame',
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name=define.name
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name=define.name,
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direction=define.direction
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}
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if define.events.on_draw then
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@@ -1,6 +1,10 @@
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time-symbol-days-short=__1__d
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color-tag=[color=__1__]__2__[/color]
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[time-format]
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simple-format-tagged=__1__ __2__
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simple-format-div=__1__:__2__
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[expcore-commands]
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unauthorized=Unauthorized, Access is denied due to invalid credentials
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reject-string-options=Invalid Option, Must be one of: __1__
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242
modules/gui/player-list.lua
Normal file
242
modules/gui/player-list.lua
Normal file
@@ -0,0 +1,242 @@
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--- Gui left frame define for a player list
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local Gui = require 'expcore.gui'
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local Roles = require 'expcore.roles'
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local Store = require 'expcore.store'
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local Game = require 'utils.game'
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local Event = require 'utils.event'
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local format_time = ext_require('expcore.common','format_time')
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local config = require 'config.action_buttons'
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local Colors = require 'resources.color_presets'
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local action_player_store = 'gui.left.player-list.action-player'
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--- Button used to open the action bar
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local open_action_bar =
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Gui.new_button()
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:set_sprites('utility/expand_dots_white')
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:set_tooltip('Options')
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:set_embeded_flow(function(element,action_player_name)
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return action_player_name
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end)
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:set_style('frame_button',function(style)
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Gui.set_padding_style(style,-2,-2,-2,-2)
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style.width = 8
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style.height = 14
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end)
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:on_click(function(player,element)
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Store.set_child(action_player_store,player.name,element.parent.name)
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end)
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--- Button used to close the action bar
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local close_action_bar =
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Gui.new_button()
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:set_sprites('utility/close_black')
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:set_tooltip('Close options')
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:set_style('tool_button',function(style)
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Gui.set_padding_style(style,-1,-1,-1,-1)
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style.height = 28
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style.width = 28
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end)
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:on_click(function(player,element)
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Store.set_child(action_player_store,player.name,nil)
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end)
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--[[ Creates the main gui areas for the player list
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element
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> container
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>> scroll
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>>> table
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>> action_bar
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]]
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local function generate_container(element)
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Gui.set_padding(element,2,2,2,2)
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element.style.minimal_width = 200
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-- main container which contains the other elements
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local container =
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element.add{
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name='container',
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type='frame',
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direction='vertical',
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style='window_content_frame_packed'
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}
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Gui.set_padding(container)
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-- a scroll bar which allows 8 players to be seen at once
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local list_scroll =
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container.add{
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name='scroll',
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type='scroll-pane',
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direction='vertical',
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horizontal_scroll_policy='never',
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vertical_scroll_policy='auto-and-reserve-space'
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}
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Gui.set_padding(list_scroll,1,1,2,2)
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list_scroll.style.horizontally_stretchable = true
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list_scroll.style.maximal_height = 200
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-- 3 wide table to contain: action button, player name, and play time
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local list_table =
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list_scroll.add{
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name='table',
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type='table',
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column_count=3
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}
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Gui.set_padding(list_table)
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list_table.style.horizontally_stretchable = true
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list_table.style.vertical_align = 'center'
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list_table.style.cell_padding = 0
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-- action bar which contains the different action buttons
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local action_bar =
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container.add{
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name='action_bar',
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type='frame',
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style='subfooter_frame'
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}
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Gui.set_padding(action_bar,1,1,3,3)
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action_bar.style.horizontally_stretchable = true
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action_bar.style.height = 35
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return list_table, action_bar
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end
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--- Adds buttons and permission flows to the action bar
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local function generate_action_bar(player,element)
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close_action_bar(element)
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local action_player = Store.get_child(action_player_store,player.name)
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for action_name,buttons in pairs(config) do
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local permission_flow =
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element.add{
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type='flow',
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name=action_name
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}
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for _,button in ipairs(buttons) do
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button(permission_flow)
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end
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if not Roles.player_allowed(player,action_name) then
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permission_flow.visible = false
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end
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if buttons.auth and action_player and not buttons.auth(player,action_player) then
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permission_flow.visible = false
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end
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end
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if not action_player then
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element.visible = false
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end
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end
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--- Updates the action bar
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local player_list_name
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local function update_action_bar(player)
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local frame = Gui.classes.left_frames.get_frame(player_list_name,player)
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local element = frame.container.action_bar
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local action_player = Store.get_child(action_player_store,player.name)
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if not action_player then
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element.visible = false
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else
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element.visible = true
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for action_name,buttons in pairs(config) do
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if buttons.auth and not buttons.auth(player,action_player) then
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element[action_name].visible = false
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else
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element[action_name].visible = true
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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 function add_player(list_table,player,role_name)
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open_action_bar(list_table,player.name)
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-- player name with the tooltip of their highest role and in they colour
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local player_name =
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list_table.add{
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type='label',
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caption=player.name,
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tooltip=role_name
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}
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Gui.set_padding(player_name,0,0,0,2)
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player_name.style.font_color = player.chat_color
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-- flow which allows right align for the play time
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local time_flow =
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list_table.add{
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type='flow'
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}
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Gui.set_padding(time_flow)
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time_flow.style.horizontal_align = 'right'
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time_flow.style.horizontally_stretchable = true
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-- time given in Xh Ym and is right aligned
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local time =
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time_flow.add{
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type='label',
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caption=format_time(player.online_time)
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}
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Gui.set_padding(time)
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end
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--- Adds fake players to the player list
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local function add_fake_players(list_table,count)
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local role_name = 'Fake Player'
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for i = 1,count do
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add_player(list_table,{
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name='Player '..i,
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online_time=math.random(0,game.tick),
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chat_color=table.get_random_dictionary_entry(Colors)
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},role_name)
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end
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end
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--- Registers the player list
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local player_list =
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Gui.new_left_frame('gui/player-list')
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:set_sprites('entity/character')
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:set_open_by_default()
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:set_direction('vertical')
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:on_draw(function(player,element)
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local list_table,action_bar = generate_container(element)
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generate_action_bar(player,action_bar)
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local players = {}
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for _,next_player in pairs(game.connected_players) do
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local highest_role = Roles.get_player_highest_role(next_player)
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if not players[highest_role.name] then
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players[highest_role.name] = {}
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end
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table.insert(players[highest_role.name],next_player)
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end
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||||
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||||
for _,role_name in pairs(Roles.config.order) do
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if players[role_name] then
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for _,next_player in pairs(players[role_name]) do
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add_player(list_table,next_player,role_name)
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||||
end
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||||
end
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||||
end
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||||
|
||||
add_fake_players(list_table,20)
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||||
end)
|
||||
|
||||
player_list_name = player_list:uid()
|
||||
|
||||
--- When the action player is changed the action bar will update
|
||||
Store.register(action_player_store,function(value,category)
|
||||
local player = Game.get_player_from_any(category)
|
||||
update_action_bar(player)
|
||||
end)
|
||||
|
||||
--- Many events which trigger the gui to be re drawn
|
||||
Event.add(defines.events.on_player_joined_game,player_list 'redraw_all')
|
||||
Event.add(defines.events.on_player_left_game,player_list 'redraw_all')
|
||||
Event.add(Roles.player_role_assigned,player_list 'redraw_all')
|
||||
Event.add(Roles.player_role_unassigned,player_list 'redraw_all')
|
||||
|
||||
return player_list
|
||||
Reference in New Issue
Block a user