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https://github.com/PHIDIAS0303/ExpCluster.git
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Added Player List
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242
modules/gui/player-list.lua
Normal file
242
modules/gui/player-list.lua
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@@ -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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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)
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player_list_name = player_list:uid()
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--- When the action player is changed the action bar will update
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Store.register(action_player_store,function(value,category)
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local player = Game.get_player_from_any(category)
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update_action_bar(player)
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end)
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--- Many events which trigger the gui to be re drawn
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Event.add(defines.events.on_player_joined_game,player_list 'redraw_all')
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Event.add(defines.events.on_player_left_game,player_list 'redraw_all')
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Event.add(Roles.player_role_assigned,player_list 'redraw_all')
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Event.add(Roles.player_role_unassigned,player_list 'redraw_all')
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return player_list
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