This commit is contained in:
2025-09-23 19:33:46 +09:00
37 changed files with 587 additions and 311 deletions

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@@ -7,7 +7,7 @@
"repository": "explosivegaming/ExpCluster",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
@@ -18,7 +18,10 @@
"devDependencies": {
"@clusterio/lib": "catalog:",
"@types/node": "catalog:",
"typescript": "catalog:"
"typescript": "catalog:",
"webpack": "catalog:",
"webpack-cli": "catalog:",
"webpack-merge": "catalog:"
},
"dependencies": {
"@expcluster/lib_util": "workspace:^",

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@@ -0,0 +1,4 @@
{
"extends": "../tsconfig.browser.json",
"include": [ "web/**/*.tsx", "web/**/*.ts", "package.json" ],
}

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@@ -1,6 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}

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@@ -0,0 +1,29 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_commands",
library: { type: "window", name: "plugin_exp_commands" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
},
}),
],
});

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@@ -7,7 +7,7 @@
"repository": "explosivegaming/ExpCluster",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
@@ -18,7 +18,10 @@
"devDependencies": {
"@clusterio/lib": "catalog:",
"@types/node": "catalog:",
"typescript": "catalog:"
"typescript": "catalog:",
"webpack": "catalog:",
"webpack-cli": "catalog:",
"webpack-merge": "catalog:"
},
"dependencies": {
"@expcluster/lib_util": "workspace:^",

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@@ -0,0 +1,4 @@
{
"extends": "../tsconfig.browser.json",
"include": [ "web/**/*.tsx", "web/**/*.ts", "package.json" ],
}

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@@ -1,6 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}

0
exp_gui/web/index.tsx Normal file
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29
exp_gui/webpack.config.js Normal file
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@@ -0,0 +1,29 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_gui",
library: { type: "window", name: "plugin_exp_gui" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
},
}),
],
});

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@@ -1,194 +0,0 @@
--[[-- Control Module - Selection
- Controls players who have a selection planner, mostly event handlers
@control Selection
@alias Selection
]]
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Storage = require("modules/exp_util/storage")
local Selection = {
events = {
--- When a player enters selection mode
-- @event on_player_selection_start
-- @tparam number player_index the player index of the player who entered selection mode
-- @tparam string selection the name of the selection being made
on_player_selection_start = script.generate_event_name(),
--- When a player leaves selection mode
-- @event on_player_selection_end
-- @tparam number player_index the player index of the player who left selection mode
-- @tparam string selection the name of the selection which ended
on_player_selection_end = script.generate_event_name(),
},
}
local selection_tool = { name = "selection-tool" }
local selections = {}
Storage.register({
selections = selections,
}, function(tbl)
selections = tbl.selections
end)
local function has_selection_tool_in_hand(player)
return player.cursor_stack and player.cursor_stack.valid_for_read and player.cursor_stack.name == "selection-tool"
end
--- Let a player select an area by providing a selection planner
--- @param player LuaPlayer The player to place into selection mode
--- @param selection_name string The name of the selection to start, used with on_selection
--- @param single_use boolean? When true the selection will stop after first use
--- @param ... any Arguments to pass to the selection handler
function Selection.start(player, selection_name, single_use, ...)
if not player or not player.valid or not player.cursor_stack then return end
if selections[player.index] then
-- Raise the end event if a selection was already in progress
script.raise_event(Selection.events.on_player_selection_end, {
name = Selection.events.on_player_selection_end,
tick = game.tick,
player_index = player.index,
selection = selections[player.index].name,
})
end
-- Set the selection data
selections[player.index] = {
name = selection_name,
arguments = { ... },
single_use = single_use == true,
character = player.character,
}
-- Raise the event
script.raise_event(Selection.events.on_player_selection_start, {
name = Selection.events.on_player_selection_start,
tick = game.tick,
player_index = player.index,
selection = selection_name,
})
-- Give a selection tool if one is not in use
if has_selection_tool_in_hand(player) then return end
player.clear_cursor() -- Clear the current item
player.cursor_stack.set_stack(selection_tool)
-- This does not work for selection planners, will make a feature request for it
--player.cursor_stack_temporary = true
-- Make a slot to place the selection tool even if inventory is full
if player.character then
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1
end
local inventory = player.get_main_inventory()
if inventory then
player.hand_location = { inventory = inventory.index, slot = #inventory }
end
end
--- Stop a player selection by removing the selection planner
-- @tparam LuaPlayer player The player to exit out of selection mode
function Selection.stop(player)
if not selections[player.index] then return end
local character = selections[player.index].character
local selection = selections[player.index].name
selections[player.index] = nil
-- Raise the event
script.raise_event(Selection.events.on_player_selection_end, {
name = Selection.events.on_player_selection_end,
tick = game.tick,
player_index = player.index,
selection = selection,
})
-- Remove the selection tool
if has_selection_tool_in_hand(player) then
player.cursor_stack.clear()
else
player.remove_item(selection_tool)
end
-- Remove the extra slot
if character and character == player.character then
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1
player.hand_location = nil
end
end
--- Get the selection arguments for a player
-- @tparam LuaPlayer player The player to get the selection arguments for
function Selection.get_arguments(player)
if not selections[player.index] then return end
return selections[player.index].arguments
end
--- Test if a player is selecting something
-- @tparam LuaPlayer player The player to test
-- @tparam[opt] string selection_name If given will only return true if the selection is this selection
function Selection.is_selecting(player, selection_name)
if selection_name ~= nil then
if not selections[player.index] then return false end
return selections[player.index].name == selection_name
else
return has_selection_tool_in_hand(player)
end
end
--- Filter on_player_selected_area to this custom selection, appends the selection arguments
-- @param string selection_name The name of the selection to listen for
-- @param function handler The event handler
function Selection.on_selection(selection_name, handler)
Event.add(defines.events.on_player_selected_area, function(event)
local selection = selections[event.player_index]
if not selection or selection.name ~= selection_name then return end
handler(event, table.unpack(selection.arguments))
end)
end
--- Filter on_player_alt_selected_area to this custom selection, appends the selection arguments
-- @param string selection_name The name of the selection to listen for
-- @param function handler The event handler
function Selection.on_alt_selection(selection_name, handler)
Event.add(defines.events.on_player_alt_selected_area, function(event)
local selection = selections[event.player_index]
if not selection or selection.name ~= selection_name then return end
handler(event, table.unpack(selection.arguments))
end)
end
--- Stop selection if the selection tool is removed from the cursor
Event.add(defines.events.on_player_cursor_stack_changed, function(event)
local player = game.players[event.player_index] --- @cast player -nil
if has_selection_tool_in_hand(player) then return end
Selection.stop(player)
end)
--- Make sure the hand location exists when the player returns from remote view
Event.add(defines.events.on_player_controller_changed, function(event)
local player = game.players[event.player_index] --- @cast player -nil
local inventory = player.get_main_inventory()
if inventory and has_selection_tool_in_hand(player) then
player.hand_location = { inventory = inventory.index, slot = #inventory }
end
end)
--- Stop selection after an event such as death or leaving the game
local function stop_after_event(event)
local player = game.players[event.player_index]
Selection.stop(player)
end
Event.add(defines.events.on_pre_player_left_game, stop_after_event)
Event.add(defines.events.on_pre_player_died, stop_after_event)
--- Stop selection after a single use if single_use was true during Selection.start
local function stop_after_use(event)
if not selections[event.player_index] then return end
if not selections[event.player_index].single_use then return end
stop_after_event(event)
end
Event.add(defines.events.on_player_selected_area, stop_after_use)
Event.add(defines.events.on_player_alt_selected_area, stop_after_use)
return Selection

View File

@@ -549,7 +549,7 @@ Event.on_nth_tick(150, function()
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
@@ -559,6 +559,8 @@ end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
Event.add(defines.events.script_raised_built, on_built)
Event.add(defines.events.script_raised_revive, on_built)
--- Redraw the progress section on role change
local function role_update_event(event)

View File

@@ -10,8 +10,9 @@ local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local format_number = require("util").format_number --- @dep util
local config = require("modules.exp_legacy.config.vlayer") --- @dep config.vlayer
local vlayer = require("modules.exp_legacy.modules.control.vlayer")
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local SelectionConvertArea = "VlayerConvertChest"
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpGui_VLayer")
--- Align an aabb to the grid by expanding it
local function aabb_align_expand(aabb)
@@ -72,13 +73,15 @@ local function format_energy(amount, unit)
return formatted .. " " .. suffix .. unit
end
local ExpUtil = require("modules/exp_util")
--- When an area is selected to add protection to the area
Selection.on_selection(SelectionConvertArea, function(event)
SelectArea:on_selection(function(event)
log(ExpUtil.format_any(event))
local area = aabb_align_expand(event.area)
local player = game.players[event.player_index]
if not player then
return nil
return
end
local container = Gui.get_left_element(vlayer_container, player)
@@ -91,7 +94,7 @@ Selection.on_selection(SelectionConvertArea, function(event)
entities = event.surface.find_entities_filtered{ area = area, name = "constant-combinator", force = player.force }
else
player.print{ "vlayer.power-on-space-research", config.power_on_space_research.name, config.power_on_space_research.level }
return nil
return
end
else
entities = event.surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
@@ -99,14 +102,14 @@ Selection.on_selection(SelectionConvertArea, function(event)
if #entities == 0 then
player.print{ "vlayer.steel-chest-detect" }
return nil
return
elseif #entities > 1 then
player.print{ "vlayer.result-unable", { "vlayer.control-type-" .. target:gsub("_", "-") }, { "vlayer.result-multiple" } }
return nil
return
end
if not entities[1] then
return nil
return
end
local e = entities[1]
@@ -115,12 +118,12 @@ Selection.on_selection(SelectionConvertArea, function(event)
if e.name and e.name == "steel-chest" and (not e.get_inventory(defines.inventory.chest).is_empty()) then
player.print{ "vlayer.steel-chest-empty" }
return nil
return
end
if (vlayer.get_interface_counts()[target] >= config.interface_limit[target]) then
player.print{ "vlayer.result-unable", { "vlayer.control-type-" .. target:gsub("_", "-") }, { "vlayer.result-limit" } }
return nil
return
end
e.destroy()
@@ -128,7 +131,7 @@ Selection.on_selection(SelectionConvertArea, function(event)
if target == "energy" then
if not vlayer.create_energy_interface(event.surface, e_pos, player) then
player.print{ "vlayer.result-unable", { "vlayer.control-type-energy" }, { "vlayer.result-space" } }
return nil
return
end
elseif target == "circuit" then
vlayer.create_circuit_interface(event.surface, e_pos, e_circ, player)
@@ -400,11 +403,10 @@ local vlayer_gui_control_build = Gui.define("vlayer_gui_control_build")
}:style{
width = 200,
}:on_click(function(def, player, element)
if Selection.is_selecting(player, SelectionConvertArea) then
Selection.stop(player)
if SelectArea:stop(player) then
player.print{ "vlayer.exit" }
else
Selection.start(player, SelectionConvertArea)
SelectArea:start(player)
player.print{ "vlayer.enter" }
end

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@@ -7,7 +7,7 @@
"repository": "explosivegaming/ExpCluster",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
@@ -18,7 +18,10 @@
"devDependencies": {
"@clusterio/lib": "catalog:",
"@types/node": "catalog:",
"typescript": "catalog:"
"typescript": "catalog:",
"webpack": "catalog:",
"webpack-cli": "catalog:",
"webpack-merge": "catalog:"
},
"dependencies": {
"@expcluster/lib_commands": "workspace:^",

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@@ -0,0 +1,4 @@
{
"extends": "../tsconfig.browser.json",
"include": [ "web/**/*.tsx", "web/**/*.ts", "package.json" ],
}

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@@ -1,6 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}

0
exp_legacy/web/index.tsx Normal file
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@@ -0,0 +1,29 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_legacy",
library: { type: "window", name: "plugin_exp_legacy" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
},
}),
],
});

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@@ -4,8 +4,9 @@ Adds a command that helps shoot artillery
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local SelectionName = "ExpCommand_Artillery"
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpCommand_Artillery")
local floor = math.floor
local abs = math.abs
@@ -37,18 +38,15 @@ end
--- @overload fun(player: LuaPlayer)
commands.artillery = Commands.new("artillery", { "exp-commands_artillery.description" })
:register(function(player)
if Selection.is_selecting(player, SelectionName) then
Selection.stop(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp-commands_artillery.exit" }
else
Selection.start(player, SelectionName)
return Commands.status.success{ "exp-commands_artillery.enter" }
end
SelectArea:start(player)
return Commands.status.success{ "exp-commands_artillery.enter" }
end) --[[ @as any ]]
--- when an area is selected to add protection to the area
Selection.on_selection(SelectionName, function(event)
--- @cast event EventData.on_player_selected_area
SelectArea:on_selection(function(event)
local area = AABB.expand(event.area)
local player = game.players[event.player_index]
local surface = event.surface

View File

@@ -12,14 +12,14 @@ local Commands = require("modules/exp_commands")
local format_player_name = Commands.format_player_name_locale
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local EntityProtection = require("modules.exp_legacy.modules.control.protection") --- @dep modules.control.protection
local format_string = string.format
local floor = math.floor
local SelectionNameEntity = "ExpCommand_ProtectEntity"
local SelectionNameArea = "ExpCommand_ProtectArea"
local Selection = require("modules/exp_util/selection")
local SelectEntities = Selection.connect("ExpCommand_ProtectEntity")
local SelectArea = Selection.connect("ExpCommand_ProtectArea")
local renders = {} --- @type table<number, table<string, LuaRenderObject>> Stores all renders for a player
Storage.register({
@@ -95,31 +95,26 @@ end
Commands.new("protect-entity", { "exp-commands_entity-protection.description-entity" })
:add_aliases{ "pe" }
:register(function(player)
if Selection.is_selecting(player, SelectionNameEntity) then
Selection.stop(player)
if SelectEntities:stop(player) then
return Commands.status.success{ "exp-commands_entity-protection.exit-entity" }
else
Selection.start(player, SelectionNameEntity)
return Commands.status.success{ "exp-commands_entity-protection.enter-entity" }
end
SelectEntities:start(player)
return Commands.status.success{ "exp-commands_entity-protection.enter-entity" }
end)
--- Toggles area protection selection
Commands.new("protect-area", { "exp-commands_entity-protection.description-area" })
:add_aliases{ "pa" }
:register(function(player)
if Selection.is_selecting(player, SelectionNameEntity) then
Selection.stop(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp-commands_entity-protection.exit-area" }
else
Selection.start(player, SelectionNameEntity)
return Commands.status.success{ "exp-commands_entity-protection.enter-area" }
end
SelectArea:start(player)
return Commands.status.success{ "exp-commands_entity-protection.enter-area" }
end)
--- When an area is selected to add protection to entities
Selection.on_selection(SelectionNameEntity, function(event)
--- @cast event EventData.on_player_selected_area
SelectEntities:on_selection(function(event)
local player = game.players[event.player_index]
for _, entity in ipairs(event.entities) do
EntityProtection.add_entity(entity)
@@ -130,8 +125,7 @@ Selection.on_selection(SelectionNameEntity, function(event)
end)
--- When an area is selected to remove protection from entities
Selection.on_alt_selection(SelectionNameEntity, function(event)
--- @cast event EventData.on_player_alt_selected_area
SelectEntities:on_alt_selection(function(event)
local player = game.players[event.player_index]
for _, entity in ipairs(event.entities) do
EntityProtection.remove_entity(entity)
@@ -142,8 +136,7 @@ Selection.on_alt_selection(SelectionNameEntity, function(event)
end)
--- When an area is selected to add protection to the area
Selection.on_selection(SelectionNameArea, function(event)
--- @cast event EventData.on_player_selected_area
SelectArea:on_selection(function(event)
local surface = event.surface
local area = expand_area(event.area)
local areas = EntityProtection.get_areas(event.surface)
@@ -160,8 +153,7 @@ Selection.on_selection(SelectionNameArea, function(event)
end)
--- When an area is selected to remove protection from the area
Selection.on_alt_selection(SelectionNameArea, function(event)
--- @cast event EventData.on_player_alt_selected_area
SelectArea:on_alt_selection(function(event)
local surface = event.surface
local area = expand_area(event.area)
local areas = EntityProtection.get_areas(surface)
@@ -177,7 +169,6 @@ end)
--- When selection starts show all protected entities and protected areas
local function on_player_selection_start(event)
if event.selection ~= SelectionNameEntity and event.selection ~= SelectionNameArea then return end
local player = game.players[event.player_index]
local surface = player.surface -- Allow remote view
renders[player.index] = {}
@@ -210,8 +201,7 @@ local function on_player_selection_start(event)
end
--- When selection ends hide protected entities and protected areas
local function on_player_selection_end(event)
if event.selection ~= SelectionNameEntity and event.selection ~= SelectionNameArea then return end
local function on_player_selection_stop(event)
for _, render in pairs(renders[event.player_index]) do
if render.valid then render.destroy() end
end
@@ -219,6 +209,11 @@ local function on_player_selection_end(event)
renders[event.player_index] = nil
end
SelectArea:on_start(on_player_selection_start)
SelectEntities:on_start(on_player_selection_start)
SelectArea:on_stop(on_player_selection_stop)
SelectEntities:on_stop(on_player_selection_stop)
--- When there is a repeat offence print it in chat
local function on_repeat_violation(event)
Roles.print_to_roles_higher("Regular", {
@@ -232,8 +227,6 @@ end
return {
events = {
[Selection.events.on_player_selection_start] = on_player_selection_start,
[Selection.events.on_player_selection_end] = on_player_selection_end,
[EntityProtection.events.on_repeat_violation] = on_repeat_violation,
}
}

View File

@@ -24,11 +24,11 @@ Commands.new("repair", { "exp-commands_repair.description" })
force = force,
}
local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
for _, entity in ipairs(entities) do
-- TODO test for ghost not being a blueprint, https://forums.factorio.com/viewtopic.php?f=28&t=119736
if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or true) then
if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or entity.created_by_corpse) then
revive_count = revive_count + 1
entity.silent_revive()
entity.silent_revive(param)
end
end

View File

@@ -4,8 +4,9 @@ Adds a command that places shallow water
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
local SelectionName = "ExpCommand_Waterfill"
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpCommand_Waterfill")
local planet = {
["nauvis"] = "water-mud",
@@ -23,25 +24,22 @@ local commands = {}
--- @overload fun(player: LuaPlayer)
commands.waterfill = Commands.new("waterfill", { "exp-commands_waterfill.description" })
:register(function(player)
if Selection.is_selecting(player, SelectionName) then
Selection.stop(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp-commands_waterfill.exit" }
end
local item_count_cliff = player.get_item_count("cliff-explosives")
local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
local item_count_total = item_count_cliff + item_count_craft
if item_count_total == 0 then
return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
else
local item_count_cliff = player.get_item_count("cliff-explosives")
local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade"))
local item_count_total = item_count_cliff + item_count_craft
if item_count_total == 0 then
return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
else
Selection.start(player, SelectionName)
return Commands.status.success{ "exp-commands_waterfill.enter" }
end
SelectArea:start(player)
return Commands.status.success{ "exp-commands_waterfill.enter" }
end
end) --[[ @as any ]]
--- When an area is selected to be converted to water
Selection.on_selection(SelectionName, function(event)
--- @cast event EventData.on_player_selected_area
SelectArea:on_selection(function(event)
local area = AABB.expand(event.area)
local player = game.players[event.player_index]
local surface = event.surface

View File

@@ -9,15 +9,16 @@ local config = require("modules/exp_legacy/config/bonus")
--- @param event EventData.on_force_created
local function apply_force_bonus(event)
local force = event.force
for k, v in pairs(config.force_bonus) do
event.force[k] = v.initial_value
force[k] = v.initial_value
end
end
--- @param event EventData.on_surface_created
local function apply_surface_bonus(event)
local surface = assert(game.get_surface(event.surface_index))
for k, v in pairs(config.force_bonus) do
for k, v in pairs(config.surface_bonus) do
surface[k] = v.initial_value
end
end

View File

@@ -7,34 +7,57 @@ local Gui = require("modules/exp_gui")
--- @class ExpGui_Elements
local Elements = {}
--- To help with caching and avoid context changes the player list from the previous update is remembered
--- @type (string?)[]
local _player_names = {}
--- Dropdown which allows selecting an online player
--- @class ExpGui_Elements.online_player_dropdown: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.online_player_dropdown = Gui.define("player_dropdown")
:track_all_elements()
:draw(function(def, parent)
local player_names = Elements.online_player_dropdown._access_player_names()
return parent.add{
type = "drop-down",
items = _player_names,
selected_index = #_player_names > 0 and 1 or nil,
items = player_names,
selected_index = 1,
}
end)
:style{
height = 24,
} --[[ @as any ]]
--- To help with caching and avoid context changes the player list from the previous update is remembered
--- @type (string?)[]
do local _player_names = {}
--- Updates the player name list after a join or leave
--- @return (string?)[]
function Elements.online_player_dropdown._update_player_names()
_player_names[#_player_names] = nil -- Nil last element to account for player leave
for i, player in pairs(game.connected_players) do
_player_names[i] = player.name
end
return _player_names
end
--- Safely access the player name list
--- @return (string?)[]
function Elements.online_player_dropdown._access_player_names()
if not _player_names[1] then
for i, player in pairs(game.connected_players) do
_player_names[i] = player.name
end
end
return _player_names
end
end
--- Get the selected player name from a online player dropdown
--- @param online_player_dropdown LuaGuiElement
--- @return string
function Elements.online_player_dropdown.get_selected_name(online_player_dropdown)
local name = _player_names[online_player_dropdown.selected_index]
local player_names = Elements.online_player_dropdown._access_player_names()
local name = player_names[online_player_dropdown.selected_index]
if not name then
online_player_dropdown.selected_index = 1
name = _player_names[1] --- @cast name -nil
name = player_names[1] --- @cast name -nil
end
return name
end
@@ -43,10 +66,11 @@ end
--- @param online_player_dropdown LuaGuiElement
--- @return LuaPlayer
function Elements.online_player_dropdown.get_selected(online_player_dropdown)
local name = _player_names[online_player_dropdown.selected_index]
local player_names = Elements.online_player_dropdown._access_player_names()
local name = player_names[online_player_dropdown.selected_index]
if not name then
online_player_dropdown.selected_index = 1
name = _player_names[1] --- @cast name -nil
name = player_names[1] --- @cast name -nil
end
return assert(game.get_player(name))
end
@@ -55,20 +79,15 @@ end
--- Get the number of players in the dropdown
--- @return number
function Elements.online_player_dropdown.get_player_count()
return #_player_names
return #Elements.online_player_dropdown._access_player_names()
end
--- Update all player dropdowns to match the currently online players
--- We don't split join and leave because the order would be inconsistent between players and cause desyncs
function Elements.online_player_dropdown.refresh_online()
_player_names[#_player_names] = nil -- Nil last element to account for player leave
for i, player in pairs(game.connected_players) do
_player_names[i] = player.name
end
local player_names = Elements.online_player_dropdown._update_player_names()
for _, online_player_dropdown in Elements.online_player_dropdown:online_elements() do
online_player_dropdown.items = _player_names
online_player_dropdown.items = player_names
end
end

View File

@@ -5,8 +5,9 @@ Adds a Gui which creates an selection planner to insert modules into buildings
local Gui = require("modules/exp_gui")
local AABB = require("modules/exp_util/aabb")
local Roles = require("modules/exp_legacy/expcore/roles")
local Selection = require("modules/exp_legacy/modules/control/selection")
local SelectionModuleArea = "ModuleArea"
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ModuleArea")
local config = require("modules/exp_legacy/config/module")
@@ -76,7 +77,7 @@ Elements.create_selection_planner = Gui.define("module_inserter/create_selection
)
:on_click(function(def, player, element)
--- @cast def ExpGui_ModuleInserter.elements.create_selection_planner
Selection.start(player, SelectionModuleArea, false, def.data[element])
SelectArea:start(player, def.data[element])
end) --[[ @as any ]]
--- Used to select the machine to apply modules to
@@ -177,7 +178,7 @@ end
function Elements.module_table.remove_row(module_table, machine_selector)
local rows = Elements.module_table.data[module_table]
local row = rows[machine_selector.index]
row[machine_selector.index] = nil
rows[machine_selector.index] = nil
Gui.destroy_if_valid(machine_selector)
for _, separator in pairs(row.row_separators) do
Gui.destroy_if_valid(separator)
@@ -311,7 +312,7 @@ end
--- When an area is selected to have module changes applied to it
--- @param event EventData.on_player_selected_area
--- @param module_table LuaGuiElement
Selection.on_selection(SelectionModuleArea, function(event, module_table)
SelectArea:on_selection(function(event, module_table)
local player = Gui.get_player(event)
local area = AABB.expand(event.area)

View File

@@ -401,6 +401,9 @@ end
--- @param player LuaPlayer
function Elements.container.clear_player_bonus(player)
Elements.container.data[player] = {}
if not player.character then
return
end
for _, bonus_data in pairs(config.player_bonus) do
if not bonus_data.is_special then
player[bonus_data.name] = 0

View File

@@ -304,8 +304,9 @@ end
--- @param force LuaForce
--- @return number
function Elements.container.calculate_starting_research_index(force)
local force_data = Elements.container.data[force]
local force_data = Elements.container.data[force] or {}
local research_index = research_targets.length
Elements.container.data[force] = force_data -- needed because of @clusterio/research_sync
-- # does not work here because it returned the array alloc size
for i = 1, research_targets.length do

View File

@@ -6,29 +6,42 @@ export class InstancePlugin extends BaseInstancePlugin {
private gameTimes: number[] = [];
async onStart() {
this.updateInterval = setInterval(this.updateUps.bind(this), this.instance.config.get("exp_server_ups.update_interval"));
if (!this.instance.config.get("factorio.settings")["auto_pause"]) {
this.setInterval();
}
}
onExit() {
if (this.updateInterval) {
clearInterval(this.updateInterval);
}
this.clearInterval();
}
async onInstanceConfigFieldChanged(field: string, curr: unknown): Promise<void> {
if (field === "exp_server_ups.update_interval") {
this.onExit();
await this.onStart();
this.clearInterval();
this.setInterval();
} else if (field === "exp_server_ups.average_interval") {
this.gameTimes.splice(curr as number);
}
}
async onPlayerEvent(event: lib.PlayerEvent): Promise<void> {
if (event.type === "join" && !this.updateInterval) {
await this.onStart();
} else if (event.type === "leave" && this.instance.playersOnline.size == 0 && this.instance.config.get("factorio.settings")["auto_pause"] as boolean) {
this.onExit();
if (event.type === "join") {
this.setInterval();
} else if (event.type === "leave" && this.instance.playersOnline.size == 0 && this.instance.config.get("factorio.settings")["auto_pause"]) {
this.clearInterval();
}
}
setInterval() {
if (!this.updateInterval) {
this.updateInterval = setInterval(this.updateUps.bind(this), this.instance.config.get("exp_server_ups.update_interval"));
}
}
clearInterval() {
if (this.updateInterval) {
clearInterval(this.updateInterval);
this.updateInterval = undefined;
}
}

View File

@@ -1,6 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}

View File

@@ -4,6 +4,7 @@
"include/package.lua",
"include/require.lua",
"storage.lua",
"selection.lua",
"async.lua"
],
"require": [

View File

@@ -0,0 +1,253 @@
--[[-- ExpUtil - Selection
Provides an easy way for working with selection planners
]]
local ExpUtil = require("modules/exp_util")
--- @class Selection.Active
--- @field name string
--- @field character LuaEntity?
--- @field data table
--- @alias Selection.event_handler<E> fun(event: E, ...: any)
--- @class ExpUtil_Selection
local Selection = {
on_selection_start = script.generate_event_name(),
--- @class EventData.on_selection_start: EventData
--- @field player_index number
--- @field selection Selection.Active
on_selection_stop = script.generate_event_name(),
--- @class EventData.on_selection_stop: EventData
--- @field player_index number
--- @field selection Selection.Active
--- @type table<string, { [defines.events]: Selection.event_handler[] }>
_registered = {},
--- @package
events = {},
}
--- @class Selection
--- @field name string
--- @field _handlers table
Selection._prototype = {}
Selection._metatable = {
__index = Selection._prototype,
__class = "Selection",
}
--- @type table<number, Selection.Active>
local script_data = {}
local Storage = require("modules/exp_util/storage")
Storage.register(script_data, function(tbl)
script_data = tbl
end)
local empty_table = {}
local selection_tool = { name = "selection-tool" }
--- Test if a player is holding a selection tool
--- @param player LuaPlayer
--- @return boolean?
local function has_selection_tool_in_hand(player)
return player.cursor_stack and player.cursor_stack.valid_for_read and player.cursor_stack.name == "selection-tool"
end
--- Give a selection tool to a player if they don't have one
--- @param player LuaPlayer
local function give_selection_tool(player)
if has_selection_tool_in_hand(player) then return end
player.clear_cursor()
player.cursor_stack.set_stack(selection_tool)
-- This does not work for selection planners, will make a feature request for it
--player.cursor_stack_temporary = true
-- Make a slot to place the selection tool even if inventory is full
if player.character then
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1
end
local inventory = player.get_main_inventory()
if inventory then
player.hand_location = { inventory = inventory.index, slot = #inventory }
end
end
--- Remove a selection tool to a player if they have one
--- @param player LuaPlayer
--- @param old_character LuaEntity?
local function remove_selection_tool(player, old_character)
-- Remove the selection tool
if has_selection_tool_in_hand(player) then
player.cursor_stack.clear()
else
player.remove_item(selection_tool)
end
-- Remove the extra slot
if old_character and old_character == player.character then
player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1
player.hand_location = nil
end
end
--- Create a connection from which events can be registered
--- @param name string
--- @return Selection
function Selection.connect(name)
ExpUtil.assert_not_runtime()
ExpUtil.assert_argument_type(name, "string", 1, "name")
local handlers = Selection._registered[name] or {}
Selection._registered[name] = handlers
return setmetatable({
name = name,
_handlers = handlers,
}, Selection._metatable)
end
--- Stop the currently active selection for a player
--- @param player LuaPlayer
function Selection.stop(player)
local player_index = player.index
local active_selection = script_data[player_index]
if not active_selection then
return
end
remove_selection_tool(player, active_selection.character)
script_data[player_index] = nil
script.raise_event(Selection.on_selection_stop, {
player_index = player_index,
selection = active_selection,
})
end
--- Start a new selection for a player
--- @param player LuaPlayer
--- @param ... unknown
function Selection._prototype:start(player, ...)
local player_index = player.index
local active_selection = script_data[player_index]
if active_selection then
script.raise_event(Selection.on_selection_stop, {
player_index = player_index,
selection = active_selection,
})
end
local selection = {
name = self.name,
character = player.character,
data = select("#", ...) > 0 and { ... } or empty_table,
}
give_selection_tool(player)
script_data[player_index] = selection
script.raise_event(Selection.on_selection_start, {
player_index = player_index,
selection = selection,
})
end
--- Stop this selection if it is active, returns if this selection was active
--- @param player LuaPlayer
--- @return boolean
function Selection._prototype:stop(player)
local player_index = player.index
local active_selection = script_data[player_index]
if not active_selection or active_selection.name ~= self.name then
return false
end
remove_selection_tool(player, active_selection.character)
script_data[player_index] = nil
script.raise_event(Selection.on_selection_stop, {
player_index = player_index,
selection = active_selection,
})
return true
end
--- Dispatch events to the correct handlers
--- @param event EventData.on_player_selected_area | EventData.on_player_alt_selected_area | EventData.on_selection_start | EventData.on_selection_stop
local function event_dispatch(event)
local active_selection = event.selection or script_data[event.player_index]
local selection_handlers = active_selection and Selection._registered[active_selection.name]
local handlers = selection_handlers and selection_handlers[event.name] or empty_table
for _, handler in ipairs(handlers) do
handler(event, table.unpack(active_selection.data))
end
end
--- Create an on event adder
--- @param event defines.events
--- @return function
local function on_event_factory(event)
return function(self, callback)
ExpUtil.assert_not_runtime()
ExpUtil.assert_argument_type(callback, "function", 1, "callback")
Selection.events[event] = event_dispatch
local handlers = self._handlers[event] or {}
handlers[#handlers + 1] = callback
self._handlers[event] = handlers
return self
end
end
local e = defines.events
--- @alias Selection.on_event<E> fun(self: Selection, callback: fun(event: E, ...: any)): Selection
--- @type Selection.on_event<EventData.on_selection_start>
Selection._prototype.on_start = on_event_factory(Selection.on_selection_start)
--- @type Selection.on_event<EventData.on_selection_stop>
Selection._prototype.on_stop = on_event_factory(Selection.on_selection_stop)
--- @type Selection.on_event<EventData.on_player_selected_area>
Selection._prototype.on_selection = on_event_factory(e.on_player_selected_area)
--- @type Selection.on_event<EventData.on_player_alt_selected_area>
Selection._prototype.on_alt_selection = on_event_factory(e.on_player_alt_selected_area)
--- Stop selection if the selection tool is removed from the cursor
--- @param event EventData.on_player_cursor_stack_changed
Selection.events[e.on_player_cursor_stack_changed] = function(event)
local player = assert(game.get_player(event.player_index))
if has_selection_tool_in_hand(player) then return end
Selection.stop(player)
end
--- Make sure the hand location exists when the player returns from remote view
--- @param event EventData.on_player_controller_changed
Selection.events[e.on_player_controller_changed] = function(event)
local player = assert(game.get_player(event.player_index))
local inventory = player.get_main_inventory()
if inventory and has_selection_tool_in_hand(player) then
player.hand_location = { inventory = inventory.index, slot = #inventory }
end
end
--- Stop selection after an event
--- @param event EventData.on_pre_player_left_game | EventData.on_pre_player_died
local function stop_after_event(event)
local player = assert(game.get_player(event.player_index))
Selection.stop(player)
end
Selection.events[e.on_pre_player_left_game] = stop_after_event
Selection.events[e.on_pre_player_died] = stop_after_event
return Selection

View File

@@ -7,7 +7,7 @@
"repository": "explosivegaming/ExpCluster",
"main": "dist/node/index.js",
"scripts": {
"prepare": "tsc --build"
"prepare": "tsc --build && webpack-cli --env production"
},
"engines": {
"node": ">=18"
@@ -18,7 +18,10 @@
"devDependencies": {
"@clusterio/lib": "catalog:",
"@types/node": "catalog:",
"typescript": "catalog:"
"typescript": "catalog:",
"webpack": "catalog:",
"webpack-cli": "catalog:",
"webpack-merge": "catalog:"
},
"dependencies": {
"@sinclair/typebox": "catalog:"

View File

@@ -0,0 +1,4 @@
{
"extends": "../tsconfig.browser.json",
"include": [ "web/**/*.tsx", "web/**/*.ts", "package.json" ],
}

View File

@@ -1,6 +1,7 @@
{
"files": [],
"references": [
{ "path": "./tsconfig.node.json" }
{ "path": "./tsconfig.node.json" },
{ "path": "./tsconfig.browser.json" }
]
}

0
exp_util/web/index.tsx Normal file
View File

View File

@@ -0,0 +1,29 @@
"use strict";
const path = require("path");
const webpack = require("webpack");
const { merge } = require("webpack-merge");
const common = require("@clusterio/web_ui/webpack.common");
module.exports = (env = {}) => merge(common(env), {
context: __dirname,
entry: "./web/index.tsx",
output: {
path: path.resolve(__dirname, "dist", "web"),
},
plugins: [
new webpack.container.ModuleFederationPlugin({
name: "exp_util",
library: { type: "window", name: "plugin_exp_util" },
exposes: {
"./": "./index.ts",
"./package.json": "./package.json",
"./web": "./web/index.tsx",
},
shared: {
"@clusterio/lib": { import: false },
"@clusterio/web_ui": { import: false },
},
}),
],
});

36
pnpm-lock.yaml generated
View File

@@ -69,6 +69,15 @@ importers:
typescript:
specifier: 'catalog:'
version: 5.8.3
webpack:
specifier: 'catalog:'
version: 5.98.0(@swc/core@1.11.16)(webpack-cli@5.1.4)
webpack-cli:
specifier: 'catalog:'
version: 5.1.4(webpack@5.98.0)
webpack-merge:
specifier: 'catalog:'
version: 5.10.0
exp_groups:
dependencies:
@@ -134,6 +143,15 @@ importers:
typescript:
specifier: 'catalog:'
version: 5.8.3
webpack:
specifier: 'catalog:'
version: 5.98.0(@swc/core@1.11.16)(webpack-cli@5.1.4)
webpack-cli:
specifier: 'catalog:'
version: 5.1.4(webpack@5.98.0)
webpack-merge:
specifier: 'catalog:'
version: 5.10.0
exp_legacy:
dependencies:
@@ -156,6 +174,15 @@ importers:
typescript:
specifier: 'catalog:'
version: 5.8.3
webpack:
specifier: 'catalog:'
version: 5.98.0(@swc/core@1.11.16)(webpack-cli@5.1.4)
webpack-cli:
specifier: 'catalog:'
version: 5.1.4(webpack@5.98.0)
webpack-merge:
specifier: 'catalog:'
version: 5.10.0
exp_scenario:
dependencies:
@@ -252,6 +279,15 @@ importers:
typescript:
specifier: 'catalog:'
version: 5.8.3
webpack:
specifier: 'catalog:'
version: 5.98.0(@swc/core@1.11.16)(webpack-cli@5.1.4)
webpack-cli:
specifier: 'catalog:'
version: 5.1.4(webpack@5.98.0)
webpack-merge:
specifier: 'catalog:'
version: 5.10.0
packages: