mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-30 04:21:41 +09:00
Converted Warps
This commit is contained in:
@@ -5,33 +5,30 @@
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]]
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local Gui = require 'expcore.gui' --- @dep expcore.gui
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local Store = require 'expcore.store' --- @dep expcore.store
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local Datastore = require 'expcore.datastore' --- @dep expcore.datastore
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local Game = require 'utils.game' --- @dep utils.game
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local Roles = require 'expcore.roles' --- @dep expcore.roles
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local Colors = require 'utils.color_presets' --- @dep utils.color_presets
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local config = require 'config.gui.warps' --- @dep config.gui.warps
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local Warps = require 'modules.control.warps' --- @dep modules.control.warps
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local format_time = _C.format_time --- @dep expcore.common
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-- Stores a boolean value indexed by player name
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local player_in_range_store = Store.register(function(player)
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return player.name
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end)
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--- Stores all data for the warp gui
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local WrapGuiData = Datastore.connect('WrapGuiData')
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WrapGuiData:set_serializer(Datastore.name_serializer)
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local PlayerInRange = WrapGuiData:combine('PlayerInRange')
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PlayerInRange:set_default(false)
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local PlayerCooldown = WrapGuiData:combine('PlayerCooldown')
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PlayerCooldown:set_default(0)
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-- Stores the time remaing for a players warp cooldown
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local player_warp_cooldown_store = Store.register(function(player)
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return player.name
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end)
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-- Table that stores a boolean value of weather to keep the warp gui open
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--- Table that stores a boolean value of weather to keep the warp gui open
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local keep_gui_open = {}
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Global.register(keep_gui_open, function(tbl)
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keep_gui_open = tbl
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end)
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-- Styles used for sprite buttons
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--- Styles used for sprite buttons
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local Styles = {
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sprite20 = Gui.sprite_style(20),
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sprite22 = Gui.sprite_style(20, nil, { right_margin = -3 }),
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@@ -55,7 +52,7 @@ local function check_player_permissions(player, action, warp)
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end
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end
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-- Check player has permisison based on value in the config
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-- Check player has permission based on value in the config
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local action_config = config[action]
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if action_config == 'all' then
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return true
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@@ -65,7 +62,7 @@ local function check_player_permissions(player, action, warp)
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return Roles.player_allowed(player, config['expcore_roles_'..action])
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end
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-- Return false as all other condidtions have not been met
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-- Return false as all other conditions have not been met
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return false
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end
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@@ -187,7 +184,7 @@ Gui.element{
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Warps.set_editing(warp_id, player.name)
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end)
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--- Editing state for a warp, contrins a text field and the two edit buttons
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--- Editing state for a warp, contains a text field and the two edit buttons
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-- @element warp_editing
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warp_editing =
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Gui.element(function(event_trigger, parent, warp)
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@@ -246,7 +243,7 @@ end)
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player.zoom_to_world(position, 1.5)
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end)
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local update_wrap_buttons
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--- Default state for the warp icon, when pressed teleports the player
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-- @element warp_icon_button
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warp_icon_button =
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@@ -269,8 +266,8 @@ end)
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-- Reset the warp cooldown if the player does not have unlimited warps
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if not check_player_permissions(player, 'bypass_warp_cooldown') then
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Store.set(player_warp_cooldown_store, player, config.cooldown_duraction)
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Store.trigger(player_in_range_store, player)
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PlayerCooldown:set(player, config.cooldown_duration)
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update_wrap_buttons(player)
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end
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end)
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@@ -293,15 +290,43 @@ end)
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local warp_timer =
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Gui.element{
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type = 'progressbar',
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tooltip = {'warp-list.timer-tooltip', config.cooldown_duraction},
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tooltip = {'warp-list.timer-tooltip', config.cooldown_duration},
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minimum_value = 0,
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maximum_value = config.cooldown_duraction*config.update_smoothing
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maximum_value = config.cooldown_duration*config.update_smoothing
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}
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:style{
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horizontally_stretchable = true,
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color = Colors.light_blue
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}
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local warp_list_container
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--- Update the warp buttons for a player
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function update_wrap_buttons(player, timer, in_range)
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-- Get the warp table
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local frame = Gui.get_left_element(player, warp_list_container)
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local scroll_table = frame.container.scroll.table
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-- Check if the buttons should be active
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timer = timer or PlayerCooldown:get(player)
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in_range = in_range or PlayerInRange:get(player)
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local button_disabled = timer > 0 or not in_range
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-- Change the enabled state of the warp buttons
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local warp_ids = Warps.get_force_warp_ids(player.force.name)
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for _, warp_id in pairs(warp_ids) do
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local element = scroll_table['icon-'..warp_id][warp_icon_button.name]
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if element and element.valid then
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element.enabled = not button_disabled
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if button_disabled then
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element.tooltip = {'warp-list.goto-disabled'}
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else
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local position = Warps.get_warp(warp_id).position
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element.tooltip = {'warp-list.goto-tooltip', position.x, position.y}
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end
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end
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end
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end
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--- Updates a warp for a player
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local function update_warp(player, warp_table, warp_id)
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local warp = Warps.get_warp(warp_id)
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@@ -358,10 +383,10 @@ local function update_warp(player, warp_table, warp_id)
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icon_flow.clear()
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local warp_icon_element = warp_icon_button(icon_flow, warp)
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local timer = Store.get(player_warp_cooldown_store, player)
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local in_range = Store.get(player_in_range_store, player)
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local timer = PlayerCooldown:get(player)
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local in_range = PlayerInRange:get(player)
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local apply_proximity = not check_player_permissions(player, 'bypass_warp_proximity')
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if (timer and timer > 0) or (apply_proximity and not in_range) then
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if timer > 0 or (apply_proximity and not in_range) then
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warp_icon_element.enabled = false
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warp_icon_element.tooltip = {'warp-list.goto-disabled'}
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end
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@@ -381,7 +406,20 @@ end
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-- Update all the warps for a player
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local function update_all_warps(player, warp_table)
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local warp_ids = Warps.get_force_warp_ids(player.force.name)
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if #warp_ids > 0 then
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warp_table.clear()
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for _, warp_id in ipairs(warp_ids) do
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update_warp(player, warp_table, warp_id)
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end
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end
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-- Update all warps for all players on a force
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local function update_all_wrap_force(force)
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local warp_ids = Warps.get_force_warp_ids(force.name)
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for _, player in pairs(force.connected_players) do
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local frame = Gui.get_left_element(player, warp_list_container)
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local warp_table = frame.container.scroll.table
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warp_table.clear()
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for _, warp_id in ipairs(warp_ids) do
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update_warp(player, warp_table, warp_id)
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end
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@@ -390,7 +428,7 @@ end
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--- Main warp list container for the left flow
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-- @element warp_list_container
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local warp_list_container =
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warp_list_container =
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Gui.element(function(event_trigger, parent)
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-- Draw the internal container
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local container = Gui.container(parent, event_trigger, 200)
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@@ -399,7 +437,7 @@ Gui.element(function(event_trigger, parent)
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local header = Gui.header(
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container,
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{'warp-list.main-caption'},
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{'warp-list.sub-tooltip', config.cooldown_duraction, config.standard_proximity_radius},
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{'warp-list.sub-tooltip', config.cooldown_duration, config.standard_proximity_radius},
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true
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)
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@@ -421,16 +459,16 @@ Gui.element(function(event_trigger, parent)
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-- Change the progress of the warp timer
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local progress = 1
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local timer = Store.get(player_warp_cooldown_store, player)
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if timer and timer > 0 then
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progress = 1 - (timer/config.cooldown_duraction)
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local timer = PlayerCooldown:get(player)
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if timer > 0 then
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progress = 1 - (timer/config.cooldown_duration)
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end
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warp_timer_element.value = progress
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-- Add any existing warps
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update_all_warps(player, scroll_table)
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-- Return the exteral container
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-- Return the external container
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return container.parent
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end)
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:add_to_left_flow()
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@@ -446,26 +484,140 @@ end)
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end)
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--- When the name of a warp is updated this is triggered
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Warps.on_update(function(warp, _,removed_warp)
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Warps.on_update(function(_, warp, old_warp)
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-- Get the force to update, warp is nil when removed
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local force
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if warp then
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force = game.forces[warp.force_name]
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update_all_wrap_force(game.forces[warp.force_name])
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else
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force = game.forces[removed_warp.force_name]
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update_all_wrap_force(game.forces[old_warp.force_name])
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end
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end)
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--- When the player leaves or enters range of a warp this is triggered
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PlayerInRange:on_update(function(player_name, player_in_range)
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local player = game.players[player_name]
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-- Change if the frame is visible based on if the player is in range
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if not keep_gui_open[player.name] then
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Gui.toggle_left_element(player, warp_list_container, player_in_range)
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end
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-- Update the gui for selected players
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local warp_ids = Warps.get_force_warp_ids(force.name)
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for _, player in pairs(force.connected_players) do
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local frame = Gui.get_left_element(player, warp_list_container)
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local scroll_table = frame.container.scroll.table
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-- Check if the player requires proximity
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if not check_player_permissions(player, 'bypass_warp_proximity') then
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update_wrap_buttons(player, nil, player_in_range)
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end
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end)
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-- Update the gui
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scroll_table.clear()
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for _, next_warp_id in ipairs(warp_ids) do
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update_warp(player, scroll_table, next_warp_id)
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--- Update the warp cooldown progress bars to match the current cooldown
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PlayerCooldown:on_update(function(player_name, player_cooldown)
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-- Get the progress bar element
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local player = game.players[player_name]
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local frame = Gui.get_left_element(player, warp_list_container)
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local warp_timer_element = frame.container[warp_timer.name]
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-- Set the progress
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local progress = 1
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if player_cooldown and player_cooldown > 0 then
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progress = 1 - (player_cooldown/config.cooldown_duration)
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end
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warp_timer_element.value = progress
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-- Trigger update of buttons if cooldown is now 0
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if player_cooldown == 0 then
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update_wrap_buttons(player, player_cooldown, nil)
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end
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end)
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--- Handles updating the timer and checking distance from a warp
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local r2 = config.standard_proximity_radius^2
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local rs2 = config.spawn_proximity_radius^2
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local mr2 = config.minimum_distance^2
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Event.on_nth_tick(math.floor(60/config.update_smoothing), function()
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PlayerCooldown:update_all(function(_, player_cooldown)
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if player_cooldown > 0 then return player_cooldown - 1 end
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end)
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local force_warps = {}
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local warps = {}
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for _, player in pairs(game.connected_players) do
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local was_in_range = PlayerInRange:get(player)
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-- Get the ids of all the warps on the players force
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local force_name = player.force.name
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local warp_ids = force_warps[force_name]
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if not warp_ids then
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warp_ids = Warps.get_force_warp_ids(force_name)
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force_warps[force_name] = warp_ids
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end
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-- Check if the force has any warps
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local closest_warp
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local closest_distance
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if #warp_ids > 0 then
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local surface = player.surface
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local pos = player.position
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local px, py = pos.x, pos.y
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-- Loop over each warp
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for _, warp_id in ipairs(warp_ids) do
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-- Check if warp id is cached
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local warp = warps[warp_id]
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if not warp then
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warp = Warps.get_warp(warp_id)
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warps[warp_id] = warp
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end
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-- Check if the player is within range
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local warp_pos = warp.position
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if warp.surface == surface then
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local dx, dy = px-warp_pos.x, py-warp_pos.y
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local dist = (dx*dx)+(dy*dy)
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if closest_distance == nil or dist < closest_distance then
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closest_warp = warp
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closest_distance = dist
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if dist < r2 then break end
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end
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end
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end
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-- Check the dist to the closest warp
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local in_range = closest_warp.warp_id == warp_ids.spawn and closest_distance < rs2 or closest_distance < r2
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if was_in_range and not in_range then
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PlayerInRange:set(player, false)
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elseif not was_in_range and in_range then
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PlayerInRange:set(player, true)
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end
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-- Change the enabled state of the add warp button
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local frame = Gui.get_left_element(player, warp_list_container)
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local add_warp_element = frame.container.header.alignment[add_new_warp.name]
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local was_able_to_make_warp = add_warp_element.enabled
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local can_make_warp = closest_distance > mr2
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if can_make_warp and not was_able_to_make_warp then
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add_warp_element.enabled = true
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add_warp_element.tooltip = {'warp-list.add-tooltip'}
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elseif not can_make_warp and was_able_to_make_warp then
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add_warp_element.enabled = false
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add_warp_element.tooltip = {'warp-list.too-close', closest_warp.name}
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end
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end
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end
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end)
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--- When a player is created make sure that there is a spawn warp created
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Event.add(defines.events.on_player_created, function(event)
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-- If the force has no spawn then make a spawn warp
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local player = game.players[event.player_index]
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local force = player.force
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local spawn_id = Warps.get_spawn_warp_id(force.name)
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if not spawn_id then
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local spawn_position = force.get_spawn_position(player.surface)
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spawn_id = Warps.add_warp(force.name, player.surface, spawn_position, nil, 'Spawn')
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Warps.set_spawn_warp(spawn_id, force)
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Warps.make_warp_tag(spawn_id)
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end
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end)
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@@ -494,163 +646,6 @@ end
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Event.add(Roles.events.on_role_assigned, role_update_event)
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Event.add(Roles.events.on_role_unassigned, role_update_event)
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--- When the player leaves or enters range of a warp this is triggered
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Store.watch(player_in_range_store, function(value, player_name)
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local player = game.players[player_name]
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local force = player.force
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-- Change if the frame is visible based on if the player is in range
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if not keep_gui_open[player.name] then
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Gui.toggle_left_element(player, warp_list_container, value)
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end
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-- Check if the player requires proximity
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if check_player_permissions(player, 'bypass_warp_proximity') then
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return
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end
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-- Get the warp table
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local frame = Gui.get_left_element(player, warp_list_container)
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local scroll_table = frame.container.scroll.table
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-- Check if the buttons should be active
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local timer = Store.get(player_warp_cooldown_store, player)
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local button_disabled = timer and timer > 0 or not value
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-- Change the enabled state of the warp buttons
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local warp_ids = Warps.get_force_warp_ids(force.name)
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for _, warp_id in pairs(warp_ids) do
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local element = scroll_table['icon-'..warp_id][warp_icon_button.name]
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if element and element.valid then
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element.enabled = not button_disabled
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if button_disabled then
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element.tooltip = {'warp-list.goto-disabled'}
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else
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local position = Warps.get_warp(warp_id).position
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element.tooltip = {'warp-list.goto-tooltip', position.x, position.y}
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end
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end
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end
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end)
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--- Update the warp cooldown progress bars to match the store
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Store.watch(player_warp_cooldown_store, function(value, player_name, old_value)
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if value == old_value then return end
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-- Get the progress bar element
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local player = game.players[player_name]
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local frame = Gui.get_left_element(player, warp_list_container)
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local warp_timer_element = frame.container[warp_timer.name]
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-- Set the progress
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local progress = 1
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local timer = Store.get(player_warp_cooldown_store, player)
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if timer and timer > 0 then
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progress = 1 - (timer/config.cooldown_duraction)
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end
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warp_timer_element.value = progress
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-- Trigger update of buttons if cooldown is now 0
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if value == 0 then
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Store.trigger(player_in_range_store, player_name)
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end
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||||
end)
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--- Handles updating the timer and checking distance from a warp
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local r2 = config.standard_proximity_radius^2
|
||||
local rs2 = config.spawn_proximity_radius^2
|
||||
local mr2 = config.minimum_distance^2
|
||||
Event.on_nth_tick(math.floor(60/config.update_smoothing), function()
|
||||
Store.map(player_warp_cooldown_store, function(value)
|
||||
if value > 0 then
|
||||
return value - 1
|
||||
end
|
||||
end)
|
||||
|
||||
local force_warps = {}
|
||||
local warps = {}
|
||||
for _, player in pairs(game.connected_players) do
|
||||
local was_in_range = Store.get(player_in_range_store, player)
|
||||
|
||||
-- Get the ids of all the warps on the players force
|
||||
local force_name = player.force.name
|
||||
local warp_ids = force_warps[force_name]
|
||||
if not warp_ids then
|
||||
warp_ids = Warps.get_force_warp_ids(force_name)
|
||||
force_warps[force_name] = warp_ids
|
||||
end
|
||||
|
||||
-- Check if the force has any warps
|
||||
local closest_warp
|
||||
local closest_distance
|
||||
if #warp_ids > 0 then
|
||||
local surface = player.surface
|
||||
local pos = player.position
|
||||
local px, py = pos.x, pos.y
|
||||
|
||||
-- Loop over each warp
|
||||
for _, warp_id in ipairs(warp_ids) do
|
||||
-- Check if warp id is chached
|
||||
local warp = warps[warp_id]
|
||||
if not warp then
|
||||
warp = Warps.get_warp(warp_id)
|
||||
warps[warp_id] = warp
|
||||
end
|
||||
|
||||
-- Check if the player is within range
|
||||
local warp_pos = warp.position
|
||||
if warp.surface == surface then
|
||||
local dx, dy = px-warp_pos.x, py-warp_pos.y
|
||||
local dist = (dx*dx)+(dy*dy)
|
||||
if closest_distance == nil or dist < closest_distance then
|
||||
closest_warp = warp
|
||||
closest_distance = dist
|
||||
if dist < r2 then break end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check the dist to the closest warp
|
||||
local in_range = closest_warp.warp_id == warp_ids.spawn and closest_distance < rs2 or closest_distance < r2
|
||||
if was_in_range and not in_range then
|
||||
Store.set(player_in_range_store, player, false)
|
||||
elseif not was_in_range and in_range then
|
||||
Store.set(player_in_range_store, player, true)
|
||||
end
|
||||
|
||||
-- Change the enabled state of the add warp button
|
||||
local frame = Gui.get_left_element(player, warp_list_container)
|
||||
local add_warp_element = frame.container.header.alignment[add_new_warp.name]
|
||||
local was_able_to_make_warp = add_warp_element.enabled
|
||||
local can_make_warp = closest_distance > mr2
|
||||
if can_make_warp and not was_able_to_make_warp then
|
||||
add_warp_element.enabled = true
|
||||
add_warp_element.tooltip = {'warp-list.add-tooltip'}
|
||||
elseif not can_make_warp and was_able_to_make_warp then
|
||||
add_warp_element.enabled = false
|
||||
add_warp_element.tooltip = {'warp-list.too-close', closest_warp.name}
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
--- When a player is created make sure that there is a spawn warp created
|
||||
Event.add(defines.events.on_player_created, function(event)
|
||||
-- If the force has no spawn then make a spawn warp
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
local force = player.force
|
||||
local spawn_id = Warps.get_spawn_warp_id(force.name)
|
||||
if not spawn_id then
|
||||
local spawn_position = force.get_spawn_position(player.surface)
|
||||
spawn_id = Warps.add_warp(force.name, player.surface, spawn_position, nil, 'Spawn')
|
||||
Warps.set_spawn_warp(spawn_id, force)
|
||||
Store.trigger(Warps.store, spawn_id)
|
||||
Warps.make_warp_tag(spawn_id)
|
||||
end
|
||||
end)
|
||||
|
||||
--- When a chart tag is removed or edited make sure it is not one that belongs to a warp
|
||||
local function maintain_tag(event)
|
||||
if not event.player_index then return end
|
||||
@@ -659,8 +654,8 @@ local function maintain_tag(event)
|
||||
local warp_ids = Warps.get_force_warp_ids(force_name)
|
||||
for _, warp_id in pairs(warp_ids) do
|
||||
local warp = Warps.get_warp(warp_id)
|
||||
local wtag = warp.tag
|
||||
if not wtag or not wtag.valid or wtag == tag then
|
||||
local warp_tag = warp.tag
|
||||
if not warp_tag or not warp_tag.valid or warp_tag == tag then
|
||||
if event.name == defines.events.on_chart_tag_removed then
|
||||
warp.tag = nil
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user