Add joinable legacy code
This commit is contained in:
@@ -31,9 +31,9 @@ end
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local toggle_section =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/expand_dark',
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hovered_sprite = 'utility/expand',
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sprite = 'utility/expand',
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tooltip = {'autofill.toggle-section-tooltip'},
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style = "frame_action_button",
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name = Gui.unique_static_name
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}
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:style(Gui.sprite_style(20))
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@@ -42,12 +42,10 @@ Gui.element{
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local flow_name = header_flow.caption
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local flow = header_flow.parent.parent[flow_name]
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if Gui.toggle_visible_state(flow) then
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element.sprite = 'utility/collapse_dark'
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element.hovered_sprite = 'utility/collapse'
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element.sprite = 'utility/collapse'
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element.tooltip = {'autofill.toggle-section-collapse-tooltip'}
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else
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element.sprite = 'utility/expand_dark'
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element.hovered_sprite = 'utility/expand'
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element.sprite = 'utility/expand'
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element.tooltip = {'autofill.toggle-section-tooltip'}
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end
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end)
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@@ -7,6 +7,7 @@ local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
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local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonus
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local vlayer = require("modules.exp_legacy.modules.control.vlayer")
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local format_number = require("util").format_number --- @dep util
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local bonus_container
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@@ -11,7 +11,7 @@ local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
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local rolling_stocks = {}
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local function landfill_init()
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for name, _ in pairs(game.get_filtered_entity_prototypes({{filter = 'rolling-stock'}})) do
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for name, _ in pairs(prototypes.get_entity_filtered{{filter = 'rolling-stock'}}) do
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rolling_stocks[name] = true
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end
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end
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@@ -103,9 +103,10 @@ local function landfill_gui_add_landfill(blueprint)
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if not (rolling_stocks[ent.name] or ent.name == 'offshore-pump') then
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-- curved rail, special
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if ent.name ~= 'curved-rail' then
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local box = game.entity_prototypes[ent.name].collision_box or game.entity_prototypes[ent.name].selection_box
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local proto = prototypes.entity[ent.name]
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local box = proto.collision_box or proto.selection_box
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if game.entity_prototypes[ent.name].collision_mask['ground-tile'] == nil then
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if proto.collision_mask['ground-tile'] == nil then
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if ent.direction then
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if ent.direction ~= defines.direction.north then
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box = rotate_bounding_box(box)
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@@ -32,8 +32,8 @@ end
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local prod_module_names = {}
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local function get_module_name()
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for name, item in pairs(game.item_prototypes) do
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if item.module_effects and item.module_effects.productivity and item.module_effects.productivity.bonus > 0 then
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for name, item in pairs(prototypes.item) do
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if item.module_effects and item.module_effects.productivity and item.module_effects.productivity > 0 then
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prod_module_names[#prod_module_names + 1] = name
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end
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end
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@@ -124,7 +124,7 @@ Selection.on_selection(SelectionModuleArea, function(event)
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['p'] = {}
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}
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for j=1, game.entity_prototypes[mma].module_inventory_size, 1 do
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for j=1, prototypes.entity[mma].module_inventory_size, 1 do
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local mmo = scroll_table['module_mm_' .. i .. '_' .. j].elem_value
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if mmo then
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@@ -161,7 +161,7 @@ local function row_set(player, element)
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if scroll_table[element .. '0'].elem_value then
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for i=1, config.module_slot_max do
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if i <= game.entity_prototypes[scroll_table[element .. '0'].elem_value].module_inventory_size then
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if i <= prototypes.entity[scroll_table[element .. '0'].elem_value].module_inventory_size then
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if config.machine[scroll_table[element .. '0'].elem_value].prod then
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scroll_table[element .. i].elem_filters = elem_filter.prod
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@@ -27,7 +27,7 @@ config.set_datastores(SelectedPlayer, SelectedAction)
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local open_action_bar =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/expand_dots_white',
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sprite = 'utility/expand_dots',
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tooltip = {'player-list.open-action-bar'},
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style = 'frame_button',
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name = Gui.unique_static_name
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@@ -130,7 +130,7 @@ end)
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Event.on_nth_tick(60, function()
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for _, player in pairs(game.connected_players) do
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local frame = Gui.get_left_element(player, production_container)
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local stat = player.force.item_production_statistics
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local stat = player.force.get_item_production_statistics(player.surface)
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local precision_value = precision[frame.container['production_st'].disp.table['production_0_e'].selected_index]
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local table = frame.container['production_st'].disp.table
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@@ -139,8 +139,8 @@ Event.on_nth_tick(60, function()
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local item = table[production_prefix .. '_e'].elem_value
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if item then
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local add = stat.get_flow_count{name=item, input=true, precision_index=precision_value, count=false} / 60
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local minus = stat.get_flow_count{name=item, input=false, precision_index=precision_value, count=false} / 60
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local add = math.floor(stat.get_flow_count{name=item, category="input", precision_index=precision_value, count=false} / 6) / 10
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local minus = math.floor(stat.get_flow_count{name=item, category="output", precision_index=precision_value, count=false} / 6) / 10
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local sum = add - minus
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table[production_prefix .. '_1'].caption = format_n(add)
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@@ -81,14 +81,15 @@ Gui.element(function(_, parent, server_id, wrong_version)
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local flow = parent.add{ name = server_id, type = 'flow' }
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local button = flow.add{
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type = 'sprite-button',
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sprite = 'utility/circuit_network_panel_white', --- network panel white, warning white, download white
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hovered_sprite = 'utility/circuit_network_panel_black', --- network panel black, warning black, download black
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tooltip = {'readme.servers-connect-'..status, wrong_version}
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sprite = 'utility/circuit_network_panel',
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hovered_sprite = 'utility/circuit_network_panel',
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tooltip = {'readme.servers-connect-'..status, wrong_version},
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style = "frame_action_button"
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}
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if status == 'Offline' or status == 'Current' then
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button.enabled = false
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button.sprite = 'utility/circuit_network_panel_black'
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button.sprite = 'utility/circuit_network_panel'
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elseif status == 'Version' then
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button.enabled = false
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button.sprite = 'utility/shuffle'
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@@ -119,9 +120,9 @@ Gui.element(function(_, parent)
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-- Set up the top flow with logos
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local top_flow = container.add{ type='flow' }
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top_flow.add{ type='sprite', sprite='file/modules/gui/logo.png' }
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top_flow.add{ type='sprite', sprite='file/modules/exp_legacy/modules/gui/logo.png' }
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local top_vertical_flow = top_flow.add{ type='flow', direction='vertical' }
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top_flow.add{ type='sprite', sprite='file/modules/gui/logo.png' }
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top_flow.add{ type='sprite', sprite='file/modules/exp_legacy/modules/gui/logo.png' }
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top_vertical_flow.style.horizontal_align = 'center'
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-- Add the title and description to the top flow
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@@ -415,7 +416,7 @@ Gui.element(function(definition, parent)
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local left_side =
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left_alignment.add{
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type = 'frame',
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style = 'frame_without_right_side'
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style = 'character_gui_left_side'
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}
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left_side.style.vertically_stretchable = true
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left_side.style.padding = 0
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@@ -153,7 +153,7 @@ local function research_gui_update()
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local res_i = res_n + i - 3
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if res['disp'][res_i] then
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res_disp[i]['name'] = {'expcom-res.res-name', res['disp'][res_i]['raw_name'], game.technology_prototypes[res['disp'][res_i]['raw_name']].localised_name}
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res_disp[i]['name'] = {'expcom-res.res-name', res['disp'][res_i]['raw_name'], prototypes.technology[res['disp'][res_i]['raw_name']].localised_name}
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if research.time[res_i] == 0 then
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res_disp[i]['target'] = res['disp'][res_i].target_disp
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@@ -423,9 +423,10 @@ end
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local toggle_section =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/expand_dark',
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sprite = 'utility/expand',
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hovered_sprite = 'utility/expand',
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tooltip = {'rocket-info.toggle-section-tooltip'},
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style = "frame_action_button",
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name = Gui.unique_static_name
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}
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:style(Gui.sprite_style(20))
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@@ -434,12 +435,10 @@ Gui.element{
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local flow_name = header_flow.caption
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local flow = header_flow.parent.parent[flow_name]
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if Gui.toggle_visible_state(flow) then
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element.sprite = 'utility/collapse_dark'
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element.hovered_sprite = 'utility/collapse'
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element.sprite = 'utility/collapse'
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element.tooltip = {'rocket-info.toggle-section-collapse-tooltip'}
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else
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element.sprite = 'utility/expand_dark'
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element.hovered_sprite = 'utility/expand'
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element.sprite = 'utility/expand'
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element.tooltip = {'rocket-info.toggle-section-tooltip'}
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end
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end)
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@@ -523,7 +522,7 @@ end)
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--- Button on the top flow used to toggle the container
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-- @element toggle_rocket_info
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Gui.left_toolbar_button('item/satellite', {'rocket-info.main-tooltip'}, rocket_list_container, function(player)
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Gui.left_toolbar_button('item/rocket-silo', {'rocket-info.main-tooltip'}, rocket_list_container, function(player)
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return Roles.player_allowed(player, 'gui/rocket-info')
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end)
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@@ -299,7 +299,7 @@ Gui.element(function(definition, parent)
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type = 'label',
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caption = null_time_short,
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tooltip = null_time_long,
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style = 'heading_1_label'
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style = 'frame_title'
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}
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-- Update the eta
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@@ -114,8 +114,9 @@ local no_tasks_found =
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local center =
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header.add {
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type = "flow",
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style = "centering_horizontal_flow"
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}
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center.style.vertical_align = "center"
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center.style.horizontal_align = "center"
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center.style.horizontally_stretchable = true
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center.add {
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name = "header_label",
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@@ -156,7 +157,7 @@ local subfooter_label =
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return parent.add {
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name = "footer_label",
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type = "label",
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style = "heading_1_label",
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style = "frame_title",
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caption = caption
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}
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end
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@@ -240,7 +241,7 @@ local task_view_edit_button =
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Gui.element {
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type = "button",
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name = Gui.unique_static_name,
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caption = {"", "[img=utility/rename_icon_normal] ", {"task-list.edit"}},
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caption = {"", "[img=utility/rename_icon] ", {"task-list.edit"}},
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tooltip = {"task-list.edit-tooltip"},
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style = "shortcut_bar_button"
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}:style(Styles.footer_button):on_click(
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@@ -257,8 +258,8 @@ local task_view_edit_button =
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local task_view_close_button =
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Gui.element{
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type = "sprite-button",
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sprite = "utility/collapse_dark",
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hovered_sprite = "utility/collapse",
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sprite = "utility/collapse",
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style = "frame_action_button",
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tooltip = {"task-list.close-tooltip"}
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}
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:style(Styles.sprite22):on_click(
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@@ -353,6 +353,7 @@ for index, element_define in ipairs(Gui.top_elements) do
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if prev_handler then prev_handler(player, element, event) end -- Kind of hacky but works
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local frame = Gui.get_left_element(player, toolbar_container)
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if not frame then return end -- Gui might not be loaded yet
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if not frame.container then log(frame.name) log(frame.parent.name) end
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local button = frame.container.scroll.list[element_define.name][element_define.name]
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local toolbar_button = Gui.get_top_element(player, element_define)
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copy_style(toolbar_button, button)
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@@ -115,7 +115,7 @@ Gui.element{
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radius = config.standard_proximity_radius + 2.5,
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position = position,
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collision_mask = {
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'item-layer', 'object-layer', 'player-layer', 'water-tile'
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'item', 'object', 'player', 'water_tile'
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}
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}
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-- Remove 1 because that is the current player
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@@ -256,8 +256,8 @@ end)
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-- Required fields to make it squashable and strechable.
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minimal_width = 10,
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maximal_width = 300,
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horizontally_squashable = "on",
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horizontally_stretchable = "on",
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horizontally_squashable = true,
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horizontally_stretchable = true,
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-- Other styling
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height = 22,
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padding = -2,
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@@ -336,7 +336,7 @@ end)
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local edit_warp_button =
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Gui.element{
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type = 'sprite-button',
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sprite = 'utility/rename_icon_normal',
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sprite = 'utility/rename_icon',
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tooltip = {'warp-list.edit-tooltip-none'},
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style = 'shortcut_bar_button',
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name = Gui.unique_static_name
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