Major overhaul of inner workings:

- Change config layout to entity based;
- Change the gui layout to entity based;
- Fix entity placed event to work with new system;
- Change gui styles to fit other gui's more;
- Added demo entities with items:
* Car;
* Locomotive;
* Spidertron;
* Gun Turret;
* Stone furnace;
* Steel furnace;
This commit is contained in:
badgamernl
2020-09-01 05:43:05 +02:00
parent dac4d40682
commit f1537af711
3 changed files with 440 additions and 200 deletions

View File

@@ -25,99 +25,232 @@ local function rich_img(type, value)
return '[img='..type..'/'..value..']'
end
--- Draw a section header and main scroll
-- @element autofill_section_container
local section =
Gui.element(function(_, parent, section_name, table_size)
-- Draw the header for the section
Gui.header(
parent,
{'autofill.'..section_name..'-caption'},
{'autofill.'..section_name..'-tooltip'},
true,
section_name..'-header'
)
-- Table used to display the settings
local scroll_table = Gui.scroll_table(parent, 215, table_size, section_name..'-scroll-table')
return scroll_table
end)
local toggle_item_button =
Gui.element(function(event_trigger, parent, setting)
return parent.add{
name = event_trigger,
type = 'sprite-button',
sprite = 'item/'..setting.item,
tooltip = {'autofill.toggle-tooltip', rich_img('item', setting.item), setting.type},
style = 'shortcut_bar_button_red'
}
end)
:style(Gui.sprite_style(32, nil, { right_margin = -3 }))
:on_click(function(player, element)
for _, setting in pairs(autofill_player_settings[player.name]) do
if 'item/'..setting.item == element.sprite then
if setting.enabled then
setting.enabled = false
element.style = 'shortcut_bar_button_red'
else
setting.enabled = true
element.style = 'shortcut_bar_button_green'
-- Button to toggle a section dropdown
-- @element toggle_section
local toggle_section =
Gui.element{
type = 'sprite-button',
sprite = 'utility/expand_dark',
hovered_sprite = 'utility/expand',
tooltip = {'autofill.toggle-section-tooltip'}
}
toggle_section
:style(Gui.sprite_style(20))
:on_click(function(_, element, _)
local header_flow = element.parent
local flow_name = header_flow.caption
local flow = header_flow.parent.parent[flow_name]
if Gui.toggle_visible_state(flow) then
element.sprite = 'utility/collapse_dark'
element.hovered_sprite = 'utility/collapse'
element.tooltip = {'autofill.toggle-section-collapse-tooltip'}
else
element.sprite = 'utility/expand_dark'
element.hovered_sprite = 'utility/expand'
element.tooltip = {'autofill.toggle-section-tooltip'}
end
local event = {}
for _, child in pairs(element.parent.parent.children) do
if child.alignment and child.alignment[toggle_section.name] then
if element.parent.name ~= child.name then
event.element = child.alignment[toggle_section.name]
toggle_section:raise_custom_event(event)
end
end
end
end)
-- Used to assign an event to the header label to trigger a toggle
-- @element header_toggle
local header_toggle = Gui.element()
:on_click(function(_, element, event)
event.element = element.parent.alignment[toggle_section.name]
toggle_section:raise_custom_event(event)
end)
-- Used to assign an event to the header label to trigger a toggle
-- @element header_toggle
local entity_toggle = Gui.element(function(event_trigger, parent, entity_name)
return parent.add{
name = event_trigger,
type = 'sprite-button',
sprite = 'item/'..entity_name,
tooltip = {'autofill.toggle-entity-tooltip', rich_img('item', entity_name)},
style = 'shortcut_bar_button_green'
}
end)
:style(Gui.sprite_style(22))
:on_click(function(player, element, _)
local entity_name = string.sub(element.parent.parent.name, 0, -(1 + string.len('-header')))
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
if setting.enabled then
setting.enabled = false
element.style = 'shortcut_bar_button_red'
else
setting.enabled = true
element.style = 'shortcut_bar_button_green'
end
end)
--- Draw a section header and main scroll
-- @element autofill_section_container
local section =
Gui.element(function(_, parent, section_name, table_size)
-- Draw the header for the section
local header = Gui.header(
parent,
{'entity-name.'..section_name},
{'autofill.toggle-section-tooltip'},
true,
section_name..'-header',
header_toggle.name
)
-- Right aligned button to toggle the section
header.caption = section_name
entity_toggle(header, section_name)
toggle_section(header)
-- Table used to display the settings
local scroll_table = Gui.scroll_table(parent, 999, table_size, section_name)
scroll_table.parent.visible = false
return scroll_table
end)
local toggle_item_button =
Gui.element(function(event_trigger, parent, item)
return parent.add{
name = event_trigger,
type = 'sprite-button',
sprite = 'item/'..item.name,
tooltip = {'autofill.toggle-tooltip', rich_img('item', item.name), item.category},
style = 'shortcut_bar_button_red'
}
end)
:style(Gui.sprite_style(32, nil, { right_margin = -3 }))
:on_click(function(player, element)
local item_name = string.sub(element.parent.name, 1 + string.len('toggle-setting-'), -1)
local entity_name = element.parent.parent.parent.parent.parent.parent.name
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
local item = setting.items[item_name]
if not item then return end
if item.enabled then
item.enabled = false
element.style = 'shortcut_bar_button_red'
else
item.enabled = true
element.style = 'shortcut_bar_button_green'
end
end)
local amount_textfield =
Gui.element(function(event_trigger, parent, setting)
Gui.element(function(event_trigger, parent, item)
return parent.add{
name = event_trigger,
type = 'textfield',
text = setting.amount,
tooltip = {'autofill.amount-tooltip', setting.type},
text = item.amount,
tooltip = {'autofill.amount-tooltip', item.category, rich_img('item', item.entity) },
clear_and_focus_on_right_click = true
}
end)
:style{
maximal_width = 90,
height = 32,
maximal_width = 40,
height = 31,
padding = -2
}
:on_confirmed(function(player, element, _)
local parent_name = element.parent.name
for _, setting in pairs(autofill_player_settings[player.name]) do
if 'amount-setting-'..setting.item == parent_name then
setting.amount = tonumber(element.text)
player.print({'autofill.confirmed', setting.amount, '[img=item/'..setting.item..']'})
end
end
local item_name = string.sub(element.parent.name, 1 + string.len('toggle-setting-'), -1)
local entity_name = element.parent.parent.parent.parent.parent.parent.name
if not autofill_player_settings[player.name] then return end
local setting = autofill_player_settings[player.name][entity_name]
if not setting then return end
local item = setting.items[item_name]
if not item then return end
item.amount = tonumber(element.text)
player.print({'autofill.confirmed', item.amount, rich_img('item', item.name), rich_img('entity', entity_name) })
end)
local add_autofill_setting =
Gui.element(function(_, parent, setting)
local toggle_flow = parent.add{ type = 'flow', name = 'toggle-setting-'..setting.item }
local amount_flow = parent.add{ type = 'flow', name = 'amount-setting-'..setting.item }
Gui.element(function(_, parent, item)
local toggle_flow = parent.add{ type = 'flow', name = 'toggle-setting-'..item.name }
local amount_flow = parent.add{ type = 'flow', name = 'amount-setting-'..item.name }
toggle_flow.style.padding = 0
amount_flow.style.padding = 0
toggle_item_button(toggle_flow, setting)
amount_textfield(amount_flow, setting)
toggle_item_button(toggle_flow, item)
amount_textfield(amount_flow, item)
end)
local toggle_item_button_empty =
Gui.element(function(_, parent, i)
return parent.add{
name = 'toggle-setting-empty-frame-'..i,
type = 'sprite-button'
}
end)
:style(Gui.sprite_style(32, nil, { right_margin = -3 }))
local amount_textfield_empty =
Gui.element(function(_, parent, i)
return parent.add{
name = 'amount-setting-empty-frame-'..i,
type = 'textfield'
}
end)
:style{ maximal_width = 40, height = 31, padding = -2 }
local add_empty_autofill_setting =
Gui.element(function(_, parent, i)
local toggle_flow = parent.add{ type = 'flow', name = 'toggle-setting-empty-'..i }
local amount_flow = parent.add{ type = 'flow', name = 'amount-setting-empty-'..i }
toggle_flow.style.padding = 0
amount_flow.style.padding = 0
local toggle_element = toggle_item_button_empty(toggle_flow, i)
toggle_element.enabled = false
local amount_element = amount_textfield_empty(amount_flow, i)
amount_element.enabled = false
end)
--- Main gui container for the left flow
-- @element autofill_container
autofill_container =
Gui.element(function(event_trigger, parent)
-- Draw the internal container
local container = Gui.container(parent, event_trigger, 100)
local container = Gui.container(parent, event_trigger)
container.parent.style.minimal_width = 245
-- Draw the header
local ammo_table = section(container, 'ammo', 2)
local fuel_table = section(container, 'fuel', 2)
for _, setting in pairs(config.default_entities) do
local table_sizes = {}
local tables = {}
local entity_table = section(container, setting.entity, 3)
for _, category in pairs(config.categories) do
if not table_sizes[category] then table_sizes[category] = 0 end
local alignment = Gui.alignment(entity_table, category..'-'..setting.entity, 'center', 'top')
alignment.style.padding = 0
local category_table = Gui.scroll_table(alignment, 999, 2, category)
category_table.parent.style.padding = 0
tables[category] = category_table
for _, item in pairs(setting.items) do
if item.category == category then
add_autofill_setting(category_table, item)
table_sizes[category] = table_sizes[category] + 1
end
end
end
for _, setting in pairs(config.default_settings) do
if setting.type == 'ammo' then
add_autofill_setting(ammo_table, setting)
elseif setting.type == 'fuel' then
add_autofill_setting(fuel_table, setting)
local t = table.get_values(table_sizes)
table.sort(t)
local biggest = t[#t]
for category, size in pairs(table_sizes) do
for i=biggest-size,1,-1 do
add_empty_autofill_setting(tables[category], i)
end
end
end
@@ -134,8 +267,10 @@ Gui.left_toolbar_button(config.icon, {'autofill.main-tooltip'}, autofill_contain
Event.add(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
if not autofill_player_settings[player.name] then
autofill_player_settings[player.name] = table.deep_copy(config.default_settings)
autofill_player_settings[player.name] = table.deep_copy(config.default_entities)
end
print(game.table_to_json(autofill_player_settings[player.name]))
end)
local function entity_build(event)
@@ -146,54 +281,46 @@ local function entity_build(event)
end
-- Check if the entity is in the config and enabled
local entity = event.created_entity
local entity_configs = config.entities[entity.name]
if not entity_configs then
return
end
-- Check if player has settings
if not autofill_player_settings[player.name] then return end
-- Check if autofill for the entity is enabled
if not autofill_player_settings[player.name][entity.name] then return end
-- Get the inventory of the player
local player_inventory = player.get_main_inventory()
local text_position = { x = entity.position.x, y = entity.position.y }
-- Loop over all possible item settings to insert into the entity
for _, setting in pairs(autofill_player_settings[player.name]) do
if not setting.enabled then
goto end_setting
end
-- Loop over possible inventories for this setting to put into the vehicle
for _, inventory in pairs(setting.inventories) do
-- Check in the configs if the inventory type exists and is enabled for this vehicle
if not entity_configs[inventory] or not entity_configs[inventory].enabled then
goto end_inventory
end
-- Loop over all possible items to insert into the entity
for _, item in pairs(autofill_player_settings[player.name][entity.name].items) do
-- Check if the item is enabled or goto next item
if not item.enabled then goto end_item end
-- Get the inventory of the entity
local entity_inventory = entity.get_inventory(inventory)
if not entity_inventory then
goto end_inventory
end
-- Get the inventory of the entity or goto next item
local entity_inventory = entity.get_inventory(item.type)
if not entity_inventory then goto end_item end
local item = setting.item
local preferd_amount = setting.amount
local item_amount = player_inventory.get_item_count(item)
if item_amount ~= 0 then
local inserted
text_position.y = text_position.y - 0.2
if item_amount >= preferd_amount then
if not entity_inventory.can_insert({name=item, count=preferd_amount}) then
goto end_inventory
end
inserted = entity_inventory.insert({name=item, count=preferd_amount})
player_inventory.remove({name=item, count=inserted})
print_text(entity.surface, text_position, {'autofill.filled', rich_img('entity', entity.name), inserted, rich_img('item', item) }, { r = 0, g = 255, b = 0, a = 1})
else
inserted = entity_inventory.insert({name=item, count=item_amount})
player_inventory.remove({name=item, count=inserted})
print_text(entity.surface, text_position, {'autofill.filled', rich_img('entity', entity.name), inserted, rich_img('item', item) }, { r = 255, g = 165, b = 0, a = 1})
local preferd_amount = item.amount
local item_amount = player_inventory.get_item_count(item.name)
if item_amount ~= 0 then
local inserted
text_position.y = text_position.y - 0.2
if item_amount >= preferd_amount then
-- Can item be inserted? no, goto next item!
if not entity_inventory.can_insert({name=item.name, count=preferd_amount}) then
goto end_item
end
inserted = entity_inventory.insert({name=item.name, count=preferd_amount})
player_inventory.remove({name=item.name, count=inserted})
print_text(entity.surface, text_position, {'autofill.filled', rich_img('entity', entity.name), inserted, rich_img('item', item.name) }, { r = 0, g = 255, b = 0, a = 1})
else
inserted = entity_inventory.insert({name=item.name, count=item_amount})
player_inventory.remove({name=item.name, count=inserted})
print_text(entity.surface, text_position, {'autofill.filled', rich_img('entity', entity.name), inserted, rich_img('item', item.name) }, { r = 255, g = 165, b = 0, a = 1})
end
::end_inventory::
end
::end_setting::
::end_item::
end
end