Files
2026-06-26 12:41:49 +01:00

544 lines
20 KiB
Lua

--[[-- Gui - Player List
Adds a player list to show names and play time; also includes action buttons which can perform actions on players.
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Roles = require("modules/exp_legacy/expcore/roles")
local config = require("modules/exp_legacy/config/gui/player_list_actions")
--- @class ExpGui_PlayerList.elements
local Elements = {}
local online_time_format = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
local afk_time_format = ExpUtil.format_time_factory_locale{ format = "long", minutes = true }
--- Get the caption and tooltip for a player time
--- @param online_time number
--- @param afk_time number
--- @return LocalisedString, LocalisedString
local function get_time_formats(online_time, afk_time)
local tick = game.tick > 0 and game.tick or 1
local percent = math.round(online_time / tick, 3) * 100
local caption = online_time_format(online_time)
local tooltip = { "exp-gui_player-list.afk-time", percent, afk_time_format(afk_time) }
return caption, tooltip
end
--- Button used to open the action bar for a player
--- @class ExpGui_PlayerList.elements.open_action_bar: ExpElement
--- @field data table<LuaGuiElement, LuaPlayer>
--- @overload fun(parent: LuaGuiElement, selected_player: LuaPlayer): LuaGuiElement
Elements.open_action_bar = Gui.define("player_list/open_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/expand_dots",
tooltip = { "exp-gui_player-list.open-action-bar" },
style = "frame_button",
}
:style{
padding = -2,
width = 8,
height = 14,
}
:element_data(
Gui.from_argument(1)
)
:on_click(function(def, player, element)
--- @cast def ExpGui_PlayerList.elements.open_action_bar
Elements.container.toggle_selected_player(player, def.data[element])
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Set whether an open action bar button shows as highlighted
--- @param open_button LuaGuiElement
--- @param highlighted boolean
function Elements.open_action_bar.set_highlight(open_button, highlighted)
open_button.style = highlighted and "tool_button" or "frame_button"
local style = open_button.style
style.padding = -2
style.width = 8
style.height = 14
end
--- Button used to close the action bar
--- @class ExpGui_PlayerList.elements.close_action_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.close_action_bar = Gui.define("player_list/close_action_bar")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
tooltip = { "exp-gui_player-list.close-action-bar" },
style = "slot_sized_button_red",
}
:style{
size = 30,
padding = -1,
top_margin = -1,
right_margin = -1,
}
:on_click(function(_, player)
Elements.container.set_selected_player(player, nil)
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Button used to confirm a reason
--- @class ExpGui_PlayerList.elements.reason_confirm: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.reason_confirm = Gui.define("player_list/reason_confirm")
:draw{
type = "sprite-button",
sprite = "utility/confirm_slot",
tooltip = { "exp-gui_player-list.reason-confirm" },
style = "slot_sized_button_green",
}
:style{
size = 30,
padding = -1,
left_margin = -2,
right_margin = -1,
}
:on_click(function(_, player, element)
local action_name = Elements.container.get_selected_action(player)
local button_data = action_name and config.buttons[action_name]
if button_data and button_data.reason_callback then
local reason = element.parent.entry.text
if reason == nil or not reason:find("%S") then reason = "no reason given" end
button_data.reason_callback(player, reason)
end
element.parent.entry.text = ""
Elements.container.set_selected_player(player, nil)
Elements.player_table.refresh_player(player)
end) --[[ @as any ]]
--- Clickable player name label, left click opens the map and right click toggles the action bar
--- @class ExpGui_PlayerList.elements.player_name_label: ExpElement
--- @field data table<LuaGuiElement, LuaPlayer>
--- @overload fun(parent: LuaGuiElement, opts: { name: string, player: LuaPlayer, tooltip: LocalisedString }): LuaGuiElement
Elements.player_name_label = Gui.define("player_list/player_name_label")
:draw{
type = "label",
caption = Gui.from_argument("name"),
tooltip = Gui.from_argument("tooltip"),
}
:style{
padding = { 0, 2, 0, 0 },
}
:element_data(
Gui.from_argument("player")
)
:on_click(function(def, player, element, event)
--- @cast def ExpGui_PlayerList.elements.player_name_label
local selected_player = def.data[element]
if event.button == defines.mouse_button_type.left then
-- Left click opens remote view at the player
player.set_controller{
type = defines.controllers.remote,
position = selected_player.physical_position,
surface = selected_player.physical_surface,
}
else
-- Right click toggles the action bar
Elements.container.toggle_selected_player(player, selected_player)
Elements.player_table.refresh_player(player)
end
end) --[[ @as any ]]
--- @class ExpGui_PlayerList.elements.player_table.row
--- @field open_button LuaGuiElement
--- @field name_label LuaGuiElement
--- @field time_label LuaGuiElement
--- @class ExpGui_PlayerList.elements.player_table.element_data
--- @field rows table<string, ExpGui_PlayerList.elements.player_table.row>
--- @field action_bar LuaGuiElement
--- @field reason_bar LuaGuiElement
--- Scroll table containing a row for each online player
--- @class ExpGui_PlayerList.elements.player_table: ExpElement
--- @field data table<LuaGuiElement, ExpGui_PlayerList.elements.player_table.element_data>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.player_table = Gui.define("player_list/player_table")
:track_all_elements()
:draw(function(_, parent)
return Gui.elements.scroll_table(parent, 184, 3, "scroll")
end)
:style{
padding = { 1, 0, 1, 2 },
} --[[ @as any ]]
--- Store the action and reason bars associated with a player table
--- @param player_table LuaGuiElement
--- @param action_bar LuaGuiElement
--- @param reason_bar LuaGuiElement
function Elements.player_table.set_bars(player_table, action_bar, reason_bar)
Elements.player_table.data[player_table] = {
rows = {},
action_bar = action_bar,
reason_bar = reason_bar,
}
end
--- @class ExpGui_PlayerList.elements.player_table.row_data
--- @field player LuaPlayer
--- @field tag string
--- @field role_name string
--- @field chat_color Color
--- @field caption LocalisedString
--- @field tooltip LocalisedString
--- Calculate the ordered list of online players sorted by their highest role
--- @return ExpGui_PlayerList.elements.player_table.row_data[]
function Elements.player_table.calculate_row_data()
-- Sort all the online players into roles
local players = {}
for _, player in pairs(game.connected_players) do
local highest_role = Roles.get_player_highest_role(player)
if not players[highest_role.name] then
players[highest_role.name] = {}
end
table.insert(players[highest_role.name], player)
end
-- Flatten the roles into a single ordered list
local count = 0
local row_data = {}
for _, role_name in pairs(Roles.config.order) do
if players[role_name] then
for _, player in pairs(players[role_name]) do
count = count + 1
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
row_data[count] = {
player = player,
tag = player.tag,
role_name = role_name,
chat_color = player.chat_color,
caption = caption,
tooltip = tooltip,
}
end
end
end
return row_data
end
--- Calculate the latest play time captions for each online player keyed by name
--- @return table<string, { caption: LocalisedString, tooltip: LocalisedString }>
function Elements.player_table.calculate_time_data()
local time_data = {}
for _, player in pairs(game.connected_players) do
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
time_data[player.name] = { caption = caption, tooltip = tooltip }
end
return time_data
end
--- Add a player row to the table and store its elements
--- @param player_table LuaGuiElement
--- @param row_data ExpGui_PlayerList.elements.player_table.row_data
function Elements.player_table.add_row(player_table, row_data)
local rows = Elements.player_table.data[player_table].rows
local player = row_data.player
-- Add the button used to open the action bar
local open_flow = player_table.add{ type = "flow" }
local open_button = Elements.open_action_bar(open_flow, player)
-- Add the clickable player name
local name_label = Elements.player_name_label(player_table, {
name = player.name,
player = player,
tooltip = { "exp-gui_player-list.open-map", player.name, row_data.tag, row_data.role_name },
})
name_label.style.font_color = row_data.chat_color
-- Add the time played label
local alignment = Gui.elements.aligned_flow(player_table)
local time_label = alignment.add{
type = "label",
caption = row_data.caption,
tooltip = row_data.tooltip,
}
time_label.style.padding = 0
rows[player.name] = { open_button = open_button, name_label = name_label, time_label = time_label }
end
--- Rebuild all rows of a player table, used when the sort order changes
--- @param player_table LuaGuiElement
--- @param row_data ExpGui_PlayerList.elements.player_table.row_data[]
function Elements.player_table.rebuild(player_table, row_data)
player_table.clear()
Elements.player_table.data[player_table].rows = {}
for _, row in ipairs(row_data) do
Elements.player_table.add_row(player_table, row)
end
end
--- Remove a single player row from the table
--- @param player_table LuaGuiElement
--- @param player_name string
function Elements.player_table.remove_row(player_table, player_name)
local rows = Elements.player_table.data[player_table].rows
local row = rows[player_name]
if not row then return end
rows[player_name] = nil
Gui.destroy_if_valid(row.open_button.parent)
Gui.destroy_if_valid(row.name_label)
Gui.destroy_if_valid(row.time_label.parent)
end
--- Refresh the time labels of a player table from precomputed time data
--- @param player_table LuaGuiElement
--- @param time_data table<string, { caption: LocalisedString, tooltip: LocalisedString }>
function Elements.player_table.refresh_times(player_table, time_data)
for player_name, row in pairs(Elements.player_table.data[player_table].rows) do
local data = time_data[player_name]
if data then
row.time_label.caption = data.caption
row.time_label.tooltip = data.tooltip
end
end
end
--- Refresh the action bar, reason bar and row highlights for a player to match their selection
--- @param player LuaPlayer
function Elements.player_table.refresh_player(player)
local selected_player = Elements.container.get_selected_player(player)
local selected_action = Elements.container.get_selected_action(player)
for _, player_table in Elements.player_table:online_elements(player) do
local element_data = Elements.player_table.data[player_table]
Elements.action_bar.refresh(element_data.action_bar, player, selected_player)
Elements.reason_bar.refresh(element_data.reason_bar, selected_player, selected_action)
-- Highlight the open button of the selected player
for player_name, row in pairs(element_data.rows) do
Elements.open_action_bar.set_highlight(row.open_button, selected_player ~= nil and player_name == selected_player.name)
end
end
end
--- Action bar footer holding the close button and the per action button flows
--- @class ExpGui_PlayerList.elements.action_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.action_bar = Gui.define("player_list/action_bar")
:draw(function(_, parent)
local action_bar = Gui.elements.subframe_base(parent, "subfooter_frame", "action_bar")
action_bar.visible = false
Elements.close_action_bar(action_bar)
for action_name, button_data in pairs(config.buttons) do
local permission_flow = action_bar.add{ type = "flow", name = action_name }
permission_flow.visible = false
for _, button in ipairs(button_data) do
button(permission_flow)
end
end
return action_bar
end)
:style{
height = 35,
padding = { 1, 3 },
} --[[ @as any ]]
--- Update the action bar buttons to match the selection for a player, hidden when nothing is selected
--- @param action_bar LuaGuiElement
--- @param player LuaPlayer
--- @param selected_player LuaPlayer?
function Elements.action_bar.refresh(action_bar, player, selected_player)
if not selected_player then
action_bar.visible = false
return
end
action_bar.visible = true
for action_name, buttons in pairs(config.buttons) do
local flow = action_bar[action_name]
if buttons.auth and not buttons.auth(player, selected_player) then
flow.visible = false
else
flow.visible = Roles.player_allowed(player, action_name)
end
end
end
--- Reason bar footer holding the reason entry and confirm button
--- @class ExpGui_PlayerList.elements.reason_bar: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.reason_bar = Gui.define("player_list/reason_bar")
:draw(function(_, parent)
local reason_bar = Gui.elements.subframe_base(parent, "subfooter_frame", "reason_bar")
reason_bar.visible = false
local reason_field = reason_bar.add{
name = "entry",
type = "textfield",
style = "stretchable_textfield",
tooltip = { "exp-gui_player-list.reason-entry" },
}
local entry_style = reason_field.style
entry_style.padding = 0
entry_style.height = 28
entry_style.minimal_width = 158
Elements.reason_confirm(reason_bar)
return reason_bar
end)
:style{
height = 35,
padding = { -1, 3 },
} --[[ @as any ]]
--- Update the reason bar visibility to match the selection, shown only while an action awaits a reason
--- @param reason_bar LuaGuiElement
--- @param selected_player LuaPlayer?
--- @param selected_action string?
function Elements.reason_bar.refresh(reason_bar, selected_player, selected_action)
reason_bar.visible = selected_player ~= nil and selected_action ~= nil
end
--- @class ExpGui_PlayerList.elements.container.selection
--- @field selected_player LuaPlayer?
--- @field selected_action string?
--- Container added to the left gui flow
--- @class ExpGui_PlayerList.elements.container: ExpElement
--- @field data table<LuaPlayer, ExpGui_PlayerList.elements.container.selection>
Elements.container = Gui.define("player_list/container")
:draw(function(_, parent)
local container = Gui.elements.container(parent)
local player_table = Elements.player_table(container)
local action_bar = Elements.action_bar(container)
local reason_bar = Elements.reason_bar(container)
Elements.player_table.set_bars(player_table, action_bar, reason_bar)
local row_data = Elements.player_table.calculate_row_data()
Elements.player_table.rebuild(player_table, row_data)
return Gui.elements.container.get_root_element(container)
end) --[[ @as any ]]
--- Get or create the selection state for a player
--- @param player LuaPlayer
--- @return ExpGui_PlayerList.elements.container.selection
function Elements.container._get_selection(player)
local selection = Elements.container.data[player]
if not selection then
selection = {}
Elements.container.data[player] = selection
end
return selection
end
--- Get the player that actions will be performed on
--- @param player LuaPlayer
--- @return LuaPlayer?
function Elements.container.get_selected_player(player)
return Elements.container._get_selection(player).selected_player
end
--- Get the action awaiting a reason
--- @param player LuaPlayer
--- @return string?
function Elements.container.get_selected_action(player)
return Elements.container._get_selection(player).selected_action
end
--- Set the player that actions will be performed on, nil to clear the selection
--- @param player LuaPlayer
--- @param selected_player LuaPlayer?
function Elements.container.set_selected_player(player, selected_player)
local selection = Elements.container._get_selection(player)
selection.selected_player = selected_player
if not selected_player then
selection.selected_action = nil
end
end
--- Toggle the player that actions will be performed on
--- @param player LuaPlayer
--- @param selected_player LuaPlayer
function Elements.container.toggle_selected_player(player, selected_player)
if Elements.container.get_selected_player(player) == selected_player then
Elements.container.set_selected_player(player, nil)
else
Elements.container.set_selected_player(player, selected_player)
end
end
--- Set the action awaiting a reason, nil to clear it
--- @param player LuaPlayer
--- @param selected_action string?
function Elements.container.set_selected_action(player, selected_action)
Elements.container._get_selection(player).selected_action = selected_action
end
-- Inject the accessors the actions config needs; setting an action also refreshes the gui to show the reason bar
local function select_action(player, selected_action)
Elements.container.set_selected_action(player, selected_action)
Elements.player_table.refresh_player(player)
end
config.set_accessors(Elements.container.get_selected_player, select_action)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(Elements.container, true)
Gui.toolbar.create_button{
name = "toggle_player_list",
left_element = Elements.container,
sprite = "entity/character",
tooltip = { "exp-gui_player-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/player-list")
end
}
--- Rebuild the player list for all online players, used when the sort order changes
local function redraw_player_list()
local row_data = Elements.player_table.calculate_row_data()
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.rebuild(player_table, row_data)
Elements.player_table.refresh_player(Gui.get_player(player_table))
end
end
--- Refresh the play times for all online players
local function refresh_player_times()
local time_data = Elements.player_table.calculate_time_data()
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.refresh_times(player_table, time_data)
end
end
--- Remove a player from the list when they leave and clear any selection pointing at them
--- @param event EventData.on_player_left_game
local function on_player_left_game(event)
local left_player = game.players[event.player_index]
for _, player_table in Elements.player_table:online_elements() do
Elements.player_table.remove_row(player_table, left_player.name)
local viewing_player = Gui.get_player(player_table)
if Elements.container.get_selected_player(viewing_player) == left_player then
Elements.container.set_selected_player(viewing_player, nil)
Elements.player_table.refresh_player(viewing_player)
end
end
end
local e = defines.events
return {
elements = Elements,
events = {
[e.on_player_joined_game] = redraw_player_list,
[e.on_player_left_game] = on_player_left_game,
[Roles.events.on_role_assigned] = redraw_player_list,
[Roles.events.on_role_unassigned] = redraw_player_list,
},
on_nth_tick = {
[1800] = refresh_player_times,
}
}