Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/control/selection.lua
2025-04-13 00:01:55 +09:00

196 lines
7.6 KiB
Lua

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