mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 19:45:22 +09:00
506 lines
17 KiB
Lua
506 lines
17 KiB
Lua
local Gui = require 'expcore.gui'
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local Roles = require 'expcore.roles'
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local Event = require 'utils.event'
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local config = require 'config.rockets'
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local Global = require 'utils.global'
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local format_time = ext_require('expcore.common','format_time')
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local Colors = require 'resources.color_presets'
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local rocket_times = {}
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local rocket_stats = {}
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local rocket_silos = {}
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Global.register({
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rocket_times = rocket_times,
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rocket_stats = rocket_stats,
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rocket_silos = rocket_silos
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},function(tbl)
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rocket_times = tbl.rocket_times
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rocket_stats = tbl.rocket_stats
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rocket_silos = tbl.rocket_silos
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end)
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local function get_silo_name(entity)
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local position = entity.position
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return 'X '..math.floor(position.x)..' Y '..math.floor(position.y)
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end
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local zoom_to_map_name = Gui.uid_name()
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Gui.on_click(zoom_to_map_name,function(event)
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local force = event.player.force
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local rocket_silo_name = event.element.caption
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local rocket_silo = rocket_silos[force.name][rocket_silo_name]
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local position = rocket_silo.entity.position
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event.player.zoom_to_world(position,2)
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end)
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local launch_rocket =
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Gui.new_button()
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:set_sprites('utility/center')
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:set_tooltip('Click to launch rocket')
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:set_embeded_flow(function(element,rocket_silo_name)
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return 'launch_'..rocket_silo_name
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end)
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:set_style('tool_button',function(style)
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Gui.set_padding_style(style,-2,-2,-2,-2)
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style.width = 16
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style.height = 16
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end)
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:on_click(function(player,element)
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local force = player.force
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local rocket_silo_name = element.parent.name:sub(8)
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local rocket_silo = rocket_silos[force.name][rocket_silo_name]
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rocket_silo.entity.launch_rocket()
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end)
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local toggle_rocket =
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Gui.new_button()
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:set_sprites('utility/play')
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:set_tooltip('Click to launch rocket')
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:set_embeded_flow(function(element,rocket_silo_name)
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return 'toggle_'..rocket_silo_name
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end)
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:set_style('tool_button',function(style)
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Gui.set_padding_style(style,-2,-2,-2,-2)
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style.width = 16
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style.height = 16
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end)
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:on_click(function(player,element)
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local force = player.force
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local rocket_silo_name = element.parent.name:sub(7)
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local rocket_silo = rocket_silos[force.name][rocket_silo_name]
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local status = true
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if status then
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player.print('WIP; We currently have no way to test or set the auto launch of a rocket so this button does not work!')
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else
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element.sprite = 'utility/stop'
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end
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end)
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local header_expand =
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Gui.new_button()
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:set_sprites('utility/expand_dark','utility/expand')
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:set_tooltip('Click to expand')
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:set_style('tool_button',function(style)
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Gui.set_padding_style(style,-2,-2,-2,-2)
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style.height = 20
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style.width = 20
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end)
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:on_click(function(player,element)
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local flow_name = element.parent.name
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local flow = element.parent.parent.parent[flow_name]
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if Gui.toggle_visible(flow) then
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element.sprite = 'utility/collapse_dark'
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element.hovered_sprite = 'utility/collapse'
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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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end
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end)
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local function create_header_flow_combo(player,element,name,table_size,caption,tooltip)
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-- header for the combo
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local header =
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element.add{
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type='frame',
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name=name..'-header',
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style='subheader_frame',
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}
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Gui.set_padding(header,1,1,3,3)
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header.style.horizontally_stretchable = true
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-- caption for header bar
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header.add{
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type='label',
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style='heading_1_label',
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caption=caption,
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tooltip=tooltip
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}
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-- right aligned button to toggle the drop down area
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local expand_flow = Gui.create_right_align(header,name)
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header_expand(expand_flow)
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-- flow for the combo
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local flow =
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element.add{
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name=name,
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type='scroll-pane',
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direction='vertical',
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horizontal_scroll_policy='never',
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vertical_scroll_policy='auto-and-reserve-space'
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}
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Gui.set_padding(flow,1,1,2,2)
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flow.style.horizontally_stretchable = true
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flow.style.maximal_height = 215
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flow.visible = false
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-- table to allow for nice looking labels
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local flow_table =
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flow.add{
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name='table',
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type='table',
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column_count=table_size
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}
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Gui.set_padding(flow_table)
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flow_table.style.horizontally_stretchable = true
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flow_table.style.vertical_align = 'center'
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flow_table.style.cell_padding = 0
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end
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local function player_allowed(player,action)
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if not config.progress['allow_'..action] then
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return false
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end
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if config.progress[action..'_admins_only'] and not player.admin then
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return false
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end
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if config.progress[action..'_role_permision'] and not Roles.player_allowed(player,config.progress[action..'_role_permision']) then
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return false
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end
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return true
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end
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local function generate_container(player,element)
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Gui.set_padding(element,1,2,2,2)
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element.style.minimal_width = 200
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-- main container which contains the other elements
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local container =
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element.add{
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name='container',
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type='frame',
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direction='vertical',
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style='window_content_frame_packed'
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}
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Gui.set_padding(container)
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if config.stats.show_stats then
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create_header_flow_combo(player,container,'stats',2,'Statistics','Stats about rockets')
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end
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if config.milestones.show_milestones then
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create_header_flow_combo(player,container,'milestones',2,'Milestones','Rocket milestones')
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end
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if config.progress.show_progress then
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local col_count = 2
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if player_allowed(player,'remote_launch') then col_count = col_count+1 end
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if player_allowed(player,'toggle_active') then col_count = col_count+1 end
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create_header_flow_combo(player,container,'progress',col_count,'Build Progress','Build progress of rockets')
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container.progress.add{
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type='label',
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name='no_silos',
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caption='Your force has no silos'
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}
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end
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end
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local function create_label_pair_time(element,name,raw_value,caption,tooltip,no_hours)
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local value = no_hours and format_time(raw_value,{minutes=true,seconds=true}) or format_time(raw_value)
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local value_tooltip = format_time(raw_value,{hours=not no_hours,minutes=true,seconds=true,long=true})
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if not element[name] then
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-- main label to show the name of the value
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element.add{
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type='label',
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name=name..'-label',
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caption=caption,
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tooltip=tooltip
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}
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-- flow which allows right align for the value
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local right_flow = Gui.create_right_align(element,name)
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right_flow.add{
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type='label',
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name='label',
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caption=value,
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tooltip=value_tooltip
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}
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else
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element[name].label.caption = value
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element[name].label.tooltip = value_tooltip
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end
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end
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local function generate_stats(player,frame)
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if not config.stats.show_stats then return end
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local element = frame.container.stats.table
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local force_rockets = player.force.rockets_launched
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if config.stats.show_first_rocket then
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create_label_pair_time(element,'first_launch',rocket_stats.first_launch or 0,'First Launch','The time of launch of the first rocket')
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end
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if config.stats.show_last_rocket then
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create_label_pair_time(element,'last_launch',rocket_stats.last_launch or 0,'Last Launch','The time that the last rocket was launched')
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end
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if config.stats.show_fastest_rocket then
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create_label_pair_time(element,'fastest_launch',rocket_stats.fastest_launch or 0,'Fastest Launch','The time taken for the fastest launch',true)
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end
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if config.stats.show_total_rockets then
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local total_rockets = 0
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for _,force in pairs(game.forces) do
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total_rockets = total_rockets + force.rockets_launched
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end
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total_rockets = total_rockets > 0 and total_rockets or 1
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local percentage = math.round(force_rockets/total_rockets,3)*100
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if not element.total_rockets then
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-- main label to show the name of the value
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element.add{
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type='label',
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name='total_rockets-label',
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caption='Total Lauched',
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tooltip='The total number of rockets launched'
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}
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-- flow which allows right align for the value
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local right_flow = Gui.create_right_align(element,'total_rockets')
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right_flow.add{
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type='label',
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name='label',
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caption=force_rockets,
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tooltip=percentage
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}
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else
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element.total_rockets.label.caption = force_rockets
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element.total_rockets.label.tooltip = percentage
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end
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end
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if config.stats.show_game_avg then
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local tick = game.tick > 0 and game.tick or 1
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local avg = math.floor(force_rockets/tick)
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create_label_pair_time(element,'avg_launch',avg,'Avg Launch','The average time to launch a rocket',true)
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end
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for _,over in pairs(config.stats.rolling_avg) do
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local total = 0
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local rocket_count = 0
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for i = force_rockets,force_rockets-over,-1 do
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if rocket_times[i] then
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rocket_count = rocket_count + 1
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total = total + rocket_times[i]
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end
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end
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total = total > 0 and total or 1
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local avg = math.floor(rocket_count/total)
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create_label_pair_time(element,'avg_launch_'..over,avg,'Avg Launch '..over,'The rolling average time to launch a rocket for the past '..over..' rockets',true)
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end
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end
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local function generate_milestones(player,frame)
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if not config.milestones.show_milestones then return end
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local element = frame.container.milestones.table
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local force_rockets = player.force.rockets_launched
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for _,milestone in ipairs(config.milestones) do
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if milestone <= force_rockets and not element['milstone-'..milestone] then
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create_label_pair_time(element,'milstone-'..milestone,rocket_times[player.force.name][milestone],'Milestone '..milestone,'Time taken to launch '..milestone..' rockets')
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end
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end
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end
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local function generate_progress(player,frame)
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if not config.progress.show_progress then return end
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local element = frame.container.progress.table
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local force = player.force.name
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if not rocket_silos[force] or table.size(rocket_silos[force]) == 0 then
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element.parent.no_silos.visible = true
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else
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element.parent.no_silos.visible = false
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for rocket_silo_name,rocket_silo in pairs(rocket_silos[force]) do
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if not rocket_silo.entity or not rocket_silo.entity.valid then
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rocket_silos[force][rocket_silo_name] = nil
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if element['label_'..rocket_silo_name] then element['label_'..rocket_silo_name].destroy() end
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if element['launch_'..rocket_silo_name] then element['launch_'..rocket_silo_name].destroy() end
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if element['toggle_'..rocket_silo_name] then element['toggle_'..rocket_silo_name].destroy() end
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if element[rocket_silo_name] then element[rocket_silo_name].destroy() end
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elseif not element[rocket_silo_name] then
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local progress = rocket_silo.entity.rocket_parts
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local status = rocket_silo.entity.status == 21
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local active = false -- need way to check this
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if player_allowed(player,'toggle_active') then
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local toggle_rocket_element = toggle_rocket(element,rocket_silo_name)
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toggle_rocket_element.enabled = false -- remove when done
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if active then
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toggle_rocket_element.sprite = 'utility/stop'
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else
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toggle_rocket_element.sprite = 'utility/play'
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end
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end
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if player_allowed(player,'remote_launch') then
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local launch_rocket_element = launch_rocket(element,rocket_silo_name)
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launch_rocket_element.enabled = status
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end
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-- main label to show the name of the value
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local flow = element.add{type='flow',name='label_'..rocket_silo_name}
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Gui.set_padding(flow,0,0,2,0)
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flow.add{
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type='label',
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name=zoom_to_map_name,
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caption=rocket_silo_name,
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tooltip='Click to view on map'
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}
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-- flow which allows right align for the value
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local right_flow = Gui.create_right_align(element,rocket_silo_name)
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right_flow.add{
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type='label',
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name='label',
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caption=progress..'%',
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tooltip=rocket_silo.launched or 0
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}
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else
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local progress = rocket_silo.entity.rocket_parts
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local status = rocket_silo.entity.status == 21
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local active = false -- need way to check this
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local label = element[rocket_silo_name].label
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label.caption = progress..'%'
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label.tooltip = rocket_silo.launched or 0
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if status then
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label.caption = '100%'
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label.style.font_color = Colors.cyan
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else
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label.style.font_color = Colors.white
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end
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if player_allowed(player,'toggle_active') then
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local toggle_rocket_element = element['toggle_'..rocket_silo_name]
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if active then
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toggle_rocket_element[toggle_rocket.name].sprite = 'utility/stop'
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else
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toggle_rocket_element[toggle_rocket.name].sprite = 'utility/play'
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end
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end
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if player_allowed(player,'remote_launch') then
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local launch_rocket_element = element['launch_'..rocket_silo_name]
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launch_rocket_element[launch_rocket.name].enabled = status
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end
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end
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end
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end
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end
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local rocket_info =
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Gui.new_left_frame('gui/rocket-info')
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:set_sprites('entity/rocket-silo')
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:set_post_authenticator(function(player,define_name)
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return true
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--return player.force.rockets_launched > 0 and Gui.classes.toolbar.allowed(player,define_name)
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end)
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:set_open_by_default(function(player,define_name)
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return true
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--return player.force.rockets_launched > 0
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end)
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:set_direction('vertical')
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:on_draw(function(player,element)
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generate_container(player,element)
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generate_stats(player,element)
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generate_milestones(player,element)
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generate_progress(player,element)
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end)
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:on_update(function(player,element)
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generate_stats(player,element)
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generate_milestones(player,element)
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generate_progress(player,element)
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end)
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Event.add(defines.events.on_rocket_launched,function(event)
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local force = event.rocket_silo.force
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local force_name = force.name
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local rockets_launched = force.rockets_launched
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if not rocket_stats[force_name] then
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rocket_stats[force_name] = {}
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end
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if rockets_launched == 1 then
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rocket_stats.first_launch = event.tick
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rocket_stats.fastest_launch = event.tick
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elseif event.tick-rocket_stats.last_launch < rocket_stats.fastest_launch then
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rocket_stats.fastest_launch = event.tick-rocket_stats.last_launch
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end
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rocket_stats.last_launch = event.tick
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if not rocket_times[force_name] then
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rocket_times[force_name] = {}
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end
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rocket_times[force_name][rockets_launched] = event.tick
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local silo_name = get_silo_name(event.rocket_silo)
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if not rocket_silos[force_name] then
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rocket_silos[force_name] = {}
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end
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if not rocket_silos[force_name][silo_name] then
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rocket_silos[force_name][silo_name] = {entity=event.rocket_silo,launched=0}
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end
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rocket_silos[force_name][silo_name].launched = rocket_silos[force_name][silo_name].launched+1
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for _,player in pairs(force.players) do
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rocket_info:update(player)
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Gui.update_toolbar(player)
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end
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end)
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local function on_built(event)
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local entity = event.created_entity
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if entity.valid and entity.name == 'rocket-silo' then
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local force = entity.force
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local force_name = force.name
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local silo_name = get_silo_name(entity)
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if not rocket_silos[force_name] then
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rocket_silos[force_name] = {}
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end
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rocket_silos[force_name][silo_name] = {entity=entity,launched=0}
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for _,player in pairs(force.players) do
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rocket_info:update(player)
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end
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end
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end
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Event.add(defines.events.on_built_entity,on_built)
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Event.add(defines.events.on_robot_built_entity,on_built)
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Event.on_nth_tick(150,function()
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for _,force in pairs(game.forces) do
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local silos = rocket_silos[force.name]
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if silos then
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for _,player in pairs(force.connected_players) do
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local frame = rocket_info:get_frame(player)
|
|
generate_progress(player,frame)
|
|
end
|
|
end
|
|
end
|
|
end)
|
|
|
|
return rocket_info |